Better visibility for player characters (tweaking colours, add subtle effect that helps the characer stand out from the background)
Scoping only possible after weapon finished equipping process
New headshot impact sounds
Increase sound occlusion effect
Mk20 6 -> 5 ammo per clip
AirControl 0.82 -> 0.6
Strafe speed multiplier 0.86 -> 0.87
New default FOV 96
Knife range 120cm -> 135cm
10% higher ladder speed
Removed ambient sound on MainMenu map
Lower range water enter / leave sounds
Additional weapon balancing (slightly nerf precision of SMGs, increase RPM / nerf precision of AUG)
Some volume balancing on footstep sounds (higher volume for carpet, grass, disable weird metal step sample)
Max time in ghostcam after death 3s -> 1.75s (if ghostcam disabled)
Init all sounds to 0 volume when main menu is loaded (sounds start playing once settings are loaded)
Slightly more bloody screen on low dmg (meant for Saiga hits especially)
Rework team outline effect
Fixed:
Gate / door replication
Scope view bob not decoupled from weapon bob
Spray pattern of sniper rifles not random
Maps:
MAP-Eviction
Removed until rework is ready (soon)
MAP-Escape
Removed until rework is ready
MAP-Crossfire
Removed until rework is ready
MAP-RapidWaters
Reduce strenght lights SF base
Walking on the ledge of highbridge no longer possible (tajfun)
Adjusted the distance of the boxes in front of Terrorist base for smoother jump movement (for5er)
Disappear in rocks directly right from lower waterentrance (tajfun)
Removed and lowered some of the rocks on the riverbed - better sight of enemies
Lowered the terrorist water entrance sniper spot, it was too easy for Terrorist to snipe from here. Also increase contrast on colour here (ccKane)
Gave the underwater effect a litle more easy to the eye; easier to spot enemies
Fixed the speed jump on lower bridge towards the entrance of Main Terrorist building (ccKane)
Adjusted the Terrorist window on the water side (less sight on low bridge, lowered the wall a little for better sights)
Closed the pillar of high bridge and the stairs and the railings from middle water (terrorist side) for less random and hard to see spots
Closed the middle pillar of high bridge further
Smoothen the wall near stairs from middle water to lower bridge (you could run on that ridge) (ccKane)
Changed the TL armatures on the ceiling. Previous ones looked kinda odd (ccKane)
Changed material next to high bridge door opening SWAT side (ccKane)
MAP-Blister
Increased height on the box on Sniper lane Terrorist side - you can now hide behind it as player (kummelmuck)
Add extra height to the building between sniper lane and higher bombspot - prevents nadespams on sniperlane (ccKane)
Gap on the door on lower bombspot B. Overpowered sniper spot (ccKane)
Can get into the wall (middle area) next to the boxes (Nasenbaer)
Fix impact on blue barrels (plastic to metal) (Pirate)
MAP-Fueled
Block roof building above bombspot A (ccKane)
Block roof buildings around bombspot B (ccKane)
Block roof building near z-stairs (ccKane)
Redid collision on broken concrete wall part
Redid some LOD's on the ventilation system meshes near bombspot B (was popping in and out)
Reduced the distant explosion sounds by 20%
MAP-Scope
Tweaked the road mesh a little more, to prevent playermodel' feet get in the roads. Not great yet :) (ccKane)
Removed roof access from the building on SF spawn (Tajfun)
Removed getting stuck on crate lower A Building (ccKane)
Smoothen the rock directly right from SF facility, looking towards RED building (ccKane)
Getting stuck under rock directly left from Terrorist base, up the little hill (ccKane)
Remove bush under the ramp on silos (overlooking Terrorist base) (ccKane)
Fixed the no impact effects on door close to silos (ccKane)
Reduce 'light fitting' sound on the whole map (-15%)
Reduce the 'wind' sound on the whole map (-15%)
Remove bush on the ramp towards scaffolding silo's. Looking towards Terrorist bunker (ccKane)
MAP-TrainYard
Add ladder to balcony Bombspot B (kummelmuck)
Closed the main entrance from middle area to Bombspot A (ccKane)
Volume on middle building Trainyard is invisible again (Kummelmuck)
Open/close gate mesh in middle building has wrong LOD (ccKane)
Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!
Added general lights everywhere
Fixed the broken lighting on the interiors of the maps
Blocked path from the containers to the left of terrorist base, you could get out of the map (m4kSerial)
Further closed the wall further on roof from Terrorist spawn to Bombspot A (ccKane)
Decorated the middle building a bit more
Replaced some trees on the B side bombspot; less annoying in movement
Added white painted surfaces behind key points where it might be too dark
MAP-FollowTheMoney
Added Evidence (3 locations) through the map. Picking this up and surviving the round will give a money reward!
MAP-Drought
Evidence spawns added
Rework light sf base
Lowered sand effect
MAP-Arena-LockDown
Removed volumetric fog throughout the map (less impact on performance)
Gave the map overall a little more lighting for better sight
MAP-Arena-preAim
Removed volumetric fog throughout the map (less impact on performance)
Changed the spotlights to Static Lighting and the LightPoints to Stationairy. This for better performance and lighting/shadow effects in the map and on models.
Fixed the LOD's on the lights on the ceiling (ccKane)
MAP-Arena-RGB
Fix artifact reflections on weapons (wrong setting in Skylight)
Added slight general lighting
Added boxes in front of SF base (was to easy to get spawn killed by snipers)