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Changed: Max FPS 210 instead of 150 Allow TO4.cfg update instead of replace when new settings were added The team which kills half of the hostages loses Mk20 -9% damage, price 4800 -> 5000, ammo 15 -> 100 M40 Price 8750 -> 8900, ammo 75 -> 150 Glock, M9 100% dmg 0-10m, 100->60% 10-28m, 60->16% 18->88m MP5SD shoot sound louder (3dB) Defuse volume bomb scaled up slighly Lower jump off speed for pawns (when jumping on another player) Hostage kill penalty 800 -> 1200 Fixed: "Real" spectator not able to enter ghostcam Weapon cloning exploit Maps: MAP-Fueled Blocked middle lane, the gate window, half Lowered the metal bars in the middle area, near the gate window Redid the middle drop-point where SF can sidestab Terrorst going to A (higher) bombspot. Its a smaller opening, less random where a player may appear Closed a lot of railings / fences where you could should through Gave canals a little more cover from the middle (for instance; blocked the gap under the blue truck) Raised the fences in middle area, near the white truck. Better cover Blocked a part of the area near the palm on SF sniping lane (no more shooting under the truck), also slight better cover on the bombspot Added a blockade under the red tank on B (lower) bombspot, it was too easy to shoot someone when it was planting / covering the bomb Added an extra crate on B (lower) bombspot to give more tactical movement possibilities (its now an L-shape) Slightly moved the coal container near SF spawn to overview the B (lower bombspot more). As a counter, the spiked railing on top of the wall is blocked off. So its less random where a player shoots from MAP-Scope MiddleHouse, lower area, gained a little more general light. This way its easier to see from the outside in Removed collision from all BarbedWires (blocked bullets and players) Redid some meshes of the B building, with a higher shadow resolution. This gives it a better shadow quality (was very blocky) Added Plywood to the metal fences on the bridge. This prevents lame sniper / random bullets passing from this position. Now its more obvious where a player can shoot from Removed the pillar in the lower facility (near the hostage), this was annoying on movement Lowered the light intensity slightly on lower facility hallways (had annoying bright spots on the player and gun model) Added a new rock on Sniper Mountain (near SF side) to make it obvious just can't jump any higher Removed shrubs near Sniper Mountain Fixed Trees; leafs blocked bullets MAP-Eviction Blocked the ledge on the towerflats next to the sniper roof near Terrorist base Closed the gap between the plywood on the 1st floor "construction floor" of the main building Added more Global Illumination light, less intense Direct Sunlight, in order to get less intense contrast between shadow and lit areas Rescaled the fences on the stairs infront of SF base, you can now jump and walk on them Removed a Bookcase and pillar just outside of CFO laptop hackspot (blue room), for better movement Removed a few yellow poles on the outside area, in between SF and Terrorist spawn, for better movement
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