Counter-Strike 2 October 25 patch notes: Map tweaks & fixes for Inferno, Nuke, more

Jeremy Gan
Inferno in Counter-Strike 2

Counter-Strike 2’s October 25 patch notes are here, and it has brought a plethora of changes and fixes to various maps. Here is all you need to know. 

Counter-Strike 2 is about to hit its first month into release, however, much of its first outing has been embroiled in the news of many bugs that have plagued the game. 

However, Valve has been releasing regular patches to fix the various bugs affecting players, and for this new update, the devs have seen fit to even tweak some of the maps, albeit small changes. 

So here is all you need to know about the October 25 patch note

Counter-Strike 2 October 25 patch notes

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

Misc

  • 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.
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