[ GAMEPLAY ]
- Fixed a case where a disconnected player could cause a poltergeist CT model to appear in the middle of the map
- Player model of a disconnecting player should now immediately suicide when disconnect is detected instead of lingering for 10 additional seconds under certain conditions
- Fixed a case where damage prediction was incorrect due to view angle changes mid-spray
- Lag compensation now runs when shooting at teammates and mp_teammates_are_enemies is enabled even when mp_friendlyfire is disabled
- Fixed layout inconsistencies for ranks display and player profiles
- Updated sounds on main menu background
- Improved movement around ladders
- Fixed various gaps in map
- Fixed z-fighting in various spots
- Fixed various holes
- Adjusted clipping in multiple spots
- Fixed various texture bugs
- Fixed a spot that players could get stuck on
- Fixed a case where a T would spawn in the air
[ MAPS ] Train
- Removed unintended boost in B halls
- Added grenade collision to out of bounds areas
- Fixed gap in world by longdog exit
- Added collision to B site broken ceiling
- Fixed collision type on oilcar in B site
[ MAP GUIDES ]
- Fixed a bug where missing text for a user's language wouldn't fall back to English
- Fixed various collision issues including a higher fidelity for the orange train on B site
- Minor fixes on textures stretching
- Fixed various gaps in map
- Disabled player collision on radio
- Updated radio sound
- Added vphysics clip to platform gap in T spawn for clumsy players
- Players can now get on top of cratestack outside of longdog
- Fixed lighting bug on Bombsite B
- Fixed footstep sound bug on mud surfaces
- Updated to the latest version from the Community Workshop (Update Notes)
We're happy to announce the return of the momentarily lost classic, Train. [video mp4=https://clan.cloudflare.steamstatic.com/images/3381077/bb2e4dbe98255eb95e5aac9fa0728ff4310b07bb.mp4 webm=https://clan.cloudflare.steamstatic.com/images/3381077/d9eb0bc560630c27136b997f3f171de4b8176394.webm poster=https://clan.cloudflare.steamstatic.com/images/3381077/2cc311b50abe04bf2c3700216fb80f9a9aa26c36.png autoplay=true controls=false][/video] There's plenty of classic Counter-Strike in every inch of this mapbut we also made sure to mix up the gameplay a bit to keep you Train veterans on your toes. We also gave it a full visual overhaul, which means your favorite bleak Eastern European train yard is now 60% cloudier. With a chance of rain? We guarantee it. So queue up and get ready to master the newest version of one of Counter-Strike's most iconic maps. Train is now available in casual and competitive game modes.
Overpass Updates and New Community Maps
Overpass has received a number of updates based on community feedback, and we're adding four new community maps to the game. Basalt returns to Counter-Strike 2 alongside Edin in casual and competitive game modes, and Palais and Whistle have been added to Wingman.
[ DAMAGE PREDICTION ]
- Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
- Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
- Damage prediction is not active when you have high ping.
- Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
- Fixed a case where legs weren't animating correctly while taking damage.
- Added ambient occlusion for first person legs to better ground them in the environment.
- Performance optimizations for molotov and incendiary effects.
- Added axis labels to the grenade line-up reticle tick marks.
- The grenade preview camera now shows the result of a jump throw while the jump button is held.
- Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to PlayPractice and toggle "Load Map Guides" on.
- Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
- New game settings for radar map blending and background opacity.
- Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
- Fixed a regression with Chinese input via the Microsoft Input Methods.
- CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
- Charm Template number is now available in Charm descriptions.
- Added Train to Competitive, Casual, and Deathmatch modes.
- Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
- Added Palais and Whistle to Wingman mode.
- Removed Thera, Mills, Assembly, and Memento from all game modes.
- Fixed some lighting errors.
- Fixed some collision gaps.
- Fixed some bad wall bang spots.
- Fixed a stuck spot.
- Fixed some bad boost spots.
- Fixed a pixel peek.
- Visual updates to canals area and B-site.
- Rework of heaven drop down mechanics.
- Performance improvements, particularly in canals area and B-site.
- Added a sign that blocks a bad line of sight from long boost to CT spawn.
- Removed small fence at the edge of party/picnic that interfered with visibility to train station.
- Removed some geometry under wrecked truck that looked like player legs.
- Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
- Deleted a tree that interfered with a line of sight.
- Moved one of the crate lids on A-site to block a bad line of sight.
- Removed some lamps that could look like player heads at A-site.
- Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
- Removed a chain link fence in alley that made players hard to see.
- Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
- Made shelf in heaven look less like a player.
- Adjusted props and lights in heaven to reduce noise and make players brighter.
- Removed handcart behind barrels at B-site so players can back into the corner.
- Adjusted collision around barrels for better player movement.
- Added light behind barrels for better player visibility.
- Fixed weird collision on barrel that made for inconsistent wall bangs.
- Fixed bad graffiti rendering at B-site.
- Removed concrete block behind the cement bags at B-site for less awkward player movement.
- Set many smaller props to exclude player movement and grenade bounces.
- Fixed some pixel peeks.
- Small visual updates throughout the map.
- Performance improvements in some areas.
[ NETWORK ]
- Fixed a case mid-spray where lag compensation wasn't aware of the user's "Buffering to smooth over packet loss / jitter" setting.
- Improved clock synchronization to better handle downstream jitter bursts.
- Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick is missed due to network loss or jitter.
- Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers.
- For more details see this article.
[ GAMEPLAY ]
- Various adjustments to bullet hit feedback.
- Fixed a case mid-spray where lag compensation would rewind target hitboxes further into the past than what was on screen.
- Jumping in place on a sloped surface will no longer result in players sliding a short distance.
- Fixed a bug where C4 could be defused from any height.
- Fixes for IK logic to improve third-person feet posing, especially on slopes.
- Fixed a case where the feet and legs of players could pop out of position when exiting the bomb-plant animation.
- Reduced animation-related network bandwidth usage.
- Added more detailed matchmaking stats for players who try to find a match at off-peak times of day.
- Activating an Armory Pass no longer grants the first Armory Credit immediately. All 40 Armory Credits can be earned by playing and earning XP.
- Fixed geometry in the problematic jumping corner.
- Reworked collision on the staircase to A-main for better player movement.
- Removed a tree that was creating a distracting shadow at A site.
- Adjusted collision to better match visible geometry so that players can hug the walls more closely.
- Fixed a few lighting bugs.
- Reduced shadows to increase perf in some areas.
- Fixed some spots in house where you could get stuck.
- Fixed collision gap at the bottom of B ramp.
- Fixed some disappearing mesh.
- Fixed some lighting errors on lower graphics settings.
- Fixed a gap in geometry.
[ MISC ]
- Increased jump tolerance for sliding along a surface to fix certain jumps like in the corner outside in cs_office.
- Fixed a crash in page file usage when Vulkan initialization fails and the game falls back to DX11.
[ MISC ]
- First-person inspect animation in Inventory and Loadout will now match in-game viewmodel settings and FOV.
- Fixed a regression with smoke rendering from old demo files.
- Fixed damage report to show correctly in Casual and Deathmatch game modes.
- Added sv_jump_precision_enable so servers running certain custom game modes (e.g. surf) can opt out of jump precision improvements.
- Fixed "I have to go, my planet needs me."
[ JUMPING ]
- Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0).
- Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.
- Improved consistency of successfully landing on surfaces very close to the maximum height of a jump.
- Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height.
- Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces.
- Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place.
- Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up.
- Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (e.g. when both right and left legs get hit).
- HE grenade explosions within smoke now clear the accumulated smoke screen effect on players inside that smoke within range of the HE grenade explosion.
- Stability improvements.
- Dust II
- Fixed a gap in geometry.
[ MISC ]
- Fixed a bug where grenades were generating headshot sounds.
- Fixed a bug where grenades were not bouncing off certain dynamic props.
- Fixed a bug where Copenhagen 2024 winners were not showing up in the Majors tab in the Watch menu.
[ MAPS ] Vertigo
- Fixed a bad collision interaction between grenades and a prop.
- Fixed a wall bang exploit.
- Updated to the latest version from the Community Workshop (Update Notes).
- Added localization strings for location callouts.
- Fixed mouselook inconsistencies when game render dimensions are different from game window dimensions.
- Fixed erroneous target aim punch animation during client-side shooting.
- Fixed erroneous Zeus shock effect during client-side shooting.
- Fixed a bug where Zeus headshots wouldn't emit the death yelp.
- Prior Major results are now available in the Majors tab in the Watch menu.
[ GRAPHICS ]
- Fixed mixed resolution rendering from erroneously resetting during map changes.
- Fixed a known crash when compiling lighting in Counter-Strike 2 Workshop Tools.
- Fixed detail normal UV scaling.
- Fixed several biplanar mapping bugs, added support for nonuniform scale in biplanar mapping mode.
- Added an option to apply albedo color correction to transmissive foliage textures, and adjusted the foliage shader for more accurate color correction.
- Added a startup warning when the game is launched under low available system memory conditions or with a limited pagefile size. These conditions may cause the game to be unstable or crash.
- Various stability improvements.
- Fixed UI checkboxes behaving inconsistently when depositing or extracting a large number of items into and from Storage Units.
- Fixed a regression with loading animated Steam avatars, the cows are mooooving again.
[ MISC ]
- Performance optimizations in hierarchies of unchanged entities.
- Various stability improvements.
- Mirage
- Fixed disappearing geometry in apartments.
[ GRAPHICS ]
- Fixed certain particle effects, like tracers, to fall back to mixed resolution for better performance when using low graphics settings with MSAA disabled.
- Improved lighting artifacts in various interior places when compiling maps.
- Teammate colors will now be assigned on official servers as soon as all players press ACCEPT. This will ensure that colors are correct during Pick/Ban phase, and during Warmup.
- Improvements in Charms reactivity physics system to better align with weapon animations.
[ MISC ]
- Adjusted the score calculation in Casual, Competitive, and Wingman to exclude knife and utility damage
- Fixed 3rd person weapon angles to fully incorporate recoil
- Fixed missing cascade shadows on some community maps
- Fixed the Armory weapon preview having extra models
- Network jitter graphs now have a number in the upper right hand corner that gives the scale of the graph
- Fixed some cases where shell casings could render as an error model
- Various stability fixes
[ MISC ]
- Adjusted first-person sniper scope effect
- Fixed some dark spots in Inferno
- Fixed a bug where breakable objects weren't behaving as expected
Today's update introduces the Armory, all new Weapon Charms, and a whole lot more. Click the image below for more details!
[ THE ARMORY ]
- The Armory is now available in the store (https://store.steampowered.com/sale/armory)
- Features 3 new weapon collections, 2 charm collections, 2 sticker collections, the Gallery Case, and the Heat Treated Desert Eagle
- Purchase and activate an Armory Pass to start earning Armory Credits
- Make progress toward credits whenever you earn XP with an active Armory Pass
- Redeem credits for items in the Armory
- Introducing Charms: dynamic items you can apply to your favorite weapons. Currently available exclusively in the Armory
- Drag and drop Charms to precisely place them on the weapon of your choice. A weapon can have one charm attached at a time
- Use a Charm Detachment to detach the Charm from a weapon. The Charm will return to your inventory and can be reused
- Redeeming a Charm from the Armory grants three complimentary Charm Detachments. Additional Charm Detachments are available for purchase
- All items acquired from the in-game store (including the Armory), Trade Offers, and Steam Community Market are now subject to a 7 day re-trade and re-market restriction
- All stickers, patches, and charms available on Steam Community Market, in the Armory, or on friends' Steam Inventory web pages can now be previewed on your own inventory items
- Removed ability to delete weapon cases from your inventory
- Added sticker scrape level selector when applying new stickers to weapons
- Added precise sticker wear level selector when scraping existing stickers on inventory weapons. Any applied stickers can only increase their sticker scrape level
- Added a way to immediately remove existing stickers from inventory weapons in addition to sticker scraping
- Added nametag module preview on the actual items when applying nametags
- Fixed several cases where applying nametags or stickers would unequip the weapon from your loadout
- Customizing a base weapon that's currently equipped will now auto-equip the newly customized version
- Improved character posing when on large slopes
- Made feet pin and unpin differently for all use cases to help remove aggressively leaned characters (AKA the MJ lean)
- Pin/unpin IK logic now not affected by poor server ping times
- Feet IK now repositions to idle pose if the feet have pinned at a largely different pose to that authored
- Re-authored run, walk, and crouch content to fix wide/scissor leg posing when traversing
- Changed ladder animations and behavior so characters heads are much more representative of where the player camera is, including characters now display crouch correctly when on ladders
- Removed popping when crouching or uncrouching while jumped and reduced leaning on jump animations
- Fixed character's pose popping when falling off a ledge
- Fix for many cases where character's posing would subtly pop when traversing with slow moving weapons
- Flashbangs and HE grenades no longer prematurely detonate when they exceed their 'stuck bounce' limit
- Added a Display selection dropdown for non-windowed Fullscreen mode to the Video settings screen
- Fixed graphics artifacts for fire effect in the Advanced Video tab
- Fixed a bug where UI sounds wouldn't position correctly when in-game
- Fixed an issue where step sounds would play for the local player but fail to broadcast to other players and vice-versa
- Fixed an issue where ragdoll water splash sounds would erroneously play on alive players
- Fixed a case where voice chat didn't work on community servers
- Fixed a case where incoming voice chats would sometimes never close
- Added telemetry option to display graphs of network jitter and misdelivery
- Changed how packet misdelivery is measured. Previously, if packets arrived out of order, this could be counted as misdelivery even if it was corrected and did not impact gameplay. Also, jitter was not considered, even though excessive jitter can disrupt smooth gameplay. The new measurement method will only count reordered packets as misdelivered if they impact gameplay. Furthermore, if network jitter exceeds a threshold where gameplay is affected, the packets are counted as misdelivered even if they are not dropped and arrive in order
- Ancient
- Fixed some disappearing geometry
- Fixed some cases where players could detect player movement through water from across the map
- Fixed some pixel peeks
- Fixed a case where player shadows could be seen through geometry
- Adjusted some clipping for better player movement
- Anubis
- Fixed some missing collision
- Nudged some geometry and clipping that were blocking grenade throws
- Improved clipping on some floors for more predictable grenade throws
- Fixed a pixel peek
- Adjusted clipping in a few areas for better player movement
- Dust2
- Fixed some clipping at B site
- Italy
- Added to competitive matchmaking
- Fixed bird animations
- Mirage
- Fixed some C4 stuck spots
- Nuke
- Fixed a pixel walk
- Fixed some C4 stuck spots
- Fixed some gaps in geometry where items could get lost
- Fixed some disappearing geometry
- Overpass
- Adjusted some grenade clipping to prevent bad grenade bounces
- Added optional 3rd layer to environment blend shader
- Added biplanar mapping as an option for environment shaders
- Added optional wetness layer, paintable in Hammer on environment materials with the feature enabled
- Added color correction, roughness, and normal adjustments to foliage shader and static overlays
- Removed support for command line options that were intended for development purposes only
[ MISC ]
- Practice matches and matches started with the "map" command will now run in engine loopback mode to match the CS:GO offline default. Engine loopback bypasses most networking code for the host, resulting in one less tick of latency for the local player. Engine loopback can be disabled by appending "loopback=0" to the map command-line (e.g. "map de_dust2 loopback=0").
[ MISC ]
- Added counter-strafe input automation detection options for non-Valve servers. See the sv_auto_cstrafe family of convar descriptions for details.
- Enabled measurement of network jitter on direct UDP connections to community servers. Previously, jitter measurement was only available for connections relayed over SDR. Jitter data is included in the net_connections_status command output.
[ MISC ]
- Fixed a case where some commands, including jump, might be ignored under poor network conditions.
- Fixed a bug that could cause inconsistent jump heights.
- Fixed a case where client player collision would remain disabled after ragdoll interaction occurred in the previous round. Thanks for the repro steps, @poggu__.
- Fixed a case for Linux users where the game would hang when opening the pause menu.
[ HUD ]
- Fixed a case where the radar background and radar icons were misaligned
[ MAPS ] Office
- Fixed a case where a player could get stuck between a prop and the ceiling
- Fixed a pixel walk
- Fixed some C4 stuck spots
- Adjusted collision on van for smoother movement
- Fixed wall penetration issues around some arches
- Fixed a view jittering issue when jumping on a crate near palace
- Fixed some collision that allowed smoke grenades to go inside a wall
- Adjustments to grenade clipping
- Adjusted collision on some props
- Fixed some C4 stuck spots
- Fixed some C4 stuck spots
- Removed a boost spot in pit by A site
- Perf improvements
- Clipping adjustments
- Adjustments to grenade clipping
- Fixed a bad clip edge that players were getting stuck on at T spawn
- Fixed a pixel peak
- Adjustments to grenade clipping
- Fixed a C4 stuck spot
- Fixed some prop collision that could hide C4
- Fixed some lighting issues
- Fixed some minor visual bugs near canal
- Some clipping adjustments near park for smoother movement
- Added some missing handrail collision
[ MUSIC KITS ]
- The Masterminds 2 Music Kit Box is now available for purchase in standard and StatTrak versions
- Fixed a case where audio output was garbled due to running on efficiency CPU cores
- Minor style adjustments
- Reduced the amount of performance stutter at end-of-round time
[ INPUT ]
- Certain types of movement/shooting input automation such as hardware-assisted counter strafing will now be detected on Valve official servers, resulting in a kick from the match
- Input binds that include more than one of the following commands will now be ignored by default. Support can be re-enabled using the cheat-protected convar `cl_allow_multi_input_binds 1`
- sprint, reload, attack, attack2, turnleft, turnright, turnup, turndown, forward, back, left, right, moveup, movedown, klook, use, jump, duck, strafe, zoom, yaw, pitch, forwardback, rightleft
- The jump-throw confirmation grunt sound can now be heard by other players nearby
- Initial testing of VacNet 3.0 has begun on a limited set of matches. If you believe your match was incorrectly cancelled, email us the match details at csgoteamfeedback@valvesoftware.com
Counter-Strike is constantly evolving. From art, to maps, to inventive plays, and even player input, the CS community shapes the game. Scripting and automating player commands has always been contentious, but over the years some forms of scripting (e.g., jump-throws) have gained acceptance, as they enable plays that wouldn't otherwise be possible. In fact, jump-throws became such an important part of the game that we've done the work to make them reliable without any special scripting or binds (i.e., by jumping and quickly throwing a grenade). Developing one's coordination and reaction time has always been key to mastering Counter-Strike. Recently, some hardware features have blurred the line between manual input and automation, so we've decided to draw a clear line on what is or isn't acceptable in Counter-Strike. We are no longer going to allow automation (via scripting or hardware) that circumvent these core skills and, moving forward, (and initially--exclusively on Valve Official Servers) players suspected of automating multiple player actions from a single game input may be kicked from their match. To prevent accidental infractions, in-game binds that include more than one movement and/or attack actions will no longer work (e.g., null-binds and jump-throw binds). If you have a keyboard that includes an input-automation feature (e.g., "Snap Tap Mode"), be sure to disable the feature before you join a match in order to avoid any interruption to your matches.
[ MAPS ] Mills
- Updated to the latest version from the Community Workshop (Update Notes)
- Updated to the latest version from the Community Workshop (Update Notes)
- Slightly delayed tagging effects to reduce instances of players experiencing teleportation when taking damage. Delaying tagging results in a smoother experience, however players will have slightly more time to move at full speed when receiving damage. The delay can be adjusted on servers using convar sv_predictable_damage_tag_ticks (default 2)
- Fixed a case where players could start the bomb plant animation outside of bomb sites
- Fixed a case where the revolver barrel would rotate erroneously
- Reduced initial loading times for the Settings and Play menus
[ GAMEPLAY ]
- In Casual game mode players will earn an additional XP score point for every round in which they dealt damage to enemies.
- Added a server setting "sv_vote_to_changelevel_rndmin" to control rounds/time during which voting for a level change is allowed.
- Official game servers in Casual game mode now allow voting for a level change only at the end of the match or during the first round of the match.
- Official game servers in Deathmatch and Arms Race game modes now allow voting for a level change only at the end of the match or during the first minute of the match.
- Restricted upward movement of a player when a teammate is boosted on their head.
- Dead players are no longer allowed to pick up ground weapons.
- Buy menu will automatically close if the switch team menu opens.
- Rescuing a hostage now increments objectives counter in match stats.
- Improved legibility of damage given and taken in post-round damage report.
- Made spec target highlighting more pronounced.
- Player names are now visible on mini scoreboard whenever the mini scoreboard is expanded.
- Updated to the latest version from the Community Workshop (Update Notes)
- Updated to the latest version from the Community Workshop (Update Notes)
[ MAPS ] Dust II
- Modified crate stack outside CT spawn towards bombsite A.
- Clipping adjustments.
- Updated to the latest version from the Community Workshop (Update Notes).
- Updated to the latest version from the Community Workshop (Update Notes).
- Added official game servers in London.
- Reduced fire effects penetration through thin walls.
- Added 2024 Copenhagen Major trophies to player profiles.
- Whitelisted cs_minimap_create_output_size setting for Counter-Strike 2 Workshop Tools.
Last year we announced the broad strokes of new rules for professional Counter-Strike events, to take effect in 2025. Today, we're filling in the details--click here to see the terms that will be added to Tournament Organizers' license agreements moving forward. Counter-Strike is at its best when teams compete on a level playing field, and these new rules are part of our commitment to the long-term health of Counter-Strike as a sport. Our goal is to ensure that professional Counter-Strike remains an open sport, where teams are only limited by their ability. Although we expect that there will be some rough edges as we transition to the new requirements, we're excited to see what the future will bring.
[ MAPS ] Ancient
- Fixed clipping on crates at bombsite A to allow players to jump on top again.
- Fixed clipping on ends of bombsite A catwalk to prevent players from walking off.
- Fixed occasional first-person camera jolt when throwing grenades.
[ MAPS ] Pool Day
- Updated to the latest version from the Community Workshop found here
- Fixed hole in brick stack on bombsite B
- Fixed bug preventing custom sounds from being played in community maps
[ NETWORK ]
- Fixed a bug leading to excessive stuttering for some players
- Fixed case of radar background being incorrectly colored.
[ MAPS ] Pool Day
- Updated to the latest version from the Community Workshop (Update Notes)
- Added support to load the latest version of community maps from the Workshop when playing on community servers, even if different versions of the same maps are also available as part of official map groups
- Fixed G-Sync detection to also work in non-windowed fullscreen mode
- Fixed a case where US English keyboard layout could remain loaded for users with non-English keyboards
- Fixed an empty radio-command string which plays when planted C4 is within several seconds from detonation
Sharing your favorite CS2 moments just got a whole lot easier. Introducing Game Recording, a new built-in Steam feature that lets you clip your clutch kills and ridiculous spray transfers with the click of a few buttons. Game Recording saves your gameplay by recording in the background (or by pressing a hotkey), so you can play it back any time you want--even while you're still playing. CS2 recordings will feature a timeline auto-filled with game-defined markers (like kills and deaths), but you can add your own markers at any time. Want to join the Game Recording beta? Click the link below for more details! https://store.steampowered.com/sale/gamerecording
Since the launch of CS2, community map mappers have been hard at work creating new experiences and updating some classics. Today, we're excited to add the first community maps to CS2!
For those of you who dream of Italian weddings, or airplane manufacture (or both!), we've got you covered. Memento and Assembly are now available in Wingman.
And if you're in the mood for something a bit more... chaotic, take a dip in the classic Pool Day, which is now available in Arms Race.
Finally, fight your way through the streets of Thera and Mills in Deathmatch and Casual, and put these maps through their paces in Competitive Matchmaking.
Speaking of Competitive Matchmaking, we've given map-based skill groups an overhaul. In addition to redistributing players across the Skill Groups, we've also made it easier to earn those badges in the first place.
There are a bunch of other fixes and adjustments in today's update, including a brand new MVP panel (and animated MVPs in Premier!) and new ways to optimize your video settings.
Jump into a match and check it out!
[ MAPS ] Community Maps
- Added community maps Thera and Mills to Competitive, Casual, and Deathmatch map groups
- Added community maps Memento and Assembly to the Wingman map pool
- Added community map Pool Day to the Arms Race map pool
- Fixed c4 stuck spots
- Fixed c4 stuck spots, holes in the world, and non-solids causing problems
- Fixed c4 stuck spots and clipping
- Fixes for grenade collision and clipping
- Updated the MVP panel in all game modes
- Added all-new animated MVP panels to Premier matches
- Added several new MVP conditions and adjusted prior MVP rules
- In Competitive Matchmaking, per-map skill groups are now revealed after you earn two wins on a map.
- Settings Recommendations
- Added a Settings Recommendation popup if your display's refresh rate is set below its maximum at startup. Using your display's highest refresh rate is generally recommended.
- Added a Settings Recommendation popup if NVIDIA G-Sync support is detected but not enabled at startup. Using G-Sync is generally recommended if your system supports it.
- Added a Settings Recommendation popup if NVIDIA G-Sync is enabled but not V-Sync and/or NVIDIA Reflex. It is generally recommended to enable all three settings together when they are available. Note that applying these settings will limit your frame rate to your display's refresh rate or slightly lower, which is usually the smoothest-looking and lowest input latency settings combination. See https://help.steampowered.com/en/faqs/view/418E-7A04-B0DA-9032 for technical details.
- Removed "Main Menu Background Scenery" and "Item Inspect Background Scenery" settings from the Video Settings page. These settings are still available on the Main Menu and in the Item Inspect screens respectively.
- The "Refresh Rate" setting now shows your display's current refresh rate in Windowed and Fullscreen Windowed modes.
- Removed the "Laptop Power Savings" setting which has never actually been configurable in CS2.
- Added a "Frame Pacing" section to the Advanced Video settings page.
- Added an "NVIDIA G-Sync" row to the Frame Pacing section which tells you whether or not G-Sync is active with your current display settings. This row may be hidden if you're using the Vulkan renderer or if you're not using an NVIDIA graphics card.
- Added "Maximum FPS In Game" and "Maximum FPS In Menus" sliders to the Frame Pacing section. These control the fps_max and fps_max_ui convars respectively.
- Increased the default "Maximum FPS In Menus" setting from 120 FPS to 200 FPS.
- The Advanced Video visual preview now uses the "In Game" maximum FPS instead of the "In Menus" maximum.
- Fixed a case where the game would think a key was still pressed after it had been released
- More improvements to networking to account for packet loss and jitter
- Added a "pips only" option to the "Show Team ID Through Walls" settings (cl_teamid_overhead_mode)
- Improved bomb interaction with water in Overpass
- Fixed a gap in Nuke on bombsite B
- Fixed lighting bugs in Main Menu Scenery maps Warehouse and Nuke
- Fixed a case where bots would teleport long distances when approaching ladders
- Various localization updates
[ ANIMATION ]
- Fixed a case where weapon animations would play incorrectly when inspecting while reloading.
- In game voice chat - Eliminated most hitching caused by in-game voice chat. Some users may still experience a hitch the first time they push-to-talk.
- Streamlined Push to Talk - When enabled, this setting will avoid the hitch incurred the first time a player uses push to talk.
- Improve connection quality in the presence of jitter or loss, by automatically adjusting user command pacing so that commands arrive at the server earlier.
- Improved legibility of teammate health at lower resolutions
[ GAMEPLAY ]
- Fixed one-way visibility for players inside HE grenade explosions
- When equipment info is shown for players at the top of the HUD (e.g. when spectating), their health bars expand to show numeric health values
- Reduced some hitches caused by HUD elements appearing
- Added a separate "Dynamic Shadows" Advanced Video setting with the options: "Sun Only" or "All"
- Added left hand to Bowie Knife view model
[ MISC ]
- Fixed a case where scores weren't incrementing correctly in Deathmatch and Arms Race
- Fixed a case where players were able to clip their first-person camera through ceilings
- Fixed a case where the C4 could get stuck outside the playable area
- Various stability improvements
[ INPUT ]
- Fixed a bug where the console toggle key would stop working after a Premier pick/ban phase
- The game now continues accepting keyboard input while a scoreboard player card is open
- Joystick input is now ignored by default. Joystick input is not an officially supported feature of CS2, but you can restore the old behavior with the -joy launch option
- Fixed player and bot names on the Team Select screen during bot takeover
- Fixed a bug where certain graphics configurations resulted in black weapon finishes
- Fixed an issue where the game client would never reconnect to Counter-Strike Network if launched while there was no connection to Steam Network
- Steam accounts that have an active account lock are no longer allowed to play on secure Counter-Strike game servers
- Fixed a bug where viewmodels would bob excessively on Linux
[ WEAPON FINISHES ]
- Fixed the appearance of Doppler, Gamma Doppler, and Marble Fade finishes
- Minor UI changes
- Clipped the wings of runboosters to B site in Wingman
- Blocked grenades through crane base at A site
[ GAMEPLAY ]
- Height of the 'pillar' of flame for both Molotov and Incendiary grenade now decreases over time
- Reduced the terrorist team award when bomb was planted but defused from $800 to $600, to decrease the impact of the first-round on subsequent rounds
- Reduced the price of the M4A4 from $3100 to $3000
- Minor adjustments to first-person camera movement
- Added explicit "switchhandsleft" and "switchhandsright" console commands
- Deathmatch bonus weapons are now the same for all players regardless of loadout
- Adjusted the explosion and flame visual treatment
- Reduced duration
- Reduced area covered by spreading flames
- Reduced price from $600 to $500
- When players open a Kilowatt case with a key, they will have the option to rent the entire Kilowatt collection (i.e., every weapon in the case, excluding the rare special item) for a week instead of receiving an item from the collection
- Equipped rented weapons will be replaced with the stock version of the weapon when the rental period expires
- Rented weapons cannot be modified (e.g., via stickers or name tags), traded, or sold on the Steam Community Market
- Fixed a bug where the MVP player name displayed incorrectly during bot takeover
- Fixed a bug where the Refund All button in the Buy Menu would only refund a single flashbang grenade
- Fixed a bug where the ESC menu scoreboard during end-of-match didn't match the TAB scoreboard
- Fixed a bug where the Loss Bonus scoreboard tooltip would get stuck on-screen after closing the scoreboard
- Blocking stranger Steam avatars will now block other user-generated content such name tags and sticker placements
- Chickens have a few new animations
- Chickens can now walk up hills
- Chickens can now turn right while walking
- Various performance improvements to the Warehouse main menu and item inspect background scenery
- The demo playback timeline now show indicators for kill and death events
- Demo playback can be toggled into "highlight mode" which will show only kills and deaths for the active player
- Various minor demo playback UI changes
- Fixed a demo playback crash
- Added catwalk by bombsite A, connecting to back of A
- Removed connector between back of A and elevators
- Opened up passage between elevators and scaffolding
- Slightly tweaked size of bombsite A
- Tweaked spawn timings slightly
- Changed Wingman layout to feature bombsite A changes
- Fixed movement hitch on lower conveyor
- Lowered height of central conveyor tray to help open sniper view
- Fixed a case where a player could shoot through multiple walls
- Fixed bad collision on certain props
- Fixed some sticky collision around windows in palace
Today's update includes some love for the CT economy, with price cuts to the M4A4 and Incendiary grenade, and a bit less cash going to the T's when the bomb gets defused.
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In addition to the price cut, the incendiary grenade has gotten a bit of a makeover with a new visual treatment for its explosion and flames, and reduced spread and duration.
And in other gameplay news, Vertigo's A-site has gotten some significant changes--it's now the site featured in Wingman matches, so check it out.
Calling all Kilowatt Collection fans! Now, when you open a Kilowatt case with a key, you'll be given the option to rent the whole collection for a week (excluding the rare special item) instead of keeping a single item. You can play with the weapons as much as you like during that week, but they can't be modified by stickers or nametags.
Lots of other changes in today's update, including some quality of life improvements for demo playback, slightly smarter chickens, and a bit of spring cleaning--good news for fans of 'various bug fixes.'
Jump into a match and see what's new!
[ GRAPHICS ]
- Added support for AMD Anti-Lag 2.
[ MISC ]
- Reduced the opacity of teammate names near the crosshair.
- Made the death experience during bot takeover match the normal death experience.
- Fixed several bugs with looping through bot takeover spectator targets.
- Fixed several bugs with scoreboard buttons not working as designed.
- Fixed a bug where the in-air kill feed icon didn't work with certain weapons (thanks aquaismissing).
- Fixed a bug where the HUD would be offset after watching a demo (thanks again aquaismissing).
[ MISC ]
- Fixed a visual bug where sniper rifle viewmodels could be visible at the edge of the scope screen overlay.
- Fixed a bug that prevented HE grenade explosions from breaking the vents in de_nuke.
- Fixed an issue where viewmodels would sometimes emit double shell eject effects.
- Minor performance improvements
[ MISC ]
- Fixed a crash related to the scoreboard
[ MISC ]
- Fixed a bug where the game would stop taking keyboard input during the end-of-match map vote.
- Fixed a bug where UI characters always had default gloves equipped.
- Demo playback will pause at the end of a recording instead of returning to the main menu.
- Minor demo playback optimizations.
- Added arms race game mode for workshop map submissions
[ MISC ]
- Grenade kills no longer display the "in-air" killfeed icon.
- Fixed several cases where clicking on the buy menu or scoreboard would cause the game to stop taking keyboard input.
- Fixed too many usercommands being processed when skipping forward in demos. This reduces the skip time by as much as 80%.
- Added console output that may be helpful for advanced users to diagnose performance problems. When a very long frame occurs, a brief profile of the frame is printed. At the end of a match, a summary is printed.
[ MISC ]
- Fixed a bug where grenade throw animations would get stuck when switching hands.
- Fixed a bug where the same grenade type couldn't be thrown multiple times without switching to another weapon first.
- Fixed a bug that allowed picking up grenades beyond the normal maximum.
- Fixed a bug where smoke grenades would sometimes appear lit as if a flashbang detonated inside them.
- Fixed a spot in Dust 2 above mid doors where grenades would fall through the world.
- Fixed a spot in Inferno where weapons could fall through the world.
Today's update includes a bunch of quality-of-life improvements that touch upon every part of the game, from maps to UI to gameplay. A few highlights are below, but check out the release notes to see what's new!
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Lefties rejoice! Players can now redeploy their weapons, swapping between the left and right hand. You can set your preferred handedness in the settings menu and then switch hands temporarily mid-round with a key press (H on US Keyboards by default).
The buy menu has a few new tricks. To help you decide whether to buy or save, the top right of the buy menu now features the minimum amount of money you're guaranteed to have next round (thanks Kadomos). And at the bottom you'll find the new 'Dropped Weapons' panel, where you can see (and directly pick up) any weapons that you or teammates have dropped in the buy zone.
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There are several more HUD/UI changes in today's update. For those of you who have memorized a library of grenade line-ups, a line-up reticle will appear shortly after you pull the pin (you can even customize the delay for each grenade type). And if you've had trouble navigating through smoke, set a Radar Map Alternate Zoom and add a Toggle Radar Zoom key binding, which will let you switch between zoom levels during a round.
We've updated the Active Duty map pool (for both Premier and competitions), removing Overpass and bringing back Dust II. And there are changes to many other maps, including significant changes to Inferno.
Jump right into a match and see what's new, or practice with your friends--practice matches and workshop maps can now be launched with members of your party.
[ VIEWMODEL ]
- Adjusted viewmodel bob movement
- Added "Preferred Viewmodel Left/Right Handedness" setting
- Added "Switch Viewmodel Left/Right Hand" key binding (default: US keyboard letter H) to switch hands temporarily during gameplay
- Viewmodel position setting and left/right hand state are now networked and visible to first-person spectators.
- Deprecated "Couch" viewmodel position setting
- Added "Radar Map Alternate Zoom" setting and "Toggle Radar Zoom" key binding to toggle between zoom levels during gameplay
- Added a radar icon for the local player when free cam spectating
- Added a grenade line-up reticle that appears shortly after pulling the pin. The timing can be configured for each grenade type independently
- Changed weapon Swap text (when pointing at a dropped weapon) to always show the gameplay name of the weapon instead of any customized name it might have.
- Added a kill feed icon for "in-air" kills
- Added the scoreboard to the ESC menu
- Added an icon to indicate bots on the scoreboard
- Added a "Dropped Weapons" panel, which shows (and allows the direct pickup of) weapons that have been dropped by teammates that are standing in the buy zone
- Added the minimum amount of money that a player is guaranteed to have in the next round to the buy menu title bar. (thanks, Kadomos)
- Increased Zeus movement speed and adjusted the attack cone
- Increased Zeus kill reward from $0 to $100 ($50 in Casual)
- Increased CZ75-Auto kill reward from $100 to $300 ($150 in Casual)
- Reduced XM1014 kill reward from $900 to $600 ($300 in Casual)
- Lighting adjustments in Inspect background maps
- Added Wear Category to the info tooltip in the Inspect screen
- Added gameplay name in panels that used to only show customized name. E.g., Inspect screen, inventory tile
- Replaced Overpass with Dust 2 in the Active Duty Group, current competition map pool, and Premier matchmaking
- Baggage
- Opened roll-up doors at spawns
- Updated models for some conveyors
- Solidified stairs
- Various bug fixes
- Inferno:
- Removed overhanging building at top mid
- Removed overhangs at bottom of banana
- Various map tweaks to improve player collision and readability
- Overpass, Nuke, Vertigo, Mirage and Office
- Bug and exploit fixes
- Collision and line of sight adjustments
- Minor performance improvements
- AK-47 | Inheritance: Texture and mask adjustments
- USP-S | Jawbreaker: Corrected ambient occlusion texture
- Decoupled demo playback camera movement from playback speed. This allows moving the camera even if playback is paused
- Added ability to launch practice matches and workshop maps with party members
- Added Overwatch system to enable match demo review by trusted partners
- Copenhagen 2024 Major sticker capsules are on sale now -75% off
- Added ability to adjust brightness in windowed modes
[ MISC ]
- Fixed a bug where bomb can sometimes disappear from the radar
- Allow scraping or removing stickers by selecting the sticker icons under the weapon
- Allow deleting empty storage units that have an assigned label
- Fixed Workshop tools from crashing when compiling maps that contain instances
[ COPENHAGEN 2024 MAJOR ]
- Congratulations to Natus Vincere for winning the PGL Copenhagen Major!
- The Copenhagen 2024 Champions Autograph Capsule is now available for purchase in the Copenhagen 2024 Major Hub
- Fixed several cases of sticky collisions when jumping against surfaces
- Fixed another threading bug that could lead to a frame rate hitch, especially if all CPUs were busy
- Purchased and traded Counter-Strike items will not be visible to other users who view your Steam Inventory for 10 days
Congratulations to Natus Vincere, the first CS2 Major Champions!
Playing in front of a sold-out arena and with over 1.8 million viewers watching around the world, NAVI and FaZe met in the Grand Final of one of the most hotly-contested Counter-Strike Majors of all time. Trading map wins in Ancient and Mirage, the teams moved to Inferno for the decider. There, b1t, jL, Aleksib, iM, and w0nderful put on a dominating performance to earn the trophy and title of Major Champions.
To celebrate their achievement, the Copenhagen 2024 Major Champions Capsule is now available for purchase. The capsule features autographs for each member of the winning team in paper, glitter, holo, and gold. 50% of the proceeds go to the players and organizations.
And with that, the Copenhagen Major has come to a close. See you next time in Shanghai!
The Semifinals of the Copenhagen Major featured four titans of Counter-Strike; FaZe Clan versus Team Vitality and Natus Vincere versus G2 Esports.
And the Semifinalists delivered! Both matchups required all three maps to determine a winner, and when the dust settled FaZe Clan and Natus Vincere were left standing. They will go head-to-head in the Grand Finals of Counter-Strike 2s first Major Championship.
Championship Sunday begins with the Showmatch, beginning at 18:15 CET. The Grand Finals begin at 20:00 CET.
As the Major comes to a close theres still time to support your favorite teams and players. Tournament items are available in-game, with 50% of the proceeds going to the players, teams, and organizations participating in the PGL Copenhagen Major.
See you Sunday!
The Elimination Stage of the PGL Copenhagen Major has concluded, leaving eight teams to compete for Counter-Strike 2s first Major Championship.
Congratulations to Team Spirit and MOUZ who advanced unbeaten, finishing with a perfect 3-0 record. Eternal Fire, Cloud9, and Team Vitality each went 3-1, and Natus Vincere, G2 Esports, and FaZe Clan went the distance, needing all five matches to advance with 3-2 records.
Playoff matches begin Thursday, March 28th from Royal Arena in Copenhagen, Denmark. Predictions for the PickEm Challenge are due before the first Playoff match begins, so lock in your picks now!
And dont forget, team and player stickers are available now, with 50% of the proceeds going to the players, teams, and organizations participating in the PGL Copenhagen Major.
Good luck and have fun!
The opening stage of the PGL Copenhagen Major has come to a close and storylines are rapidly developing. New rosters are rising to the occasion. Seasoned teams are reaching peak form at the perfect time. Asia and the Americas have come roaring back to life. Who will reach the playoffs? Tune in to the Elimination stage and find out!
If you've been looking for a way to show your support for your favorite teams, now is your chance. Team and Player Autograph sticker capsules are now available for purchase in the Copenhagen Major hub. You'll find all of the players and teams at the Major, split into capsules featuring paper, glitter, holo, and gold stickers. 50% of the proceeds go to the players and organizations participating in the Major.
For those of you playing the Pick'Em Challenge, don't forget to set your picks before the first Elimination stage matches!
[ COPENHAGEN 2024 MAJOR ]
- Elimination Stage Pick'Em Challenge is now active with 13 qualified teams (three more teams will qualify tomorrow). Elimination Stage picks can be updated and saved all the way until the first Elimination Stage matches begin
- Added a reminder for players who purchased their Copenhagen 2024 Viewer Pass that the pass must be activated in order to become eligible for the Copenhagen 2024 Coin Challenges
- Added a checkbox to show final Swiss standings in the Major Hub
- Added ability to preview souvenir packages from the Major Hub
- Various UI improvements in Copenhagen 2024 Major Hub
- Fixed a case when C4 could fall through the floor if dropped while planting
- Added a popup confirmation before launching Training Day from the Play menu
[COPENHAGEN 2024 MAJOR]
- The Copenhagen Major Hub is now available. Visit the hub to purchase tournament items, play the Pick'Em Challenge and more.
- Purchase a Copenhagen 2024 Viewer Pass to receive an upgradable Copenhagen 2024 Coin. With an active pass, you can upgrade your coin and earn extra souvenir packages by playing the Pick'Em Challenge. Additionally, you will show up on the Active Pass Leaderboard where you can compare your Pick'Em Challenge performance to your friends.
- All players with Prime status can place Pick'Em picks for free! However, to complete challenges and earn rewards from an event stage, you will have to activate a Viewer Pass before that stage begins.
- Adjusted molotov fire to address a case where a player who could see through fire could not be seen by their opponent.
In December, hundreds of teams from around the world began their long journey to the first Counter-Strike 2 Major. Fighting through open, closed, and regional qualifiers--now only 24 remain. Tune in to the PGL Copenhagen Major on March 17th and watch the best Counter-Strike teams in the world battle for the title of Major Champion!
Today we're shipping the all-new Copenhagen Major Hub, where you can find the Pick'Em Challenge, the Copenhagen 2024 Viewer Pass, Souvenirs, and (coming soon) Team and Player stickers. 50% of the proceeds from tournament items are shared with players and organizations.
Playing the Pick'Em Challenge with an active pass will give you a chance to upgrade your Copenhagen 2024 Coin and earn extra Souvenir Packages. You'll also show up on the Active Pass Leaderboard, where you can compare your Pick'Em Challenge performance to your friends.
In the past, you needed an active pass to play the Pick'Em game. No more! Now, everyone with Prime status can place their picks for free. However, to complete challenges and earn rewards from each event stage, you'll have to activate your pass before the stage begins.
So place your picks and get ready to cheer for your favorite teams. The PGL Copenhagen 2024 Major is almost here!
- Fixed a threading bug that could lead to a frame rate hitch, especially if all CPUs were busy.
[ MISC ]
- Spawn position is no longer randomly determined when a player reconnects to a server during freeze time. The spawn point sequence is now configured at the beginning of the map and is saved/restored from round backup files
- In official matchmaking servers, players who disconnect and reconnect during freeze time will respawn in the spawn point they were assigned at the beginning of the round
- On community servers, players who disconnect and reconnect during freeze time will be assigned one of the five spawn positions assigned to the team that round
- When restoring from round backup files (which is recommended in tournament settings after disconnects/reconnects), players will spawn in the positions they were originally assigned at the beginning of that round
- Fixed a bug where players would see a black screen after disconnecting and reconnecting multiple times during a technical timeout
- Fixed a bug where players disconnecting and reconnecting to a competitive match would incorrectly interact with bot spawning algorithm
- Fixed some cases where MVP music would not play or would play over round end music
- Fixed a bug in Deathmatch where kills during warmup would count towards healthshot reward and Zeus score bonus
- Fixed players jumping higher than normal when toggling low framerate
- Fixed an instance of weapon switches sometimes being ignored by the server
- Fixed smoke shadow rendering issues and improvements to perf
- Fixed a bug where the game would crash on Linux while alt-tabbing
- Fixed some cases where a frame rate hitch would occur due to compiling shaders
- Improved behavior when user input does not arrive on the server in time due to packet loss or client frame rate issues
- Adjusted various music kit cues in NIGHTMODE Music Kit box (ISOxo, Knock2, and TWERL and Ekko & Sidetrack)
- Fixed a case where some players in North America would always fail to accept a match on a server in Europe due to SDR choosing an invalid route
- Players who get kicked from official competitive servers for too many suicides will now be issued a competitive cooldown
- Adjusted the logic tracking player idle state to exclude round freezetime and timeout periods
- Chickens no longer interact with dropped weapons
- Sniper scope overlay no longer appears in tool viewports (such as Hammer)
- Adjusted spawn location priorities for Premier and Competitive game modes in Anubis, Inferno, Mirage, Nuke, Overpass, and Vertigo.
- Fixed community reported gaps in map and Trike model
- Raised plywood at top of Banana to cover head visibility
- Smoothed ground movement in Banana and Bombsite A
- Raised Arch exit towards Mid (or "Raised arch in Arch")
- Removed bench at Arch near Library
- Removed construction cone at Underpass
- Fix lightmaps being capped at 4k resolution in CS2 Workshop Tools
- Updated sticker inspect to support wear in 0.1 increments to match sticker scraping
- Added roughness texture to foil stickers in the Item Editor
- Updated help system for new sticker features
[ MISC ]
- 50% throw-strength grenades are now guaranteed if both attack buttons are held long enough then released within a short time from each other
- Fixed in-game bot avatar images not reloading correctly after pause menu was opened
- Fixed behaviour of previous round button during demo playback
- Fixed inability to clear a button binding in game settings
- Improved performance of telemetry display HUD element
- Normalized volume of NIGHTMODE music kits
- Stability improvements
[ ANIMATION ]
- Fix for animations when climbing ladders
- Fix for menu agents wielding tasers
- Fix for Kukri knife hold animation during team intro sequence
- spec_lock_to_accountid and spec_lock_to_current_player commands are now available for casters/observers
- spec_player and spec_goto now works in CSTV and demo playback
- tv_secure_bypass server setting now allows connecting HLAE observers to VAC secure CSTV servers
- In Deathmatch, the Zeus can be bought each life and will rebuy if not in random weapon mode
- In Deathmatch, getting a second Zeus kill in the same life will earn double points
- mp_modify_timeouts server-side command allows adding/subtracting a tactical timeout from CT/T team if backup file is restored or a team incorrectly took a tactical timeout instead of a technical timeout
- Start of warmup and end of warmup will now produce a log message in the game server log
- Reported damage no longer has a rounding error when reported in the game server log
- Improved viewmodel animation smoothness when client framerates get low or unstable
- Fixed issues with implementation of scancode-based key bindings. Bindings are now independent of input locales.
- Added performance diagnostic HUD element that can be configured in Game Settings menu ("Telemetry")
- Deleted cq_netgraph and cq_netgraph_problem_show_auto. Instead, use cl_hud_telemetry_serverrecvmargin_graph_show.
- Fix for sometimes failing to connect to a local practice server without Steam connectivity
- Fixed a bug with Skill Group animation at the end of competitive matches
- Fixed sniper scope performance hitch and adjusted visual treatment.
- Various performance improvements
- Fixed grenade clipping around AC unit at B-site
- Fixed clipping of pillar at T-Start that would potentially allow bomb to be thrown into unreachable area
- Adjusted clipping around Vents entrance to prevent players' feet clipping through the vent geo
- Improved collision of sliding door meshes at Ramp
- Added and removed a ladder near boost spot by T spawn
- Fixed a couple of spots where bomb could be thrown out of the map
- Clipping improvements
- Fixed some disappearing mesh
[ MISC ]
- Reconnecting to the game server will no longer get a player into a bad state.
- Improved VOIP performance when running the game at very high framerates.
- Fixed timings for some events in demo files representing start of the round.
- Fixed ring artifacts that could appear on smoke particles.
- Fixed some lobby teammates standing offscreen when the main menu scenery was set to Warehouse map.
- Fixed storage units sometimes having a very small icon in inventory view.
- Fixed a regression in items shuffling when matchmaking for Premier, Competitive, or Wingman.
- Fixed spectator kill streak effects playing when switching to a player with 5 kills.
- Fixed a regression with Butterfly Knife inspect sounds.
- Added a catch sound for Kukri knife draw animation.
- Fixed Zeus tracer appearing to pass through players.
[ MISC ]
- Fixed a bug where some inputs were acting as if they were released prematurely
[ ARMS RACE ]
- Fixed a bug where an extra kill with a shotgun before the knife level counted as the winning knife kill
- Adjusted visibility of player silhouettes in smoke
- Fixed a bug where enemies were visible on the radar when viewed through a combination of smoke and translucent surfaces such as glass
- Various bug fixes and tweaks to inspect animations
- Fixed a bug where doors spun the wrong way on several maps
- Nuke:
- Fixed vis regressions
- Ancient:
- Fixed pixel gap looking into bombsite B from T Side
- Anubis:
- Fixed potential spot where bomb could be thrown into an unreachable area at T Spawn
- Enabled collision on ledge meshes at Sniper's Nest to prevent dropped weapons clipping through them
- Mirage:
- Fixed collision in Palace where bomb could be thrown into an unreachable area
- Fixed a bug where certain keys not found on US keyboards (such as the backslash key on UK keyboards) couldn't be bound
- Fixed an issue preventing some older demos from playing back
- Various crash fixes
[ STICKERS ]
- Fixed a bug where AMD graphics users couldn't move stickers
- Stickers with custom offsets will now render properly when inspecting other items in-game from Steam Community Market and Steam Inventory
- Various bug fixes and tweaks
- Fixed a performance bug with certain microphone setups
- cl_interp can no longer be changed directly. Some players had scripts that were setting this to a large value, leading to very bad rubber-banding. The interpolation amount can be adjusted through the "Buffering to smooth over packet loss" setting instead
- Fixed a bug with the Kukri knife inspect animation
- Fixed a bug where a player holding an incendiary grenade would sometimes show fire effects at their feet
- Removed XP Overload icon from the kill feed
- The swap weapon prompt will now show the weapon/finish name rather than the custom name
- Fixed a bug with switching background maps while inspecting gloves
- Vertigo:
- Fixed a gap in world geometry at Crane
- Fixed a bug with keyboard input from non-English keyboard layouts
- Various crash fixes
[ ARMS RACE ]
- Added Arms Race to available game modes
- Added maps "Baggage" and "Shoots"
- Introducing the Kilowatt Case, featuring 17 community-designed weapon finishes, and the Kukri Knife with original finishes as a rare special item
- Various bug fixes and tweaks
- The Ambush Sticker Capsule is now available for purchase
- Added support for flexible sticker placement. Stickers can now be placed at user-specified positions and rotation when applied to weapons
- All weapons now support up to five stickers
- Added a zoom feature during sticker placement to allow for higher precision sticker application
- Various bug fixes and tweaks
- The NIGHTMODE Music Kit Box is now available for purchase in standard and StatTrak versions
- Made Zeus reusable in all game modes, after a 30 second recharge delay
- Added support for applying stickers and name tags to the Zeus
- Adjusted the Zeus first person model position
- Added Zeus kill icon to kill cards and post round damage report
- Smokes now cast shadows
- Rendering and animation have been improved
- Added a "Refund All" button to the buy menu
- Added a setting to disable first person bullet tracers
- Silencers can now always be reattached regardless of whether detaching them is enabled or not
- Player pings are no longer blocked by invisible geometry
- Various adjustments to sub-tick shooting
- Fixed several cases where players could silently drop down vertical surfaces
- Improved smoothness of sliding along surfaces
- Fixed an issue where collisions between players were jittery
- To ensure loadouts are correct at the beginning of matches, loadout changes are no longer allowed while searching for Premier, Competitive, or Wingman
- Added the option to select an audio input device for VOIP from the audio settings menu
- Added the option to change your microphone threshold (the minimum loudness before we start transmitting audio) from the audio options menu, as well as metering for your current mic loudness
- Added the option to listen to your own microphone from the audio settings menu to hear how you sound
- Replaced the M249 fire sound effect
- Replaced the Zeus charging, charge not available and charge ready states sound effects
- Further reduced occlusion effects
- Minor mix adjustments
- Fixed an issue where some player-centric sounds were being perceived as originating from slightly behind the player
- Reduced peeker's advantage in many cases
- The amount of peeker's advantage in the steady state is reduced by 16ms
- Also reduced the frequency of situations that lead to very large peeker's advantage due to excessive command queue depth
- Added cl_ticktiming console command that prints a report breaking down the various sources of latency
- Added an option to buffer server updates and user commands by one or more packets. This can be used to smooth over stuttering due to packet loss, at the expense of increased latency
- Added support for separate main menu and item inspect background map settings
- Added "Baggage" and "Warehouse" as options for the main menu and item inspect background maps
- In-game team-only chat will now be prefixed with the team (e.g., "[T]" or "[CT]")
- Added 'XP Overload' status which is awarded to players who have earned all of their normal XP during the week (11,166 XP) and reached reduced XP gain. XP Overload status is attached to players' names in scoreboard, main menu, death notices, etc. XP Overload status is awarded for a minimum of one week. Additional tiers of XP Overload status can be unlocked by earning all of the normal XP over multiple consecutive weeks
- Agents with unique end-of-match cheer animations now have unique defeat animations as well. You can disable playing defeat animations for the local player in settings
- Added more accolades to end-of-match
- Adjusted the range of CS Ratings allowed to party together in Premier matchmaking
- Fixed a case where high-DPI mice would result in jittery mouse movement
- Minor improvements to animations during demo playback
- Disabled rich presence update when running Steam Client in tournament mode
- Fixed various gaps and adjusted grenade collision to make grenade bounces more predictable
- Adjusted texture blending to improve player visibility
- Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable
- Fixed holes in world at Lower Tunnel
- Fixed collision on all pillars so players can no longer pixel boost
- Fixed collision so utility does not fall out of world on top of structure at T Start
- Fixed missing collision on steps at Street which would allow dropped weapons to fall out of world
- Improved vis at CT spawn
- Fixed invisible boost ledge at Bombsite B
- Fixed various gaps in the world
- Fixed missing collision on stair geo at CT spawn that allowed weapons/bomb to fall out of world
- Fixed missing collision at Fountain that allowed weapons/bomb to fall out of world
- Fixed some doors not generating bullet decals
- Fixed vis issue at Street
- Fixed some collision that was causing unpredictable player movement
- Added collision to prevent bomb becoming unreachable
- Adjusted some collision to prevent a ledge/pixel walk
- Fixed player getting stuck when strafing on Middle Ramp by simplifying geo of floor and wall
- Removed a clip brush from Apartments to improve flash lineups
- Built some collision to prevent bomb from getting stuck behind barrels
- Fixed some disappearing mesh.
- Fixed dynamic shadow clipping on characters at Vending
- Improved clipping in vents
- Fixed bombsite water to have better reflections on low settings
- Fixed vis issue at t-spawn
- Fixed collision on ramp in Bombsite B
- Fixed holes in world
- Fixed holes in world and other minor geometry bugs
- Adjusted some collision to prevent players getting stuck in apartment
- Fixed a case where players could jump on a wall, fixed a case where players could get stuck if they crouched
Arms Race has returned! Grab your guns and brace yourself for a chaotic race to the top. Get two kills with each weapon to reach the final stage, or steal your opponents progress with your knife (or now with the Zeus)! Work your way up to the knife stage and earn the final kill to secure the win.
There's a lot more shipping today, from custom sticker placement to new content to gameplay updates. Click here to learn more!
[ MAPS ] Vertigo:
- Fixed a gap in geometry
[ UI ]
- Fixed cases where there was a visible delay loading map images in the Play menu
- Fixed a bug where items that can't be equipped were visible in the Loadout menu
- Fixed a bug where loadout items couldn't be unequipped
- Fixed a bug where loadout changes weren't saved if the game was quit shortly after making changes
- Fixed a bug where loadout changes on the main menu character were delayed
- Fixed some visual issues with demo playback
- Fixed an issue where animations would not play back correctly in a CSTV broadcast
- Adjusted wear values of some community stickers to better match CS:GO
- Added simplified grenade collisions to corner trims and central pillar on B site
- Adjusted clipping at A site steps between Walkway and Heaven
[ MISC ]
- Fixed a case where players could refund a grenade for a brief period after it was thrown
[ MISC ]
- Fixed cases where weapons and C4 could fall through the ground
- Various bugfixes for stickers, weapon finishes, and gloves
- Fixed inconsistent behavior with triggers when crouching in workshop maps
- Italy, Nuke, Mirage, Inferno
- Changed some player collision surface types
- Inferno
- Fixed various gaps
Celebrate your time in CS2 with the all-new 2024 Service Medal, available starting January 1st!
To get your service medal, earn XP by playing in official game modes and rank up your CS2 Profile. When you reach Global General (Rank 40), you'll have the option to reset your Profile Rank and earn (or upgrade) a 2024 Service Medal. The medal is an inspectable display item you can show off wherever your avatar is shown.
[ GAMEPLAY ]
- Added shell eject effects for shotguns
- Dropped weapons caused by buy menu purchasing are now dropped below the buyer
- Added all-new 2024 Service Medal which will be available starting January 1st
- Fixed an issue that prevented some older demos from playing back
- Fixed multiple exploits that allowed adding non-text data into UI labels
- Added the ability to add a Friend by using their friend code
- Added a lister for multiple lobby invites
- Adjusted wear values of some community stickers to better match CS:GO
- Adjusted clipping to remove exploitable ledges and improve player movement
- Fixed metal railing props that were generating incorrect footstep sounds
- Adjusted positions of props and ledges to more accurately match falling damage from CS:GO
- Fixed some places where players could get stuck
- Adjusted some props and materials to improve character readability
- Fixed some cases where weapons could be accidently dropped out of reach
- Made some adjustments to props that were creating exploitable lines of sight
- Various lighting and material adjustments
- Adjusted grenade clipping volume at cave entrance
[ GAMEPLAY ]
- Fixed a bug where explicit weapon switches right after grenade throws were delayed slightly
- Fixed a bug where you could plant C4 in planter
[ GAMEPLAY ]
- Fixed an issue where the player's shadow would sometimes show the incorrect animation state
- Weapon switching after releasing the fire button(s) will no longer cancel grenade throws (but round restart will)
- Various animation system optimizations
- Various minor bug fixes to demo playback
- Fixed a bug where starting pistols weren't showing in the Pistols tab of the Equipment view
- Fixed an issue where silencers would not be shown on weapons when held by characters in the UI
- Fixed a gap under the door at Middle
- Added a grenade clip to the wall at Bridge
- Changed the collision properties on railings to emit the correct footstep sounds
- Fix for the sun material not blooming and adjusted the size of the material
- Cleaned up redundant skins on metal_door models to prevent workshop mappers hitting fatal errors for missing assets
- Fixed a visibility bug at Garage when looking towards Hell
- Changed the collision properties on railings to emit the correct footstep sounds
- Changed the collision properties on railings to emit the correct footstep sounds
- Fixed an issue where some chimney models would disappear in the skybox
- Changed the collision properties on railings to emit the correct footstep sounds
[ GAMEPLAY ]
- Fixed a bug where grenade throw strength adjustments were sometimes delayed
- Fixed a bug where attempting to switch to a grenade immediately after throwing it would cancel the throw
- You can now get an intermediate strength grenade throw without a delay by pressing primary and secondary attack simultaneously
- Fixed several cases of players sticking while sliding against geometry
- Player pings will now be displayed in the player's color
- Fixed "Ace Round MVP" calculation bug when teams had a different number of players
- Fixed shorthanded bonus logic sometimes incorrectly accounting for kicked players
[ GAMEPLAY ]
- Sub-tick timing improvements to various systems including grenade throw animations and revolver firing
- Added a missing fire effect to molotovs that are held by players
- Reduced the amount that player characters will rotate their torso away from leg orientation
- Improved hit reactions
- Made jump animations directional
- Improved character posing when aiming up and down
- Improved foot placement and posing when running
- Reduced animation posing when deploying
- The timing of a players flashbanged posing now more accurately represents the player's ability to see
- Fixed issue with Shadow Daggers playing catch sound during looping inspect animation
- Further refined falloff distance curves and volume of grenade bounces
- Lowered volume of deathmatch bonus period ending
- Lowered volume of lobby chat notification sound
- Fixed missing water drip console errors in Office
- Increased audible distance of breaking glass window sounds
- Fixed an issue where sometimes a Sabre agent would say hostage related lines when cheering
- Adjusted wear values of most tournament stickers and many other stickers to better match CS:GO
- Changed handling of non-default console key bindings to match CS:GO behavior
- Fixed cubemap issue at Lobby
- Fixed hole at B-site
- Fixed some holes at Ramp Room
- Fixed glass floor material at B-Site not having impact effects
- Fixed up footstep sounds on hazard stripes
- Attempt to fix light leaking through base of doors at B-site
- Brightened red interior walls to help with agent vis
- Fixed pixel boost on chainlink fence outside
- Fix shadows leaking through double doors at B-site
- Made cubemap transitions smoother in some places at b-site
- Fixed clipping on van at Truck
- Clipped fridge in Apartments to prevent player becoming stuck
- Adjusted bombsite A size and added visual boundaries
- Fixed collision on Scaffolding to provide smooth movement
- Fixed geometry and clipping outside Sniper's Nest to prevent pixel walking
- Improved clipping around desks at t-spawn
- Improved clipping on crates at Back Courtyard
- Re-added collision to handrails
- Extended staircase and added grenade clip to stairs at near t-spawn to prevent grenades becoming wedged in gap
- Fixed clipping on crate at mid
- Fixed clipping on scaffold at back of A
- Fixed clipping on scaffold at T-start
- Fixed vis bug at A-ramp looking toward Bridge
- Fixed grenade clip on support beam at A-ramp
- Plugged Holes in insulation foam roll model
- Fixed hole under pillar at A-site
- Fixed clipping above walkway stairs in Palace
- Closed up multiple microgaps throughout the map
- Fixed some clipping on pillar at A-site
- Fixed clipping on doorway at b-site
- Plugged some micro holes
- Fixed gap between two clip brushes that allowed bomb to be thrown on top of building
- Fixed slight wall gap that allowed sniping into bombsite A
- Fixed clipping on doorway at b-site
- Fixed various gaps in the world
- Fixed various texture seams
- Closed gap that looks into Jaguar area
- Adjusted clipping along fence near A-site
- Adjusted clipping around tree base on A-site boost
- Adjusted position of stone near B-site that player could crouch in
- Added clipping to the top of the map to help minimize player exploits
[ MISC ]
- Fixed silencer attach and detach animations
- Fixed a bug that prevented refunding the Bizon
- Fixed a bug where players could respawn into a bad state during reconnect
- Fixed a bug where ramps were not correctly reducing fall damage
- Fixed a case where sub-tick movement timestamps were temporarily incorrect after changing host_timescale
- Various fixes and improvements to de_ancient
- Fixed a few minor sub-tick input bugs
- Fixed a bug with first person animation in bot takeover
- Fixed a bug where dropped/thrown weapons had too much velocity
- Fixed a case where players could push their view through low ceilings
- Fixed an exploit that would allow players to teleport
- de_overpass: Various tweaks and bug fixes
- de_anubis: Fixed potential pixel gap exploit at A-site and plugged hole near t-spawn where bomb could be thrown out of world
[ GAMEPLAY ]
- More sub-tick visual and audio feedback improvements
- Reduced sniper scope bob animation magnitude and frequency
- Fixed a bug causing duck to be slower when the Duck Mode was set to Toggle
- Fixed a case where grenade throws weren't registering on the server
- Thrown grenades no longer prematurely detonate if thrown while intersecting a teammate
- Players can no longer mitigate fall damage by defusing the bomb
- Adjusted weapon drop trajectories to make throwing weapons more consistent, especially when throwing weapons downward
- When a network interruption is detected by official game servers, the affected match will be cancelled
- Added unique sounds for running and jumping on metal railings and poles
- Fixed a bug that occurred when interrupting the CZ75a deploy with inspect
- Fixed the inspect and other animations for the Shadow Daggers
- Fixed a 'broken wrist' animation with the Survival Knife
- Adjusted the Mac10 first person animation to include strap and bolt movement
- Fixed AWP and SSG firing animation/inspect behavior while zoomed in
- Fixed a case where the Deagle slide would fail to reset on round restart
- The Revolver barrel now incrementally rotates for each shot
- Fixed some animation issues with weapons placed in community maps
- Fixed cases where the C4 light would not blink when held or holstered by players
- Fixed some cases where the player's shadow would show an incorrect pose
- Fixed a bug where bot_knives_only didn't work for T's
- Fixed some visual issues with demo playback
- Improved performance of screen particle effects
- Fixed the Mute Enemy Team and Mute All But Friends settings failing to mute voice
- Text from blocked players will no longer be visible in the premier pregame chat
- Players frozen by half-time gamerules are now immune to certain damage types
- Decals now evict the lowermost decal if enough decals overlap in a single location
- Player visibility fog adjustment no longer applies to dead ragdolls
- Smoke particles no longer stick to dead ragdolls
- Fixed self/team burn damage getting recorded as enemy damage
- Revised some common chat strings
- Added convar cl_deathnotices_show_numbers for observers to have quick access to player's spectate index
- Added a warning message for AMD and Nvidia graphics users with out-of-date drivers
- "Kevlar & Helmet" entry in the Buy Menu will now present itself as simply "Helmet" when contextually correct
- Added time to weekly rollover to the reduced XP message in the player profile tooltip
- Fixed kill feed and death panel not displaying correct information if the killer died earlier or disconnected
- Fixed round-delayed stats not updating at match end
- Changed deathmatch scoreboard stats from K/D/A/Score to K/HS%/DMG/Score
- Fixed case where text during defuse would get cut off
- Added direction indicators to players in the square radar
- Fixed case where kill icon would not display in the post-round damage info panel
- Fixed bad string in the commend dialog panel
- Fixed case where round stats in the Watch Menu would be assigned to the wrong side
- Fixed custom sound events files in workshop maps
- Added some material settings for water refraction/caustics
- Workshop maps can now be tagged as supporting Wingman mode
- Linux clients can now run workshop maps without requiring -insecure
- Added trigger_hostage_reset trigger and logic_eventlistener entities
- Added convars sv_walkable_normal and sv_standable_normal to allow community servers to tweak player movement on angled surfaces
- Fixed health getting clipped when it exceeds 3 digits
- Fixed various cases where level mesh was disappearing occasionally
- Various visual updates and fixes to models and materials
- Straightened out some collision that was pushing players off of walls or corners
- Turned off the collision of some light fixtures that were pushing players off of walls
- Added a metal plate to swat van to hide player feet, adjusted clipping around van
- Fixed some small holes in the world
- Fixed some texture mapping seams
- Added player clipping on some floor grates to smooth player movement
- Fixed some issues with the collision and surface property of fire extinguishers
- Added and adjusted some grenade clipping
- Adjusted some clipping on boxes and cable stacks in connector
- More player and grenade clips adjustments
- Closed various holes and cracks in the world
- Fixed clipping around scaffolding at bombsite b to prevent one-way peeking through geo
- Fixed player getting stuck on large crate in garage
- General grenade clip polish
- Vending machine break sequence now only happens once to avoid strobing lights
- Removed collision from pipes and cctv cameras at ct spawn garage
- Added grenade clips to doors at stairwell
- Fixed hole in door frame at t-spawn
- Fixed texture errors on ceiling at conference room
- Fixed some lighting errors on low settings
- Fixed weapons getting stuck behind crates at back way
- Fixed lighting artifacts in front courtyard
- Fixed bad boost onto electrical boxes in garage
- Fixed z-fighting on stairs in connector
- Improved ground at bombsite A so that it has more accurate footstep sounds
- Fixed gap in world around b-site planting area
- Fixed z-fighting a backdrop temple near t-spawn
- Fixed missing collision at connector that would allow grenades to fall through world
- Fixed hole in world at street that allowed players to see through to canal
- Fixed vis issue on street looking back to t-spawn
- Fixed UV stretching in connector
- Sealed up holes in building rooftops for entire level to prevent grenades getting stuck in void
- Fixed holes in lower tunnel
- Fixed hole in canal
- Moved bucket on scaffolding on bombsite B that could be mistaken for player during combat
- Closed hole to prevent grenades from falling through the map on bombsite A
- More player clip adjustments
- Fixed various micro gaps
- Minor clipping fixes on rooftops and hut
- Better caustics in pool at B site
- Fixed vis issue in garage looking towards hell
- Fixed some light fixtures showing backfaces
- Fixed some light fixtures being misaligned
- Fixed missing vent pieces in Tunnels
- Attempt to fix players clipping through wood boards by stairwell at bombsite b
- Fixed bad clip above door at elevator
- Fixed flashbang inconsistency with metal gratings at scaffolding
- Fixed missing collision on horizontal tower beams at b-site
- Added grenade clips around bombsite b to prevent smokes getting caught in bad spaces
- Cleaned up geo and did a grenade clip pass around scaffold to make grenades work better
- Added grenade clip to b platform
- Fixed disconnected girders at mid
- Moved stack of drywall at back door>b for better movement/cover
- Improved clipping at side
- Jobsite injury signs are more responsive
[ GAMEPLAY ]
- Fixed a bug where collision between players was sometimes causing players to step up
- Fixed a bug where players could slide up walls in Mirage mid
- Fixed a movement systems bug where players could get stuck on geometry
- Fixed a bug that prevented "Zoom Button Hold: Repeat Disabled" from working correctly
- Fixed a case where switching weapons immediately after shooting would result in the shot not registering on the server
- Fixed a case where players could shoot during freeze time at the ends of warmup, halves, and matches
[ MISC ]
- Added support for accepting game invites and party invites from Steam Chat and Steam Overlay.
- Added an execution delay for certain commands that can be specified on command line to be deferred until main menu fully loads (e.g. econ action preview commands, match download commands, playdemo, and similar).
- Fixed a bug that caused game events to not appear in CSTV demos recorded in tv_record_immediate mode.
- CSTV auto record now requires either an active CSTV server or tv_record_immediate to be enabled.
- Performance optimizations in game server demo recording code.
[ GAMEPLAY ]
- The visual and audio feedback from sub-tick inputsuch as movement acceleration and muzzle flasheswill now always render on the next frame
- Random numbers used for shooting spread are now synchronized between clients and servers by default. This makes tracers and decals match their server-authoritative trajectories more closely. Note: Spread has been synchronized on Valve official servers since 10/14
- Fixed a bug where pressing a movement key immediately after jumping resulted in an inconsistent jump height
- Parties of four are now able to queue for Premier mode
- Added vote-kick immunity for solo players who get matched on the same team with a party of four players
- Adjusted the algorithm for re-establishing CS Rating after a period of inactivity in Premier mode
- Reduced the maximum audible distance of grenade bounce sounds
- Improved occlusion filter quality
- Addressed issue where sometimes headshot dink sounds playing as feedback for the attacker could be mistaken for incoming damage
- Lowered volume of sound for headshot damage with no armor from a victims perspective to bring it inline with volume of other headshot sounds
- Changed jump land sounds to have the same maximum audible distance as footstep sounds
- Changed volume falloff curve of jump landing sounds to better convey distance
- Improved molotov extinguish effects to sound better when multiple are playing at once
- Brought back spark sound feedback when bomb defuse is cut short due to player spinning
- Fixed issue where at very close proximity, a victims death groan could be mistaken as coming from the attacker
- Fixed a case where unsilenced m4a1-s did not have any distant gunfire sounds
- Fixed clipping on bench in palace
- Lowered the height of box on A site to match CS:GO
- Improved performance of blood effects at close range
- Improved bomb light visibility from back of bomb
- Reduced muzzle flash during quickswitch from scoped rifles
- Reduced the strength of the kill streak HUD effect after five kills
- Added setting "tv_record_immediate" to control when CSTV demo file will start recording content. If the setting is enabled then content will start at the moment when tv_record is executed on the server. If the setting is disabled then content will start recording from tv_delay earlier
- CSTV demos can now be recorded without delayed CSTV spectating enabled. Requires setting "tv_record_immediate 1" and executing "tv_record" at the moment when recording should start
- Adjusted wear values of some stickers to better match CS:GO
- Fixed a bug with workshop tools that would prevent light_environment from baking static shadows in some circumstances
- Improved quality of 'Performance' HDR rendering mode
- Enabling the upload of workshop maps for Wingman mode
- Updated Redemption UI to show remaining time before weekly rollover
- Competitive Rating will now be updated after returning to main menu from a win
- Added notice to end of match for when CS Rating had been adjusted midmatch (e.g. due to the outcome of a match that the player was kicked from or abandoned, or recovering lost points from playing against a cheater)
- Various bug fixes and tweaks
The Maps workshop is now open for business.
Community map makers can start uploading their maps to the workshop, and community servers can host those maps. If you'd like to try some workshop maps offline, subscribe to them on the workshop and head to the Play menu.
There are a bunch of other workshop tool updates today, along with a host of other fixes and adjustments to CS2. Check out the notes, play some matches, and keep that feedback coming!
[ WORKSHOP ]
- Enabled uploading CS2 maps to the workshop
- Community Servers can host workshop maps
- Added paint metalness and roughness by color features to Solid Color, Hydrographic, and Spray-Paint finishes in the Item Editor
- Added option to toggle "Automatic PBR Color Correction" to all sticker types in Item Editor
- Various Item Editor help system updates including "mat_fullbright 10" to test PBR
- Various updates to workshop tools
- Fixed a case where user commands would be ignored in poor network conditions
- Fixed a case where weapons would fire faster than intended
- Fixed a case where clients would show multiple gunshots for one actual shot
- Fixed a case where players would fail to keep their weapons between rounds of overtime
- Fixed some instances of dropped weapons falling out of the gameplay space
- In firstperson, dead players will now see their own ragdoll at the server-authoritative lag-compensated position of their demise
- Decoy grenades interact aesthetically with smoke clouds
- Smoke grenades now have a minimum fuse duration to prevent smokes from prematurely detonating if stuck in crevices
- Players now ignore individual damage events dealing less than one point of damage
- Knife attacks will now prioritize enemies and will only hit teammates if there are no enemies in range
- Knife attacks no longer predict damage effects or sounds on the client
- Knife attack immediately after switching to a knife will always deal full damage amount
- For a given map location, eye height is now consistent regardless of how the player arrived
- INFERNO
- Fixed clipping in various areas
- Fixed various microgaps
- Fixed disappearing meshes in skybox
- Removed birds that got mistaken for grenades
- Added sv_maxuptimelimit setting to request server shutdown after certain number of uptime hours.
- Support -sv_maxuptimelimit command line parameter to randomly select uptime limit per instance within a range, e.g. "-sv_maxuptimelimit 48-72" command line parameter will request game server instance to self-shutdown somewhere between 48 and 72 hours by issuing "sv_shutdown" command on the game server.
- Added game server startup timing log records.
- Game servers will now print global chat messages when players acknowledge newly acquired items while connected to the game server.
- Fixed a bug showing 100% packet loss immediately after connection
- Fixed a bug where scoreboard ping could get stuck at a value lower than the real ping
- Improved rendering of stickers
- Added wins and wins-needed to Competitive Play Menu map tiles
- Fixed various minor HUD bugs
- Fixed various skins and sticker bugs
- Fixed various bugs with item inspection UI
- Fixed a skinning issue with Trapper Aggressor agent's legs
- Improved performance of player animations on client and server
- Smoke grenade canister changed to chrome material
- "Boost Player Contrast" no longer applies to dead players
- Adjusted microphone voice threshold value
[ MAPS ] Various bug fixes and tweaks:
- Inferno
- Improved bomb visibility when planted in fountain on bombsite B
- Improved grenade bounce behavior on roof and stone models to make it more predictable
- Removed part of railing on balcony
- Adjusted garage door on bombsite A to improve player readability and clipping
- Fixed lighting bug on Inferno workshop map
- Fixed various micro-gaps
- Overall clipping / movement polish
- Overpass
- Removed or tweaked models and textures to improve player readability
- Adjusted lighting in certain areas to improve player readability
- Adjusted grenade clipping in various areas
- Nuke
- Fixed clipping on ramp room doorway tread plates to prevent erroneous grenade bounces
- Fixed collision on doorways from ramp to bombsite B to be more accurate
- Improved player readability against container on bombsite B
- Fixed some cases where players clipped through garage door at lobby
- Removed dynamic light at squeaky to prevent shadows giving away player position through doorway
- Fixed various holes in world
- Overall clipping / movement polish
- Dust2
- Fixed micro-cracks in crate models
- Anubis
- Adjusted grenade clipping in and around bombsite B to prevent grenades getting stuck in tight spots
- Fixed multiple cases where dropped weapons clipped through world geometry
- Fixed multiple holes and cracks in world.
- Fixed missing collision on geometry where c4 could be thrown out of the map
- Clipped multiple areas where players could stack, providing an unfair vantage point
- Fixed lightmap issues around CT spawn water
- Improved player readability in mid
- Improved CT team intro position
- Overall clipping / movement polish
- Office
- Improved player readability at CT spawn around swat van
- Fixed gaps in some cubemaps which were causing lighting issues
- Fixed some lighting artifacts on crates at low settings
- Disabled motion on vending machine
- Overall clipping / movement polish
- Vertigo
- Fixed ladder collision blocking bullets and grenades
- Fixed steel beams having incorrect surface property
- Overall clipping / movement polish
- Mirage
- Fixed various bullet penetration issues
- Overall clipping / movement polish
- Ancient
- Made fog adjustments to improve player readability
- Fixed micro-cracks in crate models
- Fixed multiple holes and cracks in the world
- Made visibility adjustments to donut area
- Fixed bullet penetration issues through wood panels near bombsite B
- Fixed material properties on some tarp models
- Overall clipping / movement polish
- Fixed some cases where weapons could fall out of the world
- Fixed a bug where Molotov self damage could be incorrectly penalized as team damage
- Improved performance for muzzle flashes and HE grenade effects
- Various bug fixes and tweaks to weapon finishes and stickers
- Added code to correct packets that arrive out of order in quick succession. These packets were showing up as loss in the net graph.
- Fixed a bug where SDR routing could sometimes choose the second-best route when immediately connecting, and then stick to that route for too long.
- Added more client information to the screen timestamp label to help investigate reported issues.
- Fixed rendering issue related to GPU UltraWide+ feature.
- Stability improvements.
- Added a startup check for incompatible AMD graphics drivers. We will now begin reversing VAC bans for affected players
- Fixed a bug in Windows 11 Auto HDR that led to smokes intermittently disappearing
- Miscellaneous bug fixes
[ GAMEPLAY ]
- Command aliases now leverage subtick accuracy
- New sound for final 10 seconds of bomb beeping
- Added missing KSK agent voice
- Reduced falloff distance of knife impact and swish sounds
- Various tweaks and bug fixes around occlusion filters and footstep clarity
- Fixed missing gamestate integration data regarding flashbangs and damage stats
- Fixed a bug where a defused bomb would block the player from swapping to a gun dropped close by
- Fixed some cases where players could peek through ceilings
- Convar cl_draw_only_deathnotices now blocks match status alerts such as LAST ROUND OF FIRST HALF.
- Added a game server command sv_load_forced_client_names_file. Running tournament servers with +sv_load_forced_client_names_file namesfile.txt allows loading a key-values file where client names are enforced to be the tournament registered player names.
- Added an additional fallback path for game clients to download network configuration.
- Added a game setting cq_netgraph_problem_show_auto that allows players to enable automatic display of network connection issues in top right corner of game HUD.
[ MISC ]
- Various bug fixes and tweaks to agents, gloves, and stickers
- The Accept Match popup will now show server information if latency is notably high
- Fixed a bug where ping calculations were incorrect in Sydney which resulted in players connecting to distant data centers
- Added a list of nearest official datacenters under the "Max Acceptable Matchmaking Ping" setting
- Fixed a bug where the Perfect World region selection popup wouldn't save the last selection state
- Fixed the defuser not showing up on the scoreboard
[ GAMEPLAY ]
- When a server disagrees about a player's loadout, such as when a match starts during a patch, the buy menu will now reflect the server-authoritative loadout
- Fixed a case where players could clip through ceilings
- Made adjustments to character shaders to improve player visibility
- Fixed the "Smooth Criminal" foot pinning bug
- Adjusted team select and team intro knife animations to work with Shadow Daggers
- Various bug fixes and tweaks to Inferno, Mirage, Nuke, Overpass, and Vertigo
- Added "Player Color" option to "HUD Color" setting that will make the HUD match your or your spectator target's player color in competitive modes
- Changed "Use Player Colors on Team ID" default to "Yes"
- Added "Large Player Count" setting to replace player avatars with team player count in the mini-scoreboard during the active portion of rounds
- Fixed a bug where graffiti changes mid-match were delayed
- Various bug fixes and tweaks to weapon finishes and stickers
- New Screenshot button - captures a screenshot of the game window and saves a .png file to disk. Using "Inspect" with the gray or green backgrounds saves the .png with the UI elements hidden and a transparent background
- Added Inferno and Ancient preview maps (workshop_preview_inferno and workshop_preview_ancient)
- Workshop Item Editor - Integrated help system contains detailed guides when you see (More Help: Shift+F1) in the tool tip. These detailed guides contain important information about PBR color ranges, wear/durability masking alpha values, and much more
[ MATCHMAKING ]
- Matches will now be made with smaller rating differences between the teams at the expense of longer queue times.
- Relegation and Promotion matches will only occur at color boundaries, i.e. every 5000 CS Rating points.
- Increased possible CS Rating win/loss amounts to move players faster after calibration.
[ GRAPHICS ]
- Fixed a case where feet would appear black when looking down at them through a scope
- Fixed a memory leak due to particles
- Fixed several hitbox alignment bugs
- Fixed knife spinning not feeling as fast as in CS:GO
- Fixed the bolt not moving during the M4A4 and M4A1-S deployment animations
- Fixed a bug where weapon inspect could interrupt the silencer toggle animation
- Various bug fixes and tweaks to Mirage, Vertigo, and Nuke
- Fixed several bugs with "Looking to Play"
- Various bug fixes and tweaks to weapon finishes and stickers
- Fixed a bug where loadout changes weren't saved if the game was closed shortly after making changes
- Fixed a bug where Steam Friends' match status was delayed or missing
- CPU performance improvements for weapon tracers
- Added an official matchmaking datacenter in Chengdu, China
[ GRAPHICS ]
- Fixed a case where water would appear black in screenshots and video capture
- For AMD GPU users, shader compilation hitches can now be fixed with a driver update: https://www.amd.com/en/support/kb/release-notes/rn-rad-win-23-20-11-7
- Fixed a case where the grenade throw animation would be canceled by holding the inspect key
- Adjusted M4A4 and M4A1-S draw animation to start from out-of-frame
- Minor animation system performance optimizations
- Various bug fixes and tweaks to Nuke, Vertigo, Anubis, and Overpass
- All surrender votes now require a majority to pass
- Fixed an exploit where players could spam chat during the Premier draft phase
- Fixed a bug where kicked players were receiving the maximum CS Rating penalty. Kicked players will now receive CS Rating based on the final outcome of the match instead
- Fixed a bug where the first character at the beginning of the terrorist team intro wouldn't render
- Configured SDL to prefer X11 over Wayland on Linux
- Paris 2023 items are no longer for sale
[ GRAPHICS ]
- Removed Model / Texture Detail: Very High setting since it was identical to High. They used to differ by Texture Filtering Mode, but that's a separate setting now
- Repositioned finger on AWP so it doesn't look as long
- Various bug fixes and tweaks to Inferno, Anubis, Vertigo, Ancient, and Mirage
- Various bug fixes and tweaks to stickers
- Adjusted crosshair outline rendering for fractional values
- Fixed a bug where disconnecting from and reconnecting to a match would result in less XP
- Fixed the "buy
- " command to work with the new flexible loadout system. The command will now find the named item in your loadout instead of assuming a default slot. If the named item isn't in your loadout, the command will fail. To buy by slot, use "buy secondary0", "buy midtier1", "buy rifle2", etc. instead
- Various tweaks to automatic sniper rifle muzzle flashes
- Various tweaks to glass impact effects
- Added sort options to secondary inventory select panel for actions like applying stickers
- Fixed a bug where users in Germany were incorrectly identified as users in China
- " command to work with the new flexible loadout system. The command will now find the named item in your loadout instead of assuming a default slot. If the named item isn't in your loadout, the command will fail. To buy by slot, use "buy secondary0", "buy midtier1", "buy rifle2", etc. instead
[ GAMEPLAY ]
- Removed movement penalty on mud surfaces
- Fixed a bug with shader compilation when connecting to a server that was causing hitches after connecting. Note that these hitches may still exist on AMD GPUs; we are working with AMD to address this
- Fixed a bug where knife slashing couldn't be interrupted with an inspect
- Various bug fixes and tweaks to weapon finishes and gloves
- Fixed a case where molotov/incendiary grenades would create a fire ring in the air
- Improved performance of molotov/incendiary fire extinguishing
- Various improvements to weapon dropping and throwing
- Various crash fixes
[ SOUND ]
- Fixed a case where grenade sounds were missing when exploding in-air
- Added separate sounds for grenades landing in vs out of the playable area
- Fixed a case where both terrorists in a Wingman match would appear to have the bomb
- Various bug fixes for the Vulkan renderer
- Updated Phoenix Soldier icon to reflect recent balaclava color change
- Fixed a rendering issue in the nametag inspect panel
- Disallowed binding toggleconsole to mouse1 since it was preventing normal menu interactions
- Various bug fixes and tweaks to weapon finishes and stickers
- Fixed a case where surrender votes would incorrectly fail
- Fixed a case where foot pinning wasn't active
- Various bug fixes and tweaks to Ancient
- Players who launch the game in China and have previously accepted the Steam China Subscriber Agreement will now get a prompt at launch which allows selecting "-perfectworld" or "-worldwide" mode
- Launch prompt can be activated with "-promptperfectworld" command line flag or completely bypassed if "-perfectworld" or "-worldwide" command line flag is used
- To launch a community dedicated server, you can use this reference command line:
- cs2 -dedicated +map de_dust2
- To enable logging, add to your server commandline:
- +sv_logfile 1 -serverlogging
- Or add to a config file:
- sv_logfile 1
- log on
- To enable HTTP logaddress forwarding, ensure logging is enabled as above and use:
- logaddress_add_http "
: "
- logaddress_add_http "
- Dispatched logs can be handled the same way as CS:GO
[ SOUND ]
- Fixed missing win/loss/MVP music in Casual
- Put range clamps on r_fullscreen_gamma, r_texture_stream_max_resolution, and r_character_decal_resolution
- Fixed smokes not rendering correctly on AMD GPUs on Linux
- Adjusted grenade throw animations to reduce view obstruction
- Fixed a case where players would float a few inches off the ground after spawning
- Various bug fixes and tweaks to Mirage and Overpass
- Various bug fixes and tweaks to weapon finishes and stickers
- Updated Phoenix Soldier balaclava from green to original red color
- Fixed missing pouches on certain SWAT agents
- Fixed a bug where loadout shuffle would never happen
- Increased clickable area of sellback buttons in buy menu
- Fixed a case where the death panel would stay on-screen after respawning quickly
- Disabled CSTV and demo recording temporarily to increase server availability so more people can play
[ SOUND ]
- Weapon sounds will no longer sound like they come from the spot you are zoomed into
- Updated water in Nuke to fix an issue with smoke
- Reduced maximum amount of water refraction since it was looking too noisy/distracting
- Fixed a case where the death panel wouldn't show
- Fixed a case where the preview crosshair wouldn't show in game settings
- Fixed a case where debug text would appear on the crosshair
Counter-Strike 2 is here.
Come take a look around. Counter-Strike 2 is the largest technical leap forward in Counter-Strike's history, supporting new features today and updates for years to come.
If you're a returning player you'll find your favorite maps and matchmaking modes right where you left them, along with a revamped Premier mode where you can establish your all-new CS Rating. Rise through the ranks and see where you stand on global and regional leaderboards.
For new players, learn the basics with some offline training and jump into Casual and Deathmatch to hone your skills. Once you've unlocked Competitive matchmaking you'll be off to the races.
Grab your friends, and come join millions of players around the world. Welcome to Counter-Strike 2.
[ COUNTER-STRIKE 2 ]
- Counter-Strike 2 is now available and free to play
- Season One of Premier has begun
- Enabled Competitive matchmaking
- Enabled Wingman matchmaking
- Enabled Private Matchmaking
- Added Training Day, a brief introductory experience for brand new players
- Improved player-against-player movement collision
- Improved consistency of bullet penetration
- Player reflections in water are now occluded by smoke
- Molotov fire now floats above the water
- Fixed character ambient occlusion being visible through walls
- C4 bomb lights don't reflect through walls
- Fixed some rare cases of viewmodel lighting corruption
- Adjusted smoke behavior to cover cases where smoke would stop less than a player's height above the ground
- Fix various bugs with switching teams in the middle of offline Deathmatch
- Fixed Famas reloading too early
- Chickens can finally fall off Vertigo
- Added the new CS2 default music kit
- Added new audio customization settings
- Various mix tweaks and adjustments
- Various bug fixes related to music kits
- Updated the game startup sound
- Added background ambience to main menu scenes
- Restored the clutch_mode_toggle function
- Fixed a bug where sometimes c4 defuse and planting sounds could not be heard in certain locations
- Fixed some surfaces being incorrectly tagged causing incorrect footstep sounds in certain locations
- Fixed a bug where attackers could not hear headshot feedback through wallbangs or smokes
- Body damage feedback for attackers will now play within the same distance as it does for onlookers through smokes and wallbangs
- Fixed a bug where scoping in affected directional sound
- First person damage sounds are now more impactful
- Removed several legacy audio convars that existed in CS:GO but never had an effect in CS2
- Adjusted character additive lean animation
- Adjusted jump animation, particularly when repeatedly jumping
- Adjusted jiggle-peeking animation
- Adjusted animated character head position relative to camera position
- Added bullet belt to negev
- Reduced foot sliding when carrying slower weapons
- Fixed character momentarily standing during crouch-planting animation
- Fixed incorrect viewmodel deploy speeds
- Fixed pops in some weapon inspect animations
- Inspecting weapons may now interrupt deploy animation
- When one or more party members get convicted of cheating and permanently banned, all their associates will be penalized with loss of Profile Rank and CS Rating
- In Premier, players with a very high established CS Rating are not allowed to party with accounts that do not have an established CS Rating
- Various bug fixes and tweaks for all shipped maps
- Adjusted vertical audio occlusion boundaries in Nuke and Vertigo
- Added an extra bell in Inferno
- Casual and Deathmatch maps are now separated into multiple map groups
- CS:GO Players who started playing more than a week ago will receive a commemorative CS:GO coin and CS:GO Music Kit
- Added Store tab to main menu
- Enabled all interactions with inventory items
- Replaced weekly drops with a weekly Care Package. Choose from weapon cases, weapon finishes, and graffiti
- Added demo playback support
- Added the ability to favorite and shuffle loadout items
- Added new item icons
- Office and Vertigo are available as main menu scenery
- Various updates for weapon finishes, including fixing overly strong wear on several Custom Paint Job finishes
- Reworked Phoenix Street Soldier balaclava texture to resolve visibility issues
- Enabled animated eyes on agent character models
- Game clients running in workshop tools mode are not allowed to connect to VAC secure game servers
- Added an all-new help system featuring contextually relevant guides and information. Guides include gray scale value ranges for alpha channel masking, paint-by-number mask color assignments based on current finish type, and much more!
- Removed dynamic props from solid color inspect backgrounds
[ MAPS ] Office
- Adjusted the weight of the vending machine
- Various fixes
- Various clipping adjustments
- Tuned the vertical audio occlusion of grenade sounds in Nuke and Vertigo
- Adjusted ambient sounds in Office
- Adjusted silenced weapon falloff
- Fixed a case where an AK47 headshot would not deal lethal damage
- Adjusted nametag location for Shadow Daggers
[ MAPS ]
- Anubis
- Various clipping adjustments
- Rebalanced lag compensation to favor lower-latency players
- Fixed a bug where dropped grenades were invisible
- Fixed a bug where dropped bombs and weapons would appear in the wrong location
- Various bug fixes and tweaks to weapon finishes
[ MAPS ]
- Various bug fixes and tweaks for all shipped maps
- Various fixes for molotov/incendiary grenades
- Various fixes for smoke grenades
- Fixed damage indicators for fire damage
- Adjusted first-person sniper contrails to reflect shot accuracy
- Various adjustments to lag compensation
- Replaced player elevation indicators on the radar with look directions
- Various bug fixes and tweaks to UI elements
- Audio mix changes and tweaks
- Lowered occlusion and distance effects for gunfire, footsteps and reloads
- Slight increase to stereo spread
- Fixed a bug where incorrect footstep and jump land sounds would play on elevated edges
- Fixed a bug where music would stop playing at the end of deathmatch
- Changed armor number in buy menu from amount you currently have to amount you can buy
- Various fixes for weapon finishes, gloves, and stickers
- Water rendering performance improvements
- Added nametag positions for all knife models
- Allow adjusting individual player voice volumes
- Various HUD bug fixes and tweaks
- Added option to disallow animated avatars
- Removed several legacy networking convars that existed in CS:GO but never had an effect in CS2
[ MAPS ] Mirage
- Fixed a pixel boost on pillars in B bomb site
- Fixed C4 falling out of the world in B bomb site
- Updated props
- Fixes to prevent players boosting out of playable space
- Added a C4 loadout slot for users who have C4 items with a name tag applied
- Audio mix tweaks and adjustments
- Fixed a case where roasted chickens fell through the floor
- hud_scaling is no longer imported from CS:GO. Note that players' hud_scaling will be reset to the default (1.0)
[ MAPS ]
- Ancient
- Various bug fixes and tweaks
- Various bug fixes to molotov/incendiary explosions
- Fixed ladders blocking bullet penetration
- Fixed missing USP-S description in the buy menu
- Adjusted low health indication
- Various animation bug fixes and tweaks
- Various performance improvements
[ MAPS ]
- Overpass
- Various bug fixes and tweaks
- Added current armor value to the buy menu
- Fixed issues with ducking across round transitions
- Fixed a case where smoke grenades wouldn't pop
- Fixed a case where molotov/incendiary fire area was small in corners
- Fixed a case where molotov/incendiary grenades would explode at the throwers feet
- Fixed a case where the dropped bomb icon would appear on the radar incorrectly
- Continued iterating on dropped weapon pickup
- Shortened "Waiting For Players" from 5 minutes to 2 minutes
- Fixed voting to surrender and voting for tactical timeouts
- Teams can use 3 tactical timeouts during regulation time and 1 during overtime
- Various bug fixes and tweaks to UI elements
- Fixed a case where hit feedback sounds wouldn't play for spectators
- Allow changing equipped graffiti mid-match
- Improved free roaming and chase camera behavior in CSTV
- Fixed a case where the money display was cropped in certain languages
- Fixed a case where "Block names and avatars of strangers" would replace names with the wrong color words
- Fixed a case where the award message for planting the bomb wouldn't show
- Fixed issues with alt-tab window switching in fullscreen mode
- Added cvars mp_team_timeout_ot_add_once, mp_team_timeout_ot_add_each, mp_team_timeout_ot_max to control timeouts in overtime
[ MAPS ]
- Ancient
- Fixed CT spawn area shape in minimap
- Overpass
- Adjusted spawn locations to reduce the likelihood of players spawning stuck together
- Inferno
- Various bug fixes and tweaks
- Re-enabled Casual matchmaking
- Fixed a bug where dropped weapons were behaving like held weapons
- Adjusted interpolation parameters
- Fixed missing bullet tracers on hits
- Made it easier to pick up dropped weapons
- Fixed a case where music wouldn't play at the end of deathmatch
- Various bug fixes and tweaks to Premier UI elements
- Adjusted freeze time post-processing effects
- Fixed missing player models for the first few seconds after team introductions
- Windows community servers can now appear in Steam Server Browser
[ MAPS ]
- Inferno
- Various bug fixes and tweaks
- Players who survive the last round before overtime no longer carry their items into overtime
- Disabled Casual matchmaking temporarily to avoid a bug where servers get stuck in the end-of-match state
- Fixes for missing music in Casual mode
- Various bug fixes and tweaks to Premier UI elements
- Various bug fixes and tweaks to weapon finishes
- Fixed a crash that occurs when changing audio devices
- Fixed an issue where players who abandon during Premier map voting receive multiple cooldowns
[ PREMIER ]
- Added Premier mode
- Added a visible CS Rating and CS2 Leaderboards. For more information visit the CS2 Leaderboard FAQ
- Added CSTV for spectating Premier matches
- Fixed a case where grenade throw sounds would play twice
- Added music preview button to music volume sliders
- Various adjustments to sound effects
- Added Paint Kit enhancements to CS2 Item Editor. Paint Kit finishes can now support:
- Enabling custom normal maps and AO for all styles
- Optional pearlescent mask
- Optional standard PBR roughness texture
- Custom Paint-By-Numbers masks (enabling Paint-By-Number masks for Spray-Paint style)
- Added Inferno to all available game modes
- Various bug fixes and tweaks for all shipped maps
- Fixed a bug with hostage rescue prediction
- Enabled first-person shadow for carried hostages
- Fixed water effects showing in the wrong place when a bullet hit the water after penetration
- Various fixes for weapon finishes
- Replaced "Secondary Fire Hold" setting with "Zoom Button Hold"
- Fixed "Disable all voice comms" button in scoreboard
- "Temporarily Disable Incoming Chat" now mutes voice chat
- Various CS:GO settings will be imported when launching the CS2 Limited Test
- Fixed a case of inconsistent crouching with Duck Mode: Toggle enabled
- Updated the invulnerability visual effect
- Adjusted 'sv_infinite_ammo 2' grenade behavior to match CS:GO
- Desert Eagle third-person muzzle flash smoke now dissipates faster
- Continued iterating on smoke shape
- Adjusted Competitive mode match length to 12-round halves
- Recent ranked matches in "Your Matches" menu will now show Competitive, Wingman, and Premier matches
- Access to match history granted to third-party websites will now cover Competitive, Wingman, and Premier matches
- GetNextMatchSharingCode API used by third-party websites must now supply a match sharing code that is no more than 1 month old to obtain the next match sharing code.
Today were updating the CS2 Limited Test with a new map (Inferno!) and the all new CS Rating. Your CS Rating is a visible measurement of your Counter-Strike performance, and it will determine where you stand on global and regional leaderboards. To get your CS Rating, play matches in the updated Premier mode (our Active Duty Pick-Ban competitive mode) either on your own or with your friends. [previewyoutube=s6BNHro0vSg;full][/previewyoutube] Additionally, today were starting the process of inviting as many eligible players as possible to the Limited Test. To be eligible for a CS2 Limited Test invite players must have CS:GO Prime status, an active official competitive matchmaking Skill Group, and play majority of their official matchmaking games in one of the regions where the Limited Test is available.
Saving Time
Over the past decade, weve shipped updates to the economy and weapon balance to trim the fat and reduce the number of uncontested rounds in a match of CS. Because of these changes, exciting competitive matches can be resolved with fewer rounds. And shorter matches mean players can play more, and more often. So with CS2, were moving to a maximum of 24 rounds in regulation time (with a 6 round overtime in case of a tie) for Premier, Competitive, and the Majors. We expect the structure and flow of matches to evolve over time as the community adapts. And were excited to see where they go next.
[ GAMEPLAY ]
- Fixed bullet penetration through players
- Audio mix tweaks and adjustments
[ MAPS ]
- All maps previously shipped in the Limited Test are available in casual and deathmatch matchmaking
- All maps and game modes previously shipped in the Limited Test are available for offline play
- Dropped bombs no longer sink in water
- Reworked the bullet penetration system
- Enabled bot takeover where applicable
[ MAPS ]
- Italy
- Various bug fixes and tweaks
- Added more hostage variants
[ GAMEPLAY ]
- Competitive and Private Matchmaking are currently disabled in the Limited Test
- Minor adjustments to smoke cloud shape
- Added Italy to Deathmatch and Casual game modes
- Removed Anubis and Ancient
- Unified StatTrak position on both CS2 M4 models to not occlude stickers
- Adjusted sticker sizes on CS2 M4A4 so they no longer overlap
- Updated hostage models
- Audio mix tweaks and adjustments
- Added support for multiple team introduction variants
[ MAPS ]
- Anubis
- Removed from Competitive mode
- Various bug fixes and tweaks
- Ancient
- Added to Competitive mode
- Various adjustments to lighting
- Added missing collision detection to some debris
- Various adjustments to C4 animation
- Water rendering performance improvements
[ MAPS ]
- Anubis
- Improved movement clipping map-wide
- Adjustments to collision around pillars
- Plugged holes in world geometry
- Fixed issues with weapon and bomb clipping through world geometry
- Ancient
- Improved water clarity at T spawn
- Adjustments to jumpable locations
- Adjustments to collision around corners
- Various adjustments to lighting
- Fixed an issue with round restart in the middle of weapon reloading
- Fixed a case where incendiary grenades fail to detonate in water
- Ragdoll limbs splash when they hit water
Counter-Strike is at its best when teams compete on a level playing field and when ability is the only limit to their success. Over the past few years, weve seen professional Counter-Strike drift away from that ideal. The ecosystem has become gradually less open, with access to the highest levels of competition increasingly gated by business relationships. We think that Counter-Strike should be an open sport. So were going to add new requirements to running large-scale competitive events. The finer details are still in progress, but here are the broad strokes:
- Tournament organizers will no longer have unique business relationships or other conflicts of interest with teams that participate in their events.
- Invitations to all tournaments will use our ranking system (detailed here), or otherwise be determined by open qualifiers.
- Any compensation for participating teamsprize pool or otherwisewill be made public and will be driven by objective criteria that can be inspected by the community.
[ GAMEPLAY ]
- Disabled Wingman
- Added Anubis to Deathmatch, Casual, and Competitive game modes
- Added Ancient to Deathmatch and Casual game modes
- Removed Overpass and Vertigo
- Taught chickens how to swim
- Weapons splash when dropped in water
- Adjusted grenade/water interaction sounds
- Improved head animation when crouching while running
- Improved foot animation when quickly alternating between standing still and moving
[ MAPS ]
- Overpass
- Adjustments to jumpable locations
- Collision adjustments
- Various bug fixes and tweaks
[ MOVEMENT ]
- Fixed some instances of pixelwalks across all maps
- Slight adjustments to some Holo stickers
- Fixed a case where some match stats would be reported incorrectly at the end of the game
- Overpass
- Updated some signage
- Adjustments to jumpable locations
- Adjustments for improved player movement
- Adjustments to wall-bangable locations
- Various bug fixes
[MAPS]
- Various fixes to Vertigo and Overpass
[ MISC ]
- Fixed a case where parties of two or more were unable to enter matchmaking
- Adjusted door interactions with dropped weapons and ragdolls
- Fixed a case where door interactions with players affected hit registration
- Fixed a case where four grenade icons would scale incorrectly in the team hud
- M249 now has bullet belt animation
- Vertigo
- Various adjustments to lighting
- Added sounds to potty doors
- Fixed vacancy signs on potties
- Overpass
- Various fixes
[ GAMEPLAY ]
- Added Wingman game mode
- Added Overpass to Deathmatch, Casual, Wingman, and Competitive game modes
- Added Vertigo to Deathmatch and Casual game modes
- Removed Nuke and Office
- Enabled undo/redo buttons
- Various bug fixes
- Added the "Secondary Fire Hold" option to the input settings menu
- The halftime countdown timer is now visible
- Fixed a case where the camera would not interpolate correctly when switching between chase and roaming spectator modes.
- Fixed a case where the viewmodel weapon would disappear for one frame when switching in-eye spectator targets.
- Added leading zeroes on StatTrak module
- Glove patterns and wear now more closely align with CS:GO versions
- Various improvements to foil stickers
- Various adjustments to the size of stickers applied to weapons
[ AUDIO ]
- Fixed a bug that caused small pops and stutters due to some sounds ending early and not fully fading out
- Bunnyhopping once again has a speedlimit. If you want to disable it, set sv_enablebunnyhopping 1
- Fixed a rare issue that would cause camera height to be incorrect after respawn
- Nuke
- Fixed flickering shadows at vending
[ GAMEPLAY ]
- Added Casual game mode.
- Fixed rare cases where bullets would not follow spray pattern.
- Added Nuke to Deathmatch, Casual, and Competitive game modes.
- Added Office to Deathmatch and Casual game modes.
- Removed Mirage.
- Added distance effects to all positional sound sources.
- Improvements to 3d sound processing.
- General mix tweaks and improvements.
- Fixed bug where sometimes sounds would not respect the occlusion values of surrounding geometry resulting in sources appearing closer than what they were.
- Fixed missing low frequencies at certain distances away from sound sources such as grenades and weapon fire.
- Fixed a bug where some sounds would be slightly louder or quieter depending on the listeners orientation.
- Added music cues to Match Accept and Loading screens.
- Added unique audio occlusion layer to help with vertical sound positioning in Nuke.
- Grenades can now be inspected.
- Improved healthshot animations
- Improved inspect behavior for various weapons
- Fixed cases of unintended slow crouch/uncrouch.
- Bunny hopping feel should now closely match CS:GO running at 128 tick.
- Added convar sv_jump_spam_penalty_time to allow fine tuning of bunny hop feel.
- The readout for cl_showpos has been enhanced to show the maximum speed of the last 3 seconds; this number is in parenthesis on the 'vel' line
- Players can no longer jump at the end of warmup time
- Sending game delta frames is now asynchronous, reducing dedicated server main thread CPU usage, thus reducing probability of dropped ticks.
- Fixed a case where a holstered weapon would be rendered on a dead player
- Added a team-agnostic equip icon for inventory/loadout item tiles
- When possible, switching to spectator mode will default to in-eye spectating
- Adjusted the transition between spectator chase cam and roaming cam
- Centered game mode text in the loading screen
- Removed "Best out of X rounds" from the loading screen
[ MISC ]
- Fixed a bug with the sell-back feature
- Fixed a few financial fun facts
- Adjusted the main menu position of CTs holding the Dual Elites
- Fixed tooltips sometimes staying up when you exit the loadout screen
- Fixed some texture streaming issues
- Various improvements to stickers
- Improved sound synchronization for the first bullets during automatic fire
- Fixed a case where the death panel would appear if killed during the end of match screen
- Mirage
- Various lightmap fixes
- Smoke clouds now pass through the metal rollup grating in underpass
- Players can no longer jiggle themselves into the skybox
- Fixed a bug that would cause the player to sometimes move too far forward
- Various bug fixes
[ MISC ]
- Fixed auto rebuy not working if you survived through the Deathmatch warmup
- Pressing the jump key to respawn in Deathmatch no longer results in an actual jump
- The buy menu now closes on right mouse button DOWN instead of UP
- Refunds are now correctly accounted for when tracking total money spent by user
- Fixed bad kerning in accolade descriptions
- Fixed a freeze/hang in Hammer
- The CS2 Workshop Tools convar helper page now has better descriptions
- Fixed aspect ratio for workshop submission screenshot
- Various improvements to the look of the M249, MP5-SD, Desert Eagle, Dual Elites, and Taser
- Added Zeus x27 to workshop submission weapon list
-
Mirage
- Various map fixes
[ MAPS ]
-
Mirage
- Fixed a spot near bench that caused the server to lag
- Fixed various strange wallbangs
- Adjusted end of match screen
- Fixed some edge case issues with sell back
- Buy menu color now matches cl_hud_color
- Fixed edge cases with inspecting items
- Fixed a bad interaction between the acknowledge panel and inventory
- Fixed a glitch while refreshing the loadout tab
- Fixed some localization bugs
- Fixed various crash
- Fixed movement bug that would cause a slide along curbs in Dust II
- Flashbangs can be redeployed after thrown so that players can quickly throw multiple in sequence
- Reduced the single-frame flash effect when zooming out with sniper rifles
CS:GO
[ CASE DROPS ]
- Players now get a weapon case with their first weekly XP rank up, rather than after some amount of (idle) playtime.
CS2
[ LIMITED TEST ACCESS ]
- A second tranche of users are in process of being added to the limited test.
- Removed wallbang through door towards connector.
- Blocked gap in box stack top of mid.
- Blocked pixel gap by ticket booth.
- Added back jump onto firebox in A site.
- Fixed various player and grenade collision bugs.
- Fixed various minor graphical bugs.
- Fixed disconnecting players taking C4 explosive with them.
- Deathmatch bonus weapons now offer weapons from equipped loadout options.
- Added "Replace for CT" context menu loadout shortcut for USP-S when P2000 is equipped and vice versa.
- Automatically cancel drag and drop operation when switching away from loadout menu.
- Improved the look of SCAR-20, G3SG1.
- Fixed asset compiler bug creating stray files when running in directories that have spaces.
[ VOLUMETRIC SMOKE ]
- Fixed smoke expansion algorithm when detonating very close to a wall.
- Adjusted the step function for AMD hardware.
- Adjusted reload animation blending to better blend between different states.
- Adjusted Famas and MP5-SD reload events to match the moment when the magazine is fully inserted.
- Fixed a regression with the death notice panel.
- Fixed new item acknowledgement UI controls not working sometimes.
- Stability improvements.
[ MAPS ]
- Added Mirage as an option for the main menu scenery map.
- Fixed a regression with weapon recoil on high-punch weapons like MAG-7 sometimes punching weapon view model towards the ground instead of up in the air.
- Improved the look of UMP-45, MAG-7, R8 Revolver, Sawed-Off.
- Fixed legacy models appearing when previewing new weapon paint finishes.
- Fixed a regression where 10-second music cue was sometimes not playing.
- Fixed wooden ladders to play wooden footstep sounds.
- Fixed free armor side-effect of armor refunding.
- Fixed loadout tooltips getting stuck on main menu.
- Fixed a regression with inspecting Huntsman knives.
- Brought back an option to pass number keys through to the game while in buy menu.
- Numerous stability improvements.
Today we're shipping the first major update to the CS2 Limited Test. You can check out the release notes to see what's new, but here are some of the big changes in today's update:
New Loadout and Buy Menu
Head to the loadout to customize the weapons you take into battle! Make your choices for the T and CT sides with four pistols, five mid-range weapons (SMGs and Heavy), and five rifles (yes, you can bring both M4's). Just drag and drop to adjust your buy menu however you see fit. The buy menu has gotten a few extra upgrades, including a refund option for any weapons you purchased in the round and haven't used yet, and indicators to help you track what your teammates are carrying.
Workshop Tools
The Limited Test now also includes all-new Counter-Strike 2 Workshop Tools, which can be enabled and downloaded from the in-game settings menu. These tools will allow community contributors to create weapon finishes, stickers, and maps. There's much more in today's update, from smoke grenade adjustments to input and animation. Jump into the Limited Test and send your feedback to cs2team [at] valvesoftware [dot] com (make sure to include CS2LT in your title).
[ MAPS ]
- Note: the Steam Community Workshop does not yet support uploading CS2 maps.
- Hammer GPU Minimum Specs:
- Nvidia 2060Ti 6gb (2080Ti+ recommended)
- AMD 6600XT (6800XT+ recommended)
- Players have 1 Starting Pistol slot, 4 Pistol slots, 5 Mid-tier slots (previously "SMGs" and "Heavy"), and 5 Rifle slots, per team.
- Assign any (side-appropriate) weapon to any slot within its category.
- Supports drag-and-drop and has been redesigned to fit in on a single screen.
- The wheel has been replaced with a grid showing all purchase options at the same time.
- Teammate purchases are displayed on the buy menu.
- Weapon "stats" display has been replaced with simple straightforward descriptions.
- Players can now refund any purchase that was purchased in the same round and has not been used.
- Sub-tick movement is now more precise and less "floaty" (per player-feedback).
- Releasing movement keys now correctly convey their sub-tick timing.
- The top player of a triple-stack can now shoot.
- Fine-tuned weapon aim punch recovery to be latency-independent during sub-tick recovery on the client.
- Fine-tuned view punch camera shake effect during shooting to be both latency-independent and synchronized with all other sub-tick shooting effects on the client.
- Improved lighting/rendering when smoke overlaps multiple distinctly lit regions.
- HE grenade effect times on smoke has been reduced.
- Shotguns now create larger holes in smoke volumes.
- Adjustments to the viewmodel 'inspect' to remove animation popping.
- Several viewmodel and blending animation fixes.
- Improved traversal animation.
- Jumping into the air and running off a ledge is now differentiated to allow for separate character motion.
- Player's own footstep sounds are now predicted on the client for a latency-independent experience.
- Improved performance and responsiveness in windowed and full-screen windowed modes.
- Fixed several bugs and rendering artifacts.
- Fixed bug that would cause input to become permanently broken when multiple commands were bound to one key. Multi-binds are back, except for jump-throw binds (which are now a skillful part of CS).
- Commands bound to mouse wheels will now be reliably executed.
- Fixed bug that would cause input to execute incorrectly after taking over a bot in practice mode.
- Inspecting weapons is now predicted on the client for a more responsive experience.
- The match will not affect any participants' Skill Group.
- Players that were not lobbied with the VAC-banned player will earn XP for match.
Congratulations to Team Vitality, champions of the BLAST.TV Paris Major! They defeated GamerLegion and completed a dominating performance, sailing through the event without losing a single map.
Today we are releasing the Paris 2023 Champions Autograph Capsule, featuring autographs from apEX, dupreeh, Magisk, Spinx, and ZywOo. Celebrate the champions in style, with paper, glitter, holo, and gold player autograph stickers!
The BLAST.tv Paris Major began with 24 teams and 2 finalists remain: GamerLegion and Team Vitality.
The Champions Stage saw GamerLegion defeat Monte 2-0 and Heroic 2-1 on their path to the Grand Finals.
In front of a home crowd Team Vitality bested Into the Breach and Apeks 2-0 on consecutive days. The Grand Finals of the last CS:GO Major take place tomorrow, May 21st, from Accor Arena in Paris.
Team items are available here with 50% of the proceeds going to teams and organizations taking part in the Major.
Good luck to the grand finalists!
The Legends Stage of the BLAST.tv Paris Major has concluded and the Champions Stage is set. The following teams will compete to become Major Champions of the final CS:GO Major:
3-0:
Heroic
Vitality
3-1:
GamerLegion
Monte
Team Liquid
3-2:
Apeks
FaZe
Into the Breach
The Quarterfinals begin Thursday, May 18th, at 6:00pm Paris time GMT+2. The conclusion of the Legends Stage means Pick'Ems are now open for the Champions Stage.
Team items are available here with 50% of the proceeds going to teams and organizations taking part in the Major.
Good luck to the final 8 teams!
The Challengers Stage of the BLAST.tv Paris Major has concluded and 8 teams have advanced to the Legends Stage.
3-0:
ENCE
G2
3-1:
Apeks
FaZe
Ninjas in Pyjamas
3-2:
GamerLegion
Monte
Team Liquid
The Legends Stage begins May 13th and Pick'Ems are now open.
Team items are available here with 50% of the proceeds going to teams and organizations taking part in the Major.
Good luck to the 16 remaining teams!
[PARIS 2023 MAJOR] - Adjusted 9INE team and autograph stickers. - Updated the UploadTournamentPredictions WebAPI for third-party integration websites, to allow placing all group predictions in a single batch. More details are available here.
The BLAST.TV Paris Major begins May 8th. Who will become the champion of CS:GO's final Major?
Show your support for all of the teams and players with team stickers, player autographs, and the Paris 2023 Viewer Pass, all available for purchase now! 50% of the proceeds go to the players, teams, and organizations taking part in the Major.
The Paris 2023 Viewer Pass
With a Paris 2023 Viewer Pass, you'll receive an upgradable Paris 2023 Event Coin, access to the Pick'em Challenge, team graffiti, Steam.tv flair, and exclusive access to Paris 2023 Souvenir Packages. Each time you upgrade your Paris 2023 Event Coin, you'll receive a Souvenir Token that can be redeemed for a Souvenir Package from the match of your choice. Souvenirs feature gold stickers of the teams and map of the match you selected. You can earn up to three Souvenir Tokens by playing the Pick'em Challenge, but if you'd like more, purchase the 'Viewer Pass +3' and you'll get three Souvenir Tokens right away. You can also purchase as many Souvenir Tokens as you like once you've activated your Paris 2023 Viewer Pass.
Team and Player Capsules
Looking for your favorite Team or Player? Check out the Team and Player Autograph capsules, featuring paper, glitter, holo, and gold stickers. And shortly after the Grand Final concludes, Champions Autograph Capsules (feature autographs of players on the winning team) will be available for purchase. The Major is just days away. Activate your Viewer Pass, make your picks, and get ready for the best teams in the game to make CS:GO history.
[PARIS 2023 CS:GO MAJOR CHAMPIONSHIP] The Paris 2023 Viewer Pass and the Paris 2023 Viewer Pass + 3 Souvenir Tokens are now available for purchase. 50% of the proceeds go to the players, teams, and organizations taking part in the BLAST.TV Paris Major. With a Viewer Pass, youll get: An upgradable Paris 2023 Event Coin. Access to the Paris PickEm Challenge. Unlimited team graffiti for the duration of the event. Steam.tv team flair. Access to Paris 2023 Souvenir Packages. Team stickers and Player Autograph stickers are available for purchase. 50% of the proceeds go to the players, teams, and organizations taking part in the BLAST.TV Paris Major.
[ANUBIS COLLECTION] - Introducing the Anubis Collection, featuring 19 weapon finishes themed around the newest addition to Counter-Strike's Active Duty map pool. [MAPS] -Spring celebrations have ended in Ember Land. -Lava in the tunnels is rising. -Minor bug fixes.
Since November, players have been peeking mid and rushing through the waters of Anubis.
Today we're introducing the Anubis Collection, featuring 19 weapon finishes themed around the newest addition to Counter-Strike's Active Duty map pool.
The Anubis Collection is available for purchase now in-game.
[NETWORKING] - Multiple network optimizations. - The player lister in private matchmaking should no longer mix CS:GO and CS2 players together if they use the same private matchmaking pool code. [UI] - Added Defuse Kit to team equipment display. - Scoreboard - Various font and style changes - Adjusted voting panel to more closely match other UI [VISUALS] - Continued physically based rendering (PBR) compatibility adjustments to stickers: -- Brightened some sticker styles for better contrast -- Added some functionality to support fine-tuning individual items in future content adjustments. - Adjusted some main menu and end of round animations to reduce interpenetration of weapons and character models. - Various improvements to character models. - Continued improvements to inspect/reload behavior. [DUST II] - Various adjustments to clipping and materials. - Sealed rooftops to prevent grenades/molotovs from landing in places they shouldn't. [MISC] - Restored functionality for adding/removing bots while playing offline. - Restored spray menu functionality. - Restored radio command functionality. - Fixes for various crashes.
[ NETWORKING ] - Multiple network traffic optimizations. - Shooting random seeds are now correctly desynchronized between server and client code. [ VISUALS ] - Fixed positions of overhead labels and ping elements at different resolutions. - Fixed halo around enemies to not give away their locations. - Bomb code will now correctly clear when aborting the bomb plant. - Fixed rare inspect animations to be rare and not every anim. - Inspect then reload ("f", "r", "f", "r") more closely matches CS:GO behavior. - Disabled all development console commands (including "cl_physics_highlight_active 5"). [ GAMEPLAY ] - HE grenades no longer affect smokes through walls. - Disabled collisions between ragdolls. - Players will no longer drop weapons when getting a bonus weapon in Deathmatch. - Trajectory preview for decoy grenades is now correct. - Improved behavior of picking up weapons with the use key. [ INPUT SYSTEM ] - Buy menu and scoreboard now allow movement while they have focus. - Team intro allows voice chat. - Keys will no longer get stuck when opening the steam overlay. - Fixed many cases where user input would get confused. - Multiple actions cannot be bound to one key. [ SOUND ] - Adjustments to smoke grenade sound timing at a distance. - Fixed a bug where flashbang or grenade sound effect would remain if player died while having that sound effect active. - Added dedicated player-only sound when a grenade is correctly jump-thrown. - Fixed chat wheel lines to be restricted to legitimate chat wheel lines that can be configured in game options. [ DUST II ] - Fixed a hole in the wall.
[ Ui ] - Fixed common asserts. - Removed Trade-Up contract UI for Limited Test. - Fixed multiple items showing up in the inspect panel. [ Audio ] - Use correct audio device name when user picks "default" device. - Added weapon drop sounds to minimap distance broadcast. - Lowered volume of some dust2 ambience. - Added some missing ui sounds. - Lowered volume of flashbang ringing and volume ducking effect. - Reduced stereo spread of grenade explosions. - Fixed phasing with deathmatch kill bonus sound. [ Game ] - Fixed various game crashes. - Smoke bullet holes are now fixed relative to the firstperson camera. - Smoke grenades dropped in small crevices no longer detonate on the incorrect side of thin walls. - Players can no longer pick up weapons while dead during a competitive match. - Fixed dropping weapons during the team intro. - Fixed +voicerecord getting stuck on when held during team intro and released after. - Chat messages sent during end of match no longer show players as *DEAD* if they were dead at the end of the last round. - Fixed handling game input keys such as +voicerecord while panorama has focus. - Added netgraph. [ Graphics ] - Fixed flickering with MSAA. - Fixed smoke cloud volume lighting. - Fixed stencil issue on glass when MSAA is disabled. - Updated various weapon finishes based on community feedback.
[COUNTER-STRIKE 2 LIMITED TEST]
- Shipped the mechanism for players to gain access to the Counter-Strike 2 Limited Test.
- If you have been selected to participate in the limited test, you will see an invitation banner when you launch CS:GO with further instructions.
[MAPS]
Ember
-Introducing Ember spring update
-The chickens have laid colourful eggs
-Replaced cannonballs with eggs
-Festive Tablet image
-Weeds
-General updates
-Added new path at Swimming Pool
-Players no longer take damage from slow rolling cannonballs
Counter-Strike 2 is the largest technical leap forward in Counter-Strikes history, ensuring new features and updates for years to come. All of the games new features will be revealed when it officially launches this summer, but the road to Counter-Strike 2 will begin later today with a Limited Test for select CS:GO players. During this testing period, well be evaluating a subset of features to shake out any issues before the worldwide release. Counter-Strike 2 arrives this summer as a free upgrade to CS:GO. So build your loadout, hone your skills, and prepare yourself for whats next! Learn more about some of the features of the CS2 Limited Test here https://counter-strike.net/cs2
[REVOLUTION CASE] - The AWP | Doodle Lore has been replaced by the AWP | Duality in the Revolution Case - Existing AWP | Doodle Lore inventory items have been converted to the AWP | Duality [MAPS] Ember - Seasonal celebrations have ended in Ember land. - Map lighting, theme, textures, and models have returned to their pre-seasonal state. - Cave rock textures are now using $seamless_scale for improved texture quality and look. - Various texture improvements. - Fixed an areaportal issue.
[MAPS] Boyard Clipped boost onto top of arches (Thanks Lazavelli) Fixed gap in side of stairs Lowered floating railings Chalice Remastered art assets Updated lighting Updated clipping Made the grate bars on A-site less obstructive Added place names Improved occlusion to be more performant Anubis Fixed optimization regression
Today we're excited to ship the Revolution Case, featuring 17 weapon finishes from community artists and the gloves from the Clutch Case as rare special items.
We're also shipping the Espionage Sticker Capsule, with 21 unique stickers from Steam Workshop artists.
Finally, we're also shipping the Denzel Curry ULTIMATE music kit, featuring Denzel's hits "Walkin", "ULTIMATE", and more from his 2022 album "Melt My Eyez See Your Future".
All three of these offerings are now available in-game!
Today's update includes an adjustment to the Active Duty map pool as well as some weapon adjustments.
For starters, we're making changes to the Active Duty map pool, which will determine which maps get played at the 2023 Paris Major.
Anubis is being added to Active Duty and and Dust2 is being removed. But both maps are still available in Casual, Deathmatch, and Competitive modes.
We're also making some adjustments to weapons. The AWP has had its magazine size reduced to five bullets (so make them count!), and the M4A1-S now does less damage at long ranges.
Try the changes out and let us know what you think!
And thanks for the blog post title, Ryan on Twitter (@Schaffurr)!
After two unforgettable stages eight teams have survived and advanced to the Champions Stage of the IEM Rio Major.
Congratulations to Cloud9, FURIA, Fnatic, Heroic, Outsiders, MOUZ, Natus Vincere, and Team Spirit; they will compete in front of 18,000+ CS:GO fans at the sold out Jeunesse Arena to become Major Champions.
Champions Stage matches begin Thursday, November 10th, so lock in your picks for the Pick'Em Challenge! There's still time to support your favorite teams with team and player autograph stickers, earn (or purchase) Souvenir Tokens, and get ready for the conclusion of one of the most unpredictable Majors ever.
50% of the proceeds go to the players, teams, and organizations participating in the IEM Rio Major.
Good luck to all!
The 2022 IEM Rio Major is almost here and you can start supporting your favorite teams now! The IEM Rio Major Viewer Pass, Souvenir Tokens, Team, and Player Autograph sticker capsules are now available for purchase.
50% of the proceeds go to the teams and organizations taking part in the 2022 Rio Major.
Viewer Pass
With a Viewer Pass, you will receive a Rio 2022 Event Coin, Pickem challenges to complete, all-you-can-spray team graffiti, Steam.tv flair, and exclusive access to Rio 2022 Souvenir Packages.
Upgradeable Event Coin
Activate the Viewer Pass and you will receive a Rio 2022 Event Coin that you can upgrade by playing the Rio Pick'Em Challenge. Complete enough challenges and upgrade your coin from Bronze to Diamond!
Team and Player Autograph stickers
Team and Player Autograph sticker capsules are now available. Both sticker types feature paper, glitter, holo, and gold sticker finishes.
The first matches of the Rio Major begin on October 31st, so get your items and picks in now!
It's CS:GO's 10th birthday, and we're celebrating with stickers, maps, and cupcakes!
10 Year Birthday Sticker Capsule
The community pulled together for the 10th anniversary sticker competition, and the results speak for themselves--the 10 Year Birthday Sticker Capsule contains over 60 community submitted designs, including an all new animated 'Lenticular' quality. Congratulations to the winners!
Maps
You've been patient, and it's finally here. Tuscan is available in all game modes, so jump in to this classic map and put it through its paces!
And that's not all: we've brought back Anubis and Breach to competitive matchmaking, and added Primetime and Blagai to Wingman!
Cake!
It wouldn't be a birthday without some cake... specifically, a cupcake topped with a birthday coin! For the next week (until Monday, August 22nd), CS:GO players with Prime status can grab their birthday coin by earning enough XP for their first in-game drop of the week. Ten years. It's a big number, yet CS:GO is stronger than ever. Over the past 12 months alone, we've seen more players than ever before (averaging over 20 million monthly unique players), record viewership for Majors (2.7m concurrent viewers), and massive community support with over $70 million raised for professional organizations, teams, and players. The future could not look brighter. Happy Birthday, CS:GO.
Today we are excited to ship the Recoil Case, featuring 17 weapon finishes from community artists and including the Broken Fang Case Gloves as rare special items!
The Recoil Case is dropping in-game now!
This weekend, thousands of screaming fans in Antwerp and millions of viewers around the world witnessed the crowning of a new Major Champion. Congratulations to FaZe Clan who proved to be an unstoppable force, taking the Grand Final 2-0.
Today were releasing the champions autograph capsule, featuring autograph stickers in paper, glitter, holo, and gold. Celebrate rain, karrigan, broky, ropz, and Twistzz by supporting them in style50% of the proceeds are shared with the players and organizations taking part in the Major.
And so the Antwerp Major comes to a close. Onward, to [location redacted]!
The Challengers Stage of the PGL Antwerp Major has concluded and 8 teams have advanced to the Legends Stage. G2 Esports and Team Vitality went undefeated and faced the minimum number of opponents needed to advance. ENCE, Outsiders, and Team Spirit finished 3-1, and Bad News Eagles, Imperial Esports, and Team Liquid needed wins on the final day to book their ticket to the Legends Stage. The Legends Stage begins Saturday, May 14th at 12:00 CEST. Watch the action live on Twitch or steam.tv as the final 16 teams compete for 8 spots in the Playoffs.
To celebrate CS:GO's upcoming 10th birthday we are accepting entries for another CS-themed sticker capsule.
This time, the theme is CS:GO (and CS:GO only). Over the last ten years CS:GO game has evolved from a beta to the most popular game on Steam, and we are excited to look through submissions to find great stickers that celebrate all things CS:GO! The sticker designs may be created in any style and all designs must be original with the exception of Counter-Strike logos or icons.
To help sort these themed submissions, please tag them with "CSGO10" in the title on the workshop (e.g. "CSGO10 | Sticker Name"). Previous workshop submissions are eligible for the capsule, just make sure to tag them so we can find them more easily.
All submissions for this event must be completed and submitted to the workshop by July 21st, 2022, and the capsule will release on or around CS:GO's 10th birthday (August 21, 2022). All items submitted for this event will still be eligible for future sticker capsules.
Good luck and have fun; we are excited to see what the community comes up with!
Today we shipping the Dreams & Nightmares Case, featuring 17 weapon finishes selected from the CS:GO Steam Workshop as part of the Dreams & Nightmares contest and the Gamma Knives from the Operation Riptide case as rare special items!
The CS:GO team reviewed over 15,000 entries from artists around the world and selected 17 weapon finishes to ship in the case. Each winning entry received $100,000 USD, for a grand total prize pool of $1.7 million.
The winning submissions were produced by 23 different artists, of which 14 were first-time contributors to the workshop. We want to thank everyone who submitted entries and took part in the contest.
The case is now available as an in-game drop and from the Steam Community Market!
Back in July we announced the Dreams & Nightmares Workshop Contest, a $1 mil art event offering the ten winning entries $100,000 each for their dream or nightmare themed weapon finish for CS:GO.
By the time the deadline for submissions hit in October, we had received over 15,000 entries.
The CS:GO team reviewed the amazing work from artists and teams from all parts of the globe, and decided that ten winners wouldnt be enough. So, an additional seven winners were selected (17 winners total) for a grand total prize pool of $1.7 million.
Winners
Nextgenz TheDanidem Niran Sebasteter & Kuch Sparkwire & Druida Druida Maloo supremat oKeyush Madara & Blazer Anbu & kasim.tattoo hook & KvaHu Jerry & zlo Des Guardian Gear Catmagen & b3d Sorarox The winning submissions were produced by 24 different artists, of which 14 were first-time contributors to the workshop. Were currently contacting the winners, and will work with them over the coming weeks as we prepare their items to get shipped in the game. We want to thank everyone who took the time to contribute their work. We hope to see more from you in the future.
Today we are releasing the Battlefield 2042 Sticker Capsule, featuring 12 unique stickers from EA's incoming shooter, Battlefield 2042, releasing November 19th on Steam!
So get your Wingsuit and be Ready for Battle; the stickers are now available in-game!
After nearly two years, CS:GO has finally crowned a new Major Champion. In front of a roaring Stockholm arena and with record breaking viewership, NAVI took the grand final from G2 in dramatic double-overtime fashion and closed out the series 2-0.
Today we're releasing player autograph capsules to celebrate the champions and other finalists from the PGL Stockholm 2021 Major. You'll find s1mple, electronic, Boombl4, b1t, and Perfecto in the Champions Autographs capsule, with autographs in paper, holo, and gold.
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All of the other finalists can be found in the Finalists Autographs capsule, also with autographs in paper, holo, and gold.
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Ready to show your support for these legends of CS:GO? 50% of the proceeds are shared with the players and organizations taking part in the Major.
Flashbang? Dance!
Hot off their live performance at the Major, you can grab the Verkkar's Flashbang Dance Music Kit (featuring Counter-Strike icon Jordan 'n0thing' Gilbert). Grab a music kit and give their ears a ring!
We started with 24 of the worlds best teams, and now were down to the final eight as we enter the Champions Stage of the 2021 Stockholm Major.
G2 and NaVi went undefeated in the Legends Stagecomfortably earning their playoff spotwhile FURIA, Heroic, and Gambit recovered from day 1 losses with two straight wins. The remaining finalists were decided in dramatic fashion on the fifth day, with Vitality, Virtus.Pro and Ninjas in Pyjamas each going to the third map in their best-of-three series to earn their trip to the Champions Stage.
Watch live coverage beginning 4 November on Steam.tv, in GOTV, or on one of several other streaming platforms to see which team will become the next CS:GO Major Champions.
Dont forget to make your playoff picks in the PickEm Challenge before the matches begin. And if you havent picked up a Viewer Pass yet, its not too late! You can find the Viewer Pass, along with Team Sticker Capsules and Team Patch Packs on the 2021 Stockholm Major Steam page.
The Legends Stage of the PGL Stockholm Major has concluded and the Champions Stage teams have been decided!
Of the 8 teams advancing to the Champions Stage 2 are ChallengersHeroic and Virtus.pro:
3-0:
G2 Esports
Natus Vincere
3-1:
FURIA Esports
Gambit Esports
Heroic
3-2:
Ninjas in Pyjamas
Virtus.pro
Team Vitality
The Champions Stage begins Thursday, November 4th and Pick'Ems are due prior to the first match starting. Team items are available here with 50% of the proceeds going to teams and organizations taking part in the Major.
For the first time in two years a CS:GO Major will be played in front of a live audience. Avicii Arena in Stockholm, Sweden will host the 8 finalists all competing to become Major Champions.
The Challengers Stage of the PGL Stockholm Major has concluded and 8 teams have advanced to the Legends Stage.
3-0:
Copenhagen Flames
FaZe Clan
3-1:
ENCE
Entropiq
Virtus.pro
3-2:
Astralis
Heroic
MOUZ
The Legends Stage begins tomorrow, October 30th. Be sure to lock your picks before the first match begins for credit in the Pick'Em Challenge.
Team items are available here with 50% of the proceeds going to teams and organizations taking part in the Major.
Good luck to all the teams in the Legends Stage!
After two long years, the Major has finally returned. Join us for the next two weeks as 24 teams battle for their share of a $2,000,000 prize pool and the chance to be crowned CS:GOs next Major Champion!
Theres still time to support your favorite teams at the Major by picking up a Viewer Pass or some team stickers and patches. And dont forget to make your picks in the PickEm challenge before the first matches begin!
Its been a while, so heres a quick recap on how the Majors work:
First, teams are sorted through Regional Major Ranking events, and the number of teams invited from each region depends on how well that region performed in the last Major. The top 8 ranked teams are invited as Legends, the next 8 as Challengers, and the last 8 as Contenders.
Then, the Major begins with the Challengers stage where Challengers and Contenders compete in a Swiss format (three wins and you move on, three losses and youre eliminated).
Next is the Legends stage, where Legends face off against the top 8 from the prior stage, again in a Swiss format.
Finally, the top 8 teams reach the Playoffs, a single-elimination bracket where the winner takes all!
Click here for more information on the PGL Stockholm 2021 Major.
The 2021 Stockholm Major is almost here and you can start supporting your favorite teams now!
The 2021 Viewer Pass, Team Sticker Capsules, and Team Patch Packs are now available for purchase. 50% of the proceeds go to the teams and organizations taking part in the 2021 Stockholm Major.
Viewer Pass
With a Viewer Pass, youll get a Stockholm 2021 Event Coin, Pickem challenges to complete, all-you-can-spray team graffiti, Steam.tv flair, and exclusive access to Stockholm 2021 Souvenir Packages.
Every time you upgrade your coin, you can redeem a Souvenir Package of the match of your choice. Souvenirs will feature gold stickers of the teams and map of the match, so watch the Major and make your choice!
Want more? Purchase the Viewer Pass +3 to start off with three Souvenir Tokens, or purchase as many Souvenir Tokens as youd like once youve activated your Pass.
Team Stickers and Patches
Team Sticker Capsules andfor the first time everTeam Patch Packs are now available for purchase. Team Sticker Capsules feature paper, holo, foil, and gold stickers, while team Patch Packs feature regular and gold patches.
Finalist and Champion Capsules
Introducing the Finalists Autograph Sticker Capsule and the Champions Autograph Sticker Capsule, containing the autographs of the champions and other finalists! These capsules will be available for purchase after the Major, so make sure to root for your favorite teams and give them the fan support they need to make it to the playoffs!
Finally, Release Notes for today are below:
[STOCKHOLM 2021 CS:GO MAJOR CHAMPIONSHIP]
The Stockholm 2021 Viewer Pass and the Stockholm 2021 Viewer Pass + 3 Souvenir Tokens are now available for purchase. 50% of the proceeds go to the teams and organizations taking part in the PGL Stockholm 2021 CS:GO Major Championship.
With a Viewer Pass, youll get:
An upgradable Stockholm 2021 Event Coin.
Access to the Stockholm PickEm Challenge.
Unlimited team graffiti for the duration of the event.
Steam.tv team flair.
Access to Stockholm 2021 Souvenir Packages.
Team stickers and patches are available for purchase.
[MISC]
Enabled grenade donation purchases from the buy wheel.
Fixed a bug where spectators sometimes wouldnt correctly see donated weapons.
Fixed a bug where disconnected and reconnected players could exceed grenade purchase limits.
[AI BEHAVIOR TREES]
Added the following nodes: decorator_game_event, action_drop_active_weapon, action_inspect_current_weapon, action_standup, action_custom_buy.
Added variables: BombIsBeingDefused, AccountBalance, IsBlind, BlindnessPercentage.
Fixed a bug where node condition_owns_item wouldnt work with item_defuser / item_cutters.
Fixed a bug where bots would incorrectly include themselves when sensing other players.
Added support for team_filter when sensing grenades.
Node action_wait now supports @convar references.
Today we are shipping a new Music Kit from bbno$ featuring the song u mad! from his new album eat ya veggiesout tomorrow!
So eat ya veggies and pick up the new bbno$ Music Kit in standard or StatTrak versions, available now!
Release Notes from today are below:
[MUSIC KITS]
- Added the bbno$ - u mad! Music Kit, available in regular and StatTrak variants.
[GAMEPLAY]
- Danger Zone
Respawning players are no longer able to select respawn locations that should have been prohibited by the spawnmask map.
Smoothed camera motion when using ExoJump.
[MISC]
- Added new VO for Trapper and Trapper Agressor Agents.
- Adjusted ragdoll physics.
[MAPS]
- Dust 2
Re-tired visblocker from T spawn to mid
Blocked unintended wallbang
- Insertion 2
New glass texture for windows in office, to make it easier to see from inside if the glass is broken or not.
other minor tweaks
- Ravine
Fixed bomb stuck spot near spawn
Clipping fixes
Updated radar
- Basalt
Added a reception desk to B Connector
Added an additional window to Red Barn
Removed railing on A for easier movement
Visual upgrades to bombsite B
Visual upgrades to Red Barn
Added literature
Added a fuzzy carpet
Small visual upgrades across the whole map
- County
Disabled physics on window at creek house
Removed possibility to set metal frame of the quarry building in motion
Set proper scale on metal containers
Improved cliff models collision
Clipped cave ceiling and wooden roofs in order to prevent players from getting stuck while using exojump
Fixed collision on aspen tree models to prevent players from getting stuck
Fixed global sound on bunker doors
Fixed all reported stuck spots while jumping
Increased fade distance for corn field
Clipped beach part of the map to prevent players from escaping the map with bump mines
Extended watertower ladder
Fixed reported floating barrels/turrets
Made waterfall floor more shallow so that the items can be picked up
Closed of some of the rooms in haunted mansion
Renovated haunted mansion
Removed killzone on the left side of the bridge
Optimization
Dive into Operation Riptide, available now!
New challenges await, with new maps, new game mode options, and the all-new Private Queues! The Operation mission system has gotten an overhaul--complete your weekly missions and choose from a variety of rewards including new agents, weapon collections, stickers, and patches.
Visit the Operation Riptide website to learn all about the Operation, and check out two new short videos below:
CS:GO - Operation Riptide, "Tomb Stone"
CS:GO - Operation Riptide, "Fowl Play"
Release Notes for the Operation Riptide update can be found below:
OPERATION RIPTIDE
Introducing Operation Riptide, featuring new maps, new missions, and new ways to play your favorite game modes! Activate an Operation Riptide Pass and complete your missions to earn rewards including all new agents, weapon collections, stickers, and patches.
GAME MODES
Added:
Private Matchmaking Queues
- Generate a Queue Code and share it with your friends to create a private Premier match on Valve servers
- Or, select one of your Steam Groups and play a match exclusively with other members of that group
Short Competitive
- Added the option to select a preference for match duration in competitive Matchmaking: Short (MR 16), Long (MR 30), or No Preference.
Deathmatch
- Added the option to select Classic Deathmatch, Team Deathmatch (first team to 100 kills wins), and Free-for-all Deathmatch (all players are enemies).
Demolition
- Reduced max rounds to 10 and eliminated half-time team swap.
- Reduced round time
- Adjusted weapon progression
Arms Race
- Adjusted weapon progression
- Players now receive a health-shot after three kills
GAMEPLAY
- Grenades can now be dropped just like weapons.
- Vision after death reduced from 3.0s to 2.0s (vision by headshot reduced from 1.0s to 0.5s).
- Deagle
-- Reduced body damage
- M4A1-S
-- Increased body damage
- Dual Elites
-- Reduced price to $300
- Ballistic Shield
-- Added the Ballistic Shield heavy weapon to the buy menu, currently purchasable by CTs in Casual Hostage map groups.
MAPS
- County has been added to official matchmaking in Danger Zone game mode.
- Basalt and Insertion II have been added to official matchmaking in Competitive, Casual, and Deathmatch game modes.
- Ravine and Extraction have been added to official matchmaking in Wingman game mode.
- The following maps are no longer available in official matchmaking: Grind, Mocha, Pitstop, Calavera, Frostbite.
Dust2:
- Slight visibility tweak from T spawn through mid
- Improved visibility into B back site from upper tunnels
Inferno:
- Made gate at top of banana solid
- Revised 1v1 layout
- Minor bug fixes
Ancient:
- Increased size of plantable area in both bombsites
- Fixed bullet penetration on plywood surfaces
- Further optimizations
- Added 1v1 arenas
Today we are shipping the 2021 Community Sticker Capsule, featuring 21 unique stickers from various Community Workshop artists.
Whether you are trying to make it look EZ or telling your teammates This Is Fine, theres a sticker for everyone.
Today were shipping the Tacticians Music Kit box, featuring six new Music Kits from Austin Wintory, Chipzel, Jesse Harlin, Laura Shigihara, Leonard Paul (Freaky DNA) and Sarah Schachner.
Theres no better tactic than sharing your new MVP anthem with the rest of the server!
Release Notes for 8/12/2021 can be found below:
[MUSIC KITS]
Added the Tacticians Music Kit Box, available in regular and StatTrak variants, featuring 6 new music kits:
Austin Wintory, Mocha Petal
Chipzel, ~Yellow Magic~
Freaky DNA, Vici
Jesse Harlin, Astro Bellum
Laura Shigihara: Work Hard, Play Hard
Sarah Schachner, KOLIBRI
[MISC]
Added a designation of bombsite A and B to game events generated when player begins to plant the bomb and finishes planting the bomb.
On July 22nd the CS:GO team is launching the $1 Million Dreams & Nightmares Workshop Contest.
We are looking for 10 original dream or nightmare-themed weapon finishes for CS:GO. Each of the 10 winning entries will earn $100,000. Beyond submitting your original weapon finish to the CS:GO Workshop, all you need to enter is a non-limited Steam account. And yes, teams of more than one person can also enter.
To help content creators get a better feel for what were looking for weve launched a dedicated web site for the contest. Here you will find more info on the types of finishes were looking for, examples of the Dreams & Nightmares theme, info on how to enter, details of the contest, and more. We've also created a sub forum in CS:GO's Discussions for artists, technical artists, and others to collaborate on contest-themed submissions and ideas.
We launched the Workshop on Steam almost 10 years ago in the hopes of creating a centralized hub for community created content. Since then, over five million content creators have submitted and published over 20 million new items for a variety of games on Steam, making them available to millions of gamers around the world. And, as everyone who plays these games knows including CS players many of the most iconic in-game items, maps, and more have been authored by members of the community. The Dreams & Nightmares Content Contest is designed to help further support this community.
If you have any questions or comments about the contest, please email us at csgoteamfeedback (at) valvesoftware (dot) com using the subject Dreams & Nightmares.
Get started today; submissions are due October 21, 2021!
[ MATCHMAKING ] Premier matchmaking can now be selected together with other competitive maps. Added competitive matchmaking presets and ability to save/load favorite map selections. Added a link to CS:GO Fair Play Guidelines when playing on official game servers. [ MISC ] Bullet penetration check will ignore the firing player model entirely. Fixed bot difficulty selector to correctly apply for offline with bots War Games matches. Stability improvements.
CS:GO went free to play over three years ago and is still going strong. We see new players entering CS:GO all the time, and its as important as ever that anyone in the world can pick up and play the game for free.
Along with all the gameplay that we made available for free, new players had access to drops, Ranks, Skill Groups, and a free path to Prime matchmaking. Unfortunately, over time, those benefits have become an incentive for bad actors to hurt the experience of both new and existing players. So today were revising the offering for new players.
New players can still play every game mode, play on community servers, and play workshop maps. However, they will no longer receive XP, Ranks, drops, or Skill Groups; those features are now exclusively available to Prime Status players.
New players can still upgrade to Prime by purchasing the Prime Status Upgrade from the Steam store, however there is no longer a free path to Prime. And if you purchase the upgrade in the next two weeks, your current Skill Group and XP progress will carry over.
Introducing Unranked
When new players play Competitive, Wingman, and Danger Zone, their matches will still use skill-based matchmaking, but players will not earn a Skill Group. Prime players can also play Unranked matches, where their Skill Group will not be affected and where there are no lobby Skill Group restrictions. Whether youre a seasoned veteran or a new arrival, GL and HF! Today's release notes can be found below.
Release Notes for 6/3/2021
[ NON-PRIME ]
- Non-Prime status accounts will no longer earn XP, Ranks, Skill Groups, item drops, or Prime status through play time.
- Non-Prime accounts will not be able to participate in Ranked matches.
- Non-Prime accounts will not be able to activate Bonus Rank XP items and can no longer claim Service Medals.
- Introducing Unranked matches for Competitive, Wingman, and Danger Zone game modes.
- While still formed using skill-based matchmaking, Unranked matches do not affect Skill Group and have no Skill Group party restrictions.
- Non-Prime accounts are restricted to Unranked, whereas Prime accounts may choose between Ranked and Unranked.
- Ranked matches will always be with other Prime players, exclusively, whereas Unranked matches will be created from the mixed pool of Non-Prime players and Prime players that have chosen to play Unranked.
- Added "DebugDrawBoxAngles" to draw oriented bounding boxes. Usage: DebugDrawBoxAngles( ent.GetOrigin(), ent.GetBoundingMins(), ent.GetBoundingMaxs(), ent.GetAngles(), r, g, b, a, time);
- Added "GetBoundingMinsOriented" and "GetBoundingMaxsOriented" functions that return the axis-aligned bounding box of an entity taking its current orientation into account.
- Scrimmage has been removed from Competitive matchmaking, and has been replaced by Unranked matchmaking.
- Added Import button to Workshop Workbench that takes a .tga file and generates a .vtf file. If the .tga file name contains "_normal" the generated .vtf file will be compiled with the 'normal' flag.
[ MISC ] Added option 2 to sv_damage_print_enable, which, when set, will only print damage output after round has ended. Coach positions are now saved in round backup files. In Deathmatch, fixed the ability to extend invulnerability by repeatedly issuing the open_buymenu command. In Retakes, armor value now remains fixed during card selection. [ VSCRIPT ] Fixed bounding box issue for rotated entities. [ MAPS ] Ancient Art-revision on bombsite B and surrounding area Higher contrast base textures at B for better player reads Fixed random missing micro-polygons in bomb B totem/sculpture Recolored plywood throughout the map for better contrast Straightened out broken-wall passage to bombsite B Tweaked spawnpoint placement for both teams Grind Reduced lurk positions in mid for more fluid rotations. Lowered cover on A Short to allow boosting over smokes. Removed unintended boost locations. Fixed multiple bomb stuck spots. Minor quality of life and art updates. Mocha Clipping improvements. Navigation mesh improvements. Added additional bombsite markers. Bug fixes: deathmatch gamemode spawns, CT spawn soundscape, minor lighting errors. Cache Performance optimizations. (Thanks leplubodeslapin!) Reduced bird sounds volume. Reduced contrast on some textures. Brightened sky slightly. Fixed minor issues. (Thanks imik!) Restored vivid color to select textures and models. Restored select details even on lowest graphical settings.
[CSGO 360 STATS] Adjusted the calculation for the weapon performance category score. [MISC] Fixed a case where players would receive duplicate warnings about launching in untrusted mode. [MAPS] Ancient -Implemented Cubby 2.0 in mid connector to A, to remove cheap shoulder angle towards site -Slimmed down the fancy rock, also in mid connector to A -Sparsed foliage and improved clipping on boost planter near A main -Quieted down soundscape birds -Removed clipping from top of bombsite sign in A site, allowing you to self-boost to planter by T main -Added vphysics clip to T spawn water so guns dont fully submerge -So many clip brush tweaks -Blocked grenades from entering inaccessible building by T entrance to mid -Blocked pixelgaps through scaffolding near B site -Blocked pixelgaps through doorway trim in new CT path to A site -Simplified grenade collision on rooftops -General optimizations Grind Made wall on A long surfable Fixed invisible wall near B site Fixed out of map boost near A site Fixed collision of wall near A site Fixed collision of pillars around A site Minor art updates around T spawn Frostbite Fixed a regression with airdrops Fixed stuck spots (thanks Jakob & conzept) Fixed a gap in terrain Reworked watchtower models
[ CS:GO 360 STATS ] Updated heatmap images for calavera, grind, mocha, and pitstop [ MISC ] Removed option to look for nearby players for Guardian Missions Security and stability improvements [ MAPS ] Ancient Updated minimap image Pitstop Latest version from workshop
Today Operation Broken Fang comes to an end, but some of its more popular features will live on. Note that if you have unspent stars, you will have until May 15th to spend them, after which they will expire.
Premier Competitive and Retakes were popular and are sticking around. Premier Competitive is still an option in the Competitive tab and Retakes has a new home among the Wargames.
For those of you that want to continue collecting your official Competitive and Wingman stats (or those of you that didnt participate in Operation Broken Fang but want to try out the stats feature), you can now subscribe to CS:GO 360 Stats for $0.99 per month. It includes access to the CS:GO 360 Stats page as well as your teams Round Win Chance report in Competitive and Premier game modes. Additional information can be found in our CS:GO 360 Stats help article.
Map Pool Changes
As part of todays update we are making changes to the Active Duty Map Pool. Train is leaving the station, and Ancient is taking its place with a revamped A Site and minor changes to B site.
Were also updating the community maps available in the game. Mocha and Grind are now available to play in Competitive Scrimmage, as well as in Defusal Group Sigma in other game modes.
Additionally, Calavera and Pitstop are now available to play in Wingman.
New Weapon Cassssse
The Snakebite Weapon Case features 17 community-designed weapon finishes, and includes the Broken Fang set of gloves as rare special items!
Numerous security and stability improvements.
As we enter the 2021 RMR season, weve decided to revisit some of our event guidelines. Up until today, players were ineligible to participate in Valve-sponsored events if they had ever received a VAC-ban in CS:GO. These guidelines had not seen an update since the game was new and all CS:GO VAC bans were relatively recent. But VAC bans can now be more than 8 years old. So weve decided to update them. Moving forward, a VAC ban will only disqualify a player from an event if it was either received less than 5 years prior, or if it was received at any time after their first participation in a Valve-sponsored event (e.g., after participating in a qualifier for an RMR event). Note that VAC bans stay in place with all of their other effects; the only change is how they influence your eligibility to play in Valve-sponsored events. There are other reasons a player may not be eligible to participate in Valve-sponsored events. These remain unchanged. We hope youre as excited as we are for the upcoming 2021 RMR events. Stay tuned for more information as we head toward the Stockholm Major this Fall!
[STORE] Items purchased from the in-game store will not be tradable/marketable for one week. Operation Cases redeemed as an operation reward will not be tradable/marketable for one week. Items received from market-restricted containers will continue to be sellable immediately on the Steam Community Market. [MISC] Fixed a rare visual bug with equipped item indicators when equipping a default item into a loadout slot. Various stability improvements.
Were gearing up for the road to Stockholm 2021, starting with the first series of RMR events! Over the next several days well announce events for each region, so stay tuned.
If youd like to learn more about the RMR events, visit our FAQ.
And with the 2021 RMR events fast approaching, its time to move on from last years results. All 2020 RMR sticker capsules are now on saleif youve been waiting, now is a great time to take another look!
Today we are opening up Broken Fang Premier to everyone.
Broken Fang Premier, which introduces a pick/ban phase to the start of a competitive match, allows players to test their mettle across the entire Active Duty map pool. Pick and ban maps, choose your starting side, and work together to win 16 rounds.
Operation Broken Fang ends April 30th, so nows the perfect time to queue for Broken Fang Premier with friends. And if youre an Operation Pass holder, you have one month to complete missions, collect stars, and redeem rewards from the Operation Shop.
Finally, Release Notes for today are below:
[ OPERATION BROKEN FANG ]
- For a limited time, Broken Fang Premier is available for everyone.
- Operation Broken Fang Passholders will play in Prime Account Status queue when matchmaking for Broken Fang Premier.
[ MISC ]
- Fixed Steam networking sockets implementation to dynamically load "wlanapi.dll" system library and to work on Windows Server systems which don't have Wireless LAN Service enabled.
- Adjusted Zeus texture to read Zeus X-27. For the record, this counts as a Zeus skin.
Strike Now!
All 16 Operation Broken Fang mission cards have been released, including the final Strike mission! But dont worry if you cant get everything done this week, you still have until April 30th to earn your stars.
Music Kits
Today were shipping three new Music Kits:
- Hades - Hades Music Kit
- Neck Deep - The Lowlife Pack
- Scarlxrd - CHAIN$AW.LXADXUT.
Poorly Drawn Stickers
Hand-crafted by HH110011HH and Hoxton with a bit more love than skill, the Poorly Drawn Sticker Capsule is now available for purchase in-game. We are also including release notes below.
Release Notes for 3/18/2021
[ STORE ] As a cross-promotion with Supergiant Games, owners of Hades on Steam, after they accrue sufficient playtime in the game, will receive The Hades Music Kit in CS:GO. Two new music kits The Lowlife Pack by Neck Deep, and CHAIN$AW.LXADXUT by Scarlxrd are now available for purchase in-game. Added the Poorly Drawn Sticker Capsule featuring a variety of poorly drawn stickers.
[ MISC ] Fixed env_fade entities for only triggering player configuration. Added vscript function ScriptTraceLinePlayersIncluded. [ MAPS ] - Guard -- Updated Guard to the most recent workshop -- Fixed boost spot on arches (Thanks @FilyandraXBL) -- Fixed nodraw behind CT Spawn (Thanks Mii Fanboy) -- Fixed various spots where players could get stuck on walls (Thanks @FilyandraXBL, Mii Fanboy, Kerluck, @goodchicken45)
[ MISC ] Fixed a bug that allowed enemy players to spawn outside of their spawn location. Fixed a case where players would see a second bomb in retakes mode. Fixed some cases where dropped weapons exited the play area.
[MAPS] - Anubis -- Reskinned the signs and information boards -- Fixed the wallbang through the trim on the mid building between double door and the CT house -- Added some grenade clips to prevent weird grenade bouncing on A heaven - Engage -- Fixed several visual issues -- Removed boost spots -- Updated Bot NAV (Thanks Ham) - Apollo -- Multiple exploits, clipping faults and boosts etc. fix based on the feedback of Oliv1er and timure of the MapInk Discord -- Fixed spawn boost exploit (thanks Marius) -- blocked guns going out of CT spawn so much with a big sign. (thanks Fnugz) - Frostbite -- Removed window glass from buildings to improve gameplay -- Fixed exploit in Town -- Fixed stuck spots -- Fixed certain visual errors -- Adjusted border clipping -- Fixed floating exploding barrel/turret spawns -- Adjusted prop fade distance in the bunker -- Added drone clips to buildings at Tourist and Radio [MISC] - Pings no longer highlight players. This eliminates any instances of being able to reveal a hidden enemy. - Fixed a bug which caused the incorrect footstep sounds to be played on some surfaces. - Fixed short-handed bonus being given in Guardian mode. - Fixed visual shuffle in map vote at end of match.
2020 RMR Sticker Capsules
Over the past year, the top CS:GO teams in the world competed in regional ranking events for invitations to a Major Championship. Ultimately there would be no Major in 2020, but it is important that fans have an opportunity to celebrate and recognize the hard work of the best teams of 2020. So were excited to announce 2020 CS:GO RMR Capsules.
These capsules represent the teams that would have received invitations to the 2020 Fall Major, broken down by their invitation status (Legend, Challenger, Contender). You can find the final RMR scores and standings here.
For these stickers, 50% of the proceeds directly support the teams.
2021 RMR Events
We will continue to hold regional RMR events to identify the 24 teams to invite to the 2021 PGL Stockholm Major. In the link below you can find all the details and updates to the 2021 RMR event system, but here are some highlights:
- RMR points are reset for 2021, however the 2020 RMR Legends will start with 600, Challengers with 300, and contenders with 100 points.
- Teams can now specify a substitute player (any player who is not registered to participate or substitute for another team) that is separate from their coach.
- A team incurs a penalty when they substitute out a player in an event, but there is no penalty when that player is brought back in.
- During online matches only players are allowed in the room and on the server. Neither coaches nor any other team staff will be allowed in the room, on the server, or to otherwise communicate with the team during an online match.
- The full details of the 2021 RMR system can be found here.
- 2 Demerits 1 Event
- 3 Demerits 2 Events
- 4 Demerits 3 Events
- 5 Demerits 5 Events
- 6+ Demerits All Events
CS:GOs next Major Championship will be hosted by PGL, and will take place in Stockholm at the Ericsson Globe, October 23rd-November 7th, provided it is safe to hold live competitive events by that time.
Join us in Sweden, or watch all of the matches online with the CS:GO Majors first 4K 60fps stream!
Twenty-four teams will battle for their share of a $2,000,000 prize pool. Those teams will be identified through a series of Regional Major Ranking (RMR) events throughout the year, initially taking place online and culminating in at least one offline RMR per region prior to the Major. Well provide more detail about 2021 RMR events soon.
It has been a long stretch since CS:GO last crowned a Major Champion. Who will rise to the top and claim the title?
This update contains a gameplay change for disconnected players in competitive and wingman modes - fixes and optimizations to Ancient, Cache, Engage, and Guard - and other miscellaneous changes. [ GAMEPLAY ] - When a player disconnects or is kicked in classic competitive and wingman modes, they will no longer be replaced by a bot. If the entire other team leaves, one bot will be left on the other team, idling in spawn. - Fixed bots not navigating properly in Warmup arenas. [VIEW MODELS] - Reduced size of SWAT sleeves matching all existing models. [ MISC ] - Fixed a crash in Windows dedicated server when "version" command is issued. - Pings no longer move when walked over by characters, and will no longer highlight weapons in competitive matches. - Adjusted Retakes clip areas in Mirage and Train [ PERFECT WORLD ] - Accounts that completed government identity verification have been upgraded to CS:GO Prime Account Status for Steam China. [ MAPS ] Ancient - Further optimizations - Fixed some clipping bugs Cache -Fixed a pixel-gap in the Cargo containers in T-Spawn (Thanks to the perceptive individual that reported it to 3kliksphilip!) -Fixed Cargo containers not having their proper colors. -Fixed bomb explosions being visible above the A site. (Thanks markman2575!) Engage - Removed several boost spots - Added stairs in the garage for better rotation flow - Breakable glass ceiling around A-site and Mid. Smokes and flashes can now be used on A-site - Removed "office" area on mid - Added ladder on A upper CT side - Both entrances of the hut are now wider for better player traffic flow between A-site and Mid - Lowered A upper and bridge to make entire bombsite more readable - Removed several awkward angles on A-site - Removed excessive areas on A-site - Removed clutter on A-site - Better FPS around the whole map Guard - Widened inner part of connector - Reduced size of restaurant corner - Adjusted tarp positions on truck to eliminate some angles - Lowered half-wall at stairs - Adjusted timings by pushing CT spawns back a bit - Shifted crates next to tower further towards pit - Enhanced visibility for various long range angles - Removed electric box next to bikes - Reduced amount of breakable glass at shop - Blocked angle from CT boost to pit - Increased size of ladder hole - Added location names - Fixed players being able to see into the tower area when boosted at dumpster (u/ReVoLTimE) - Fixed some Z-fighting and intersecting geo (Thanks Joaokaka1998) - Fixed various visible nodraw textures (Thanks Joaokaka1998, Fnugz, u/TheSpudd, u/ReVoLTimE) - Fixed various bomb stuck spots (Thanks Joaokaka1998) - Fixed player stuck spot on street (Kerluck) - Clipping adjustments throughout the map (Thanks Joaokaka1998, u/ReVoLTimE, Kerluck) - Minor visual adjustments and enhancements
CS:GO has won the 2020 "Labor of Love" Steam Award, voted on by the Steam Community and awarded to a previously released game which continues to receive updates.
In 2020 we shipped a number of gameplay updates, including adjustments to multiple maps, improved communication tools, weapon changes, player pings, new game modes, 1v1 arenas, and more.
We also introduced agent patches and shipped new weapon cases, sticker collections, and Operation Broken Fang, which features an abundance of new content on its own.
The CS:GO team is proud to receive this award, and we look forward to shipping updates and new content to CS:GO in 2021.
Thank you for all your votes!
The Steam Community has nominated CS:GO for the "Labor of Love" Steam Award, awarded to a previously released game which continues to receive updates.
In 2020 CS:GO received a number of meaningful updates, including Operation Broken Fang which introduced new game modes, agents, maps, weapon collections, stickers, and graffiti.
Cast your votes for CS:GO to win the "Labor of Love" Steam Award beginning December 22nd at 10AM PST, and check back for the winners of each category on January 3rd at 10AM PST on the Steam Awards Voting Page.
We've updated Broken Fang Agents, fixed bugs associated with incorrect star progression, and added a donation key (CTRL) when purchasing a weapon to donate to teammates without dropping your primary weapon.
2021 Service Medal
When you reach Global General (Rank 40), youll have the option to reset your Profile Rank and earn (or upgrade) a Service Medal. After January 1, 2021 youll be able to receive the new 2021 Service Medal, an inspectable display item that will be visible wherever your avatar is shown. Today's Updates: [ OPERATION BROKEN FANG ] Adjusted first person arm models for Operation Broken Fang agents. Adjusted end of match animations for Operation Broken Fang master agents. Fixed a bug that could allow extra stars to be earned from missions. Going forward players will be correctly limited to receiving the total number of stars available from all unlocked cards. Kick player vote is now disabled in Broken Fang Premier pick/ban arenas. Fixed kill distance in missions UI to be correctly rounded for display. [ MISC ] Added 2021 Service Medal to be awarded for outstanding service and achievement starting from January 1, 2021 GMT. Donate weapons to teammates in need! Hold the buy menu donation key (CTRL by default) when purchasing a weapon to donate to teammates without dropping your primary weapon. You can change the Buy Menu Donation Key in settings. Game settings now have a search box to quickly find and jump to any setting or key binding. Zeus restrictions in Casual, Wingman, and Competitive modes are now the same as all other weapons. Adjusted Retakes clip areas in Inferno, Mirage, Nuke, Train, and Vertigo [ MAPS ] Guard Repacked radar Elysion Fixed a pixelwalk outside on the glass. Fixed a pixelwalk on the Elysion sign on A site Fixed a pixelwalk on the umbrellas outside. Fixed the pixelwalks on the doorframes Players were able to jump on top of the A sign on A site Player were able to jump on top of the small palm plant Players were able to 2 man boost outside and see into the site from an unfair position Players were able to run boost on the windows railing on A site The ladder outside has been removed Reduced the foilage outside, players were able to hide Waterfalls have been deleted from the white walls. Caused the smoke to become see through. Apollo Reduced props that draw for people on very low and low settings to hopefully help FPS levels across the map. (Thanks Shavitish) Reduced CT spawn Cover to make it easier to clear Improved model shuttle collsions to make walking over nicer Reduced non-designed headpeaks across map (Thanks CF-166) Fixed car fade in CT spawn (Thanks Sylikoira) Fixed a few boost exploits Updated to radar to a more simple single layer one Reduced foliage over key angle (Near moonroom/CT spawn) Fixed a number of grammar and spelling mistakes (Thanks Dogman15 + Marisakiri) Anubis Widened A main entrance Simplified A connector area Got rid of the deep corner below the windows on A Got rid of the wall near the pillar at Waterfalls A site and reduced some corners to hide in as a CT Some other minor things 3kliksphillip will probably find out
Week 2's mission card"MOON SHOT"is now live. The updates over the last week include changes to the pings and updates to Guard. 2020.12.07 - [ MISC ] Fixed a crash related to pinging rotating car model in Engage. Fixed Operation Shop buttons to appear correctly on OSX and Linux. Fixed a rare bug when several Broken Fang Premier game settings could get applied in regular Competitive matches. Added background movie fallbacks. [ MAPS ] Guard Blocked off construction corner. Added new cover for players entering the site from connector. Pulled drop a little closer to site. Shifted all covers on site to adjust angles towards bridge and archway. Slightly shifted connector between back alley and site. Partially restricted sightline between connector and pit. Decreased depth of restaurant corner. Decreased depth of VOOLT corner. Mitigated head peek close at stairs tunnel. Slightly mitigated head peek behind dumpster. Added minor visual details. Various texture updates. Dehexagonized beer bottles. Removed collision on window planters (Thanks Bubza101). Fixed missing faces on beer crates. Fixed a pixel gap on street (Thanks u/iBearably). Fixed grammatical errors on street signs (Thanks Sysel). 2020.12.04 - [ MISC ] Fixed names for several Operation Broken Fang patches to appear as different Steam Community Market commodities. Fixed Sir Bloody Darryls death sound. Fixed a regression with soft shadows under agents. Fixed demo playback for the compatibility version of Mirage. Added Looking to Play: Guardian for people looking to play Guardian and Strike missions with a partner. Fixed mini-scoreboard alignment when showing player counts. Removed vote to change map in Retakes. Reduced round restart delay to 5 seconds in Retakes. Fixed ping icons to show actual pinged weapon or bomb in all game modes. Fixed ping icons to become transparent when players crosshair pointing directly at them. Localization updates. Improved stability.
Join the Fight!
Take part in Operation Broken Fang. New challenges await, with the all-new Retakes and the exclusive Broken Fang Premier. Play new maps in every game mode, and see how you measure up in the Operation Stats page. Complete weekly missions and choose from a variety of rewards including new agents, weapon collections, stickers, patches, and graffiti.
Play Broken Fang Premier
Ready to take your Competitive matches to the next level? Queue for Broken Fang Premier mode, featuring 5v5 Competitive matchmaking with map picks and bans prior to match startavailable exclusively to Operation Pass Holders.
A New Way to Stat Track
With your Operation Pass, youll have access to detailed statistics from a variety of categories. Your statistics are tracked automatically and can be viewed on the Operation Stats page.
Complete the Mission
Each week, youll receive a new mission card featuring a variety of missions that can be completed in any order. Complete missions and earn stars in Casual, Competitive, Danger Zone, Guardian, and two new modes: Retakes and Broken Fang Premier.
Choose your rewards
Spend your stars on rewards of your choice. Operation rewards include: Five new agents in the redesigned CT SWAT team to battle five new Professionals. One new weapon case, three weapon collections, a new set of gloves, stickers, patches and more! See the official Operation Broken Fang page here. https://store.steampowered.com/app/1490530/CounterStrike_Global_Offensive__Operation_Broken_Fang/
Today were releasing the Warhammer 40,000 Sticker Capsule, featuring 17 unique stickers from across the 40K universe. From the paper Full Buy sticker to the foil Chaos Space Marine, collect and apply them to your weapons today; the Capsule is now available in-game!
A Change of Scenery
The next time you launch CS:GO you'll find a new Video Setting which allows you to change your main menu background. Whether you prefer a light or dark feel, Anubis or Phoenix Facility, there's something for everyone.
Small Details
Lastly, we've recently added kill feed icons for blind kills, kills through smoke, flash kills, and no scope sniper kills. Today we're adding a new kill feed icon when players die from C4 explosions. Look for these the next time a CT forgets their Defuse Kit!
Operation Shattered Web wraps up today. Thanks to all of the CS:GO players who participatedover the span of the operation, you completed over 136 million missions!
The operation may be over, but theres more to see in todays update.
Today we are adding two community created maps to our official matchmaking pool in Scrimmage and Casual game modes. Check out Anubis and Chlorine, two of the top finalists in Mapcore's 2019 Exotic Places map contest.
Also today we are adding a new case, the Prisma 2 Collection! Lightly based on Anime/Manga themes, the collection features 17 community created weapon finishes, as well as the chance to receive a Horizon Collection knife in one of the Chroma finishes.
We're in the final weeks of Operation Shattered Web, and players have until March 30th to play missions, earn progress, and redeem Operation rewards.
Today the final mission card goes live which means we'll start issuing Diamond Operation Coins to users who have completed 100 missions. This week's card, "It's Time To Take Out The Trash", includes a second co-op Strike mission tasking players with finding and eliminating Franz Kriegeld. Don't let him escape!
Todays update includes a revamped buy menu, a simple way to customize (and share) your crosshair, and an all new way to personalize your favorite agents!
Introducing Patches
Looking for a way to personalize your agent? Patches featuring a variety of classic designs can now be applied to specific locations on each character model, and you can apply more than one for each agent. You can find patches in the CS:GO Patch Pack, available now.
Choose Your Own Crosshair
Customizing your crosshair has never been easier. Head over to the settings menu, where youll find a variety of crosshair settings that can be tuned to your personal taste. You can share your crosshair code with others or import a code to try someone elses.
Full Buy
Todays update also includes a visual rework of the buy menu, featuring an interactive preview of your character holding weapons and equipment. Along with some slight rearranging, now you can preview the equipment you can afford with illuminated icons in the buy wheel.
New operation missions Light Buy
Maximize your earnings. Play new Shattered Web Operation missions beginning Tuesday at 2:00 pm PT.
Grab an AK and queue for Cache and Train in Casual, Competitive, Wingman, and Guardian game modes.
Subtlety is not required when using the overpowered weapons in this week's missions. It is ok to make a little noise, go big, be bold, and have fun!
Show off your specialized skills while completing this week's varied set of missions!
This week's missions move the operation to areas which feature CS:GO's arid climates. Play Casual, Guardian, Wingman, and Deathmatch game modes on Dust II, Mirage, Shortdust and others.
Stay hydrated.
The Shattered Web missions for week 10 are now ready to play!
Get 15 default pistol kills in Deathmatch, 20 M4A1-S kills in Gaurdian: Canals, 5 kills with the enemy's rifle in Casual: Dust II, 3 knife kills in Arms Race, deal 100 utility damage in Competitive, and earn 5 aces in Wingman.
Easy Peasy.
Repeat this soothing consolation should you run into any trouble completing this week's set of challenging missions.
The itinerary for this Italian adventure features tours of five iconic locales in Casual, Competitive, Guardian, Wingman, and Deathmatch game modes.
The missions unlocking this week test your aim and ability. Play in Guardian, Danger Zone, Casual, Competitive and Death Match to earn your operation stars.
Leave the gear behind, we are going on a windy walk here. This week's missions reward those with a sense of adventure and an appreciation for the finer things.
Yesterday, we released a new music kit featuring Scarlxrd. With heavy trap beats and unique delivery, 'King, Scar' brings a new and exciting musical subgenre.
If you haven't already, grab a kit, gxxd luck and have fun!
Hold an angle and keep your opponents locked down; the missions in week 4 of Operation Shattered Web feature a number of sniper-based scenarios built to test your mettle.
Happy Holidays!
It is that magical time of year once again, the Ts have wrapped up their special package, the chickens put on their holiday sweaters, and you can toss a few snowballs at your friends.
No reports will be filed, collated, copied or stapled this week. Six more Shattered Web missions unlock today and the office is definitely getting wrecked.
This week's collection of missions, Secret Agent Man, unlocks today! Grab your MP5-SD and quietly make your mark on Nuke. Earn more stars in a variety of game modes to advance your Shattered Web Operation Coin and reap the rewards!
Introducing Operation Shattered Web. For the first time in CS:GO, bring your favorite character into battle with all-new equippable agents. Earn rewards featuring the new agents, all-new weapon collections, stickers, graffiti, and more through a new battle pass format. Complete weekly Operation Missions in various game modes including Co-op Guardian and a new Co-op Strike Mission!
See the rewards and learn more at the Operation Shattered Web page.
Purchase the Operation Pass and start earning rewards today! Complete missions to earn stars and unlock up to 41 separate rewards. Haven't purchased a pass? All users can still play missions, participate in all game modes, and purchase a pass at any time to receive all rewards associated with your progress.
Operation Rewards
Characters For the first time in CS:GO, unlock all-new T and CT-sided characters equippable on any map. All-new CT Operators and T Agents are available as mission progress rewards. Complete missions and earn Stars to unlock them and equip them for deployment. Or equip the default Local Agent or Operator to use the pre-existing map-based characters. New Collections Earn rewards from the all-new Norse, St. Marc, Canals, and Shattered Web weapon collections.
Shattered Web Knives Introducing four new knives in original finishes. Open a Shattered Web Case for a chance at one of four new knives, the Paracord handled field knife, the Survival, the Nomad, and the Skeleton knife.
Shattered Web Sticker Collection Collect all-new Shattered Web stickers, featuring designs by daniDem, available only as rewards during Operation Shattered Web.
Missions
Receive new missions each week. Complete missions to earn stars, unlock rewards, bonus XP and Operation Coin upgrades. Learn more at the Operation Shattered Web page. https://store.steampowered.com/app/730
The Mac-10 had some quality of life improvements made to the UV and cavity maps in the recent game update. These changes were made to correct the inconsistent wear patterns, fix factory new finishes with noticeable wear, and to make the projected texture easier to work with.
These updates are now reflected in the Workshop Resources.
If you have a Custom Paint Job, Gunsmith, or Patina Mac-10 finish posted to your workshop, we recommend that you update these finishes using the new resources. We also welcome contributors that have already had their Mac-10 submissions included in the game to update the submission if they notice any discrepancies after this update.
The response to the CS20 event has been phenomenal! Although we're excited to sort through all of the great content that has been submitted, we realize some of you might still be putting the finishing touches on your submissions. So we're extending the deadline for submissions to October 7th. There won't be any more extensions, so make sure all of your content and changes are submitted by this date to be eligible for the event weapon case or sticker capsule.
GLHF!
The final eight teams are ready for the Champions stage of the StarLadder Berlin Major at the Mercedes-Benz Arena! After a hotly contested Legends stage, ENCE and NRG finished 3-0, Vitality, Astralis, and AVANGAR finished at 3-1 while NaVi, Liquid, and Renegades made the cut with a 3-2 record. Watch live coverage beginning Thursday 6:00 pm (GMT+2) on Steam.tv, on the official Twitch stream, and in-game on GOTV to see which team will become the next CS:GO Major Champions.
To celebrate the 20th Anniversary of Counter-Strike, we would like to invite workshop contributors to create content for a themed Weapon Case and Sticker Capsule. The theme will be Counter-Strike itself, including all things CS-related, from the original Counter-Strike mod to Counter-Strike: Global Offensive. The weapon finish and sticker designs may be created in any style. We will need weapons for all tiers to complete the case, from Mil-Spec to Covert; consider this when designing your weapon finishes. All designs must be original with the exception of Counter-Strike logos or icons.
To help sort these themed submissions, please tag them with "CS20" in the title of your submission to the workshop (e.g. CS20 | Finish Name). All previous submissions are eligible for the event. Just make sure to tag them so we can find them more easily.
All submissions for this event must be completed and submitted to the workshop by September 19th 2019. The Weapon Case and Sticker Capsule will be released at a later date, after we have chosen which submissions will be included. All items submitted for this event will still be eligible for future releases.
We have also released a new style guide to help with weapon finish creation, and hopefully answer any questions you may have about the process. The guide can be found here.
With todays Steam update, were making a change to the Workshop submission process to address fake item scams. First-time submissions to the CS:GO workshop will now require email verification before the item can be listed publicly. For those of you that have previously submitted Workshop items, you shouldn't see any change in functionality.
Background
What do we mean by fake item scams? If you browse the Workshop enough, you may have come across an item with an image of a rare skin, promising giveaways or free content. These items often contain phishing links that are used to compromise Steam accounts.
In the past, our moderation team would review Workshop items reported by players. Fake item scams would then be deleted and our team would reach out to the owner of the account and let them know that their account is likely compromised. The problem with this approach was that some items went unreported for quite a while, allowing them to appear to players and get in the way of real submissions.
New Process
With today's update, Steam will send an email to the account owner when a new item is posted for the first time, asking them to review and confirm the item they just posted. If an item was posted without their knowledge, this email provides an easy path to recover the account and change their password. Our aim with this change is to reduce the potential for scams on the Steam platform, without creating unnecessary hassle for frequent Workshop creators. Let us know if you have feedback.
Introducing Danger Zone a fast-paced battle royale game mode built on CS:GOs tactical gameplay where players use their wits, skill, and resources to fight to the finish. Play solo, or work together as a squad of two or three!
CS:GO is now FREE TO PLAY
So theres never been a better time to bring in your friends.
All players who played CS:GO before todays update will receive a commemorative Loyalty Badge they can display on their profile. You were there from the beginning, so show it off! Additionally, all existing CS:GO players have had their accounts upgraded to Prime Status.
As before, Prime Status matches you with other Prime Status players. Additionally, your Prime Status will give you access to the new Souvenir MP5-SD | Lab Rats (available by earning XP while playing Danger Zone matches) and the all new Danger Zone Case.
Danger Zone Case
The Danger Zone Case features 17 community-designed weapon finishes, and the Horizon knives as rare special items. Click here for more details.
A new game mode, a new case, and CS:GO is free. What are you waiting for?
GO! GO! GO!
Counter-Strike: Global Offensive is Now Free To Play on Steam!
Introducing Danger Zone — a fast-paced battle royale game mode built on CS:GO’s tactical gameplay where players use their wits, skill, and resources to fight to the finish. Play solo, or work together as a squad of two or three!
CS:GO is now FREE TO PLAY
So there’s never been a better time to bring in your friends.
Watch live coverage from Boston’s Agganis Arena beginning Friday at 10:00am ET (4:00pm CET) on the official Twitch stream (or in game on GOTV) to see which team will become the next CS:GO Major Champions! https://www.twitch.tv/eleaguetv
We have added a WebAPI for public access to official playtime distribution on Operation Hydra maps in Competitive and Casual game modes. This allows map creators and the CS:GO community to track the relative popularity of Operation Hydra maps. In order to access the WebAPI you would need to obtain a Steam WebAPI key, if you don't have one yet, as described in this document. Here's an example WebAPI call: https://api.steampowered.com/ICSGOServers_730/GetGameMapsPlaytime/v1/?format=json&key=YOURKEYHERE&mapgroup=operation&gamemode=competitive&interval=week Supported parameters:
- gamemode={competitive|casual}, used to filter playtime tracking to the requested game mode
- interval={day|week|month}, used to aggregate playtime across the requested interval. Data aggregation interval used in this WebAPI always ends at midnight GMT that has already occurred. For example, when requesting playtime for the day on July 4th at 09:00:00 GMT, the aggregated data returned will be for the 24 hour period between July 3rd 00:00:01 GMT and July 3rd 23:59:59 GMT. Playtime for the week covers 7 days period ending at last midnight GMT, and playtime for the month covers 31 days period ending at last midnight GMT.
- WebAPI response contains relative percentages of player-minutes played on the Operation Hydra maps in requested game mode for the requested aggregation interval.
We have added support for normal maps on Custom Paint Job, Patina, and Gunsmith finish styles. The CZ75-Auto | Victoria has been updated with this feature. You can read more about it and see an example here. We look forward to seeing your creations. Happy skinning!
Operation Hydra features the all-new Operation Hydra Events--a 2v2 competitive mode, a 5v5 mode that requires broad weapon proficiency, and twists on classic game rules including a chance to play using a special heavy armor, low-gravity sniping, team deathmatch, knife and zeus-only, and others. There's more - Operation Hydra features a set of new and returning community maps available for casual and competitive modes, along with a full Guardian Mission campaign, an Operation Coin upgradable to the new Diamond level, an Operation Journal with friends leaderboards, the opportunity to gain extra XP, Operation weapon drops, and the all new Operation Hydra Case!
Counter-Strike: Global Offensive
Valve
Valve
2012-08-21
Action
Game News Posts 233
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Very Positive
(8347239 reviews)
http://counter-strike.net/
https://store.steampowered.com/app/730 
The Game includes VR Support
Counter-Strike: Global Offensive Beta Linux Bin [262.95 M] [247.41 M]
CS:GO - Operation Riptide
CS: GO features new maps, characters, and weapons and delivers updated versions of the classic CS content (de_dust, etc.). In addition, CS: GO will introduce new gameplay modes, matchmaking, leader boards, and more.
"Counter-Strike took the gaming industry by surprise when the unlikely MOD became the most played online PC action game in the world almost immediately after its release in August 1999," said Doug Lombardi at Valve. "For the past 12 years, it has continued to be one of the most-played games in the world, headline competitive gaming tournaments and selling over 25 million units worldwide across the franchise. CS: GO promises to expand on CS' award-winning gameplay and deliver it to gamers on the PC as well as the next gen consoles and the Mac."
- OS: Ubuntu 20.04
- Processor: 4 hardware CPU threads - Intel Core i5 750 or higherMemory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: AMD GCN+ or NVIDIA Kepler+ with up-to-date Vulkan drivers. Support for VK_EXT_graphics_pipeline_library highly recommended.
- Storage: 85 GB available space
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