Skin ADV

nuke 2Con una mega-patch dal peso di 2GB Valve ha aggiornamento Counter-Strike: Global Offensive, abilitando l'Operazione Wildfire e reintroducendo la mappa Nuke.

L' Operation Wildfire (acquistabile a 5.29 Euro) porta con se sette nuove mappe create dalla community (Santorini, Tulip, Cruise, Coast, Empire, Milka, Royal), due campagne: una completamente in co-op (The Gemini Campaign) ed una con missioni tradizionali (The Wildfire Campaign), una medaglia per il profilo (Operation Wildfire Coin), il classico "Journal" per consultare le statistiche e la novità assoluta delle missioni Blitz: eventi globali a tempo durante i quali gli utenti potranno guadagnare ulteriori punti esperienza (XP).

wildfire blog op

Ovviamente non mancano le nuove casse Wildfire, con 16 nuove skins e l'esclusivo Bowie Knife:

 

 

Per quanto riguarda de_nuke la mappa è stata pesantemente aggiornata sia dal punto di vista grafico che nel design ed ora risulta maggiormente bilanciata (la precedente nuke era spudoratamente CT-sided).

L'update e accompagnato da alcune modifica al gameplay della modalità Corsa alle Armi e da vari bugfix per le mappe de_mirage e de_cache.

 

Di seguito il changelog completo:

[OPERATION WILDFIRE]

  • Operation Wildfire is LIVE: http://counter-strike.net/operationwildfire
  • Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
  • The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
  • The Operation Wildfire coin, upgradeable through the completion of challenge missions
  • An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
  • The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
  • The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
  • Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
  • Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
  • Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
  • Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit: http://counter-strike.net/reintroducing_nuke

[GAMEPLAY]

  • ARMS RACE
      • The leader’s glow in Arms Race no longer shows through walls.
      • M4A1-Silenced has been added to the rifle section of available Arms Race weapons.

[UI]

  • Fixed AWP icon to better represent the weapon’s silhouette.
  • The English string “ALIVE” in the playercount hud element is now a localized token.
  • Inventory filter for All Weapons now filters out display items and music kits correctly.
  • Inventory sorting by Quality now better groups items within the same quality by their slot.
  • Updated the Nuke loading screen icon.

[MISC]

  • Fixed particle rain not following the “in eye” player if you were spectating someone.
  • Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.

[SDK]

  • [vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
  • Maps can have multiple radar images based on player height.
  • Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
  • Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
  • Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
  • Added an Exploding Barrel entity for use in the Co-op Strike missions.
  • func_hostage_rescue entity is now able to be disabled.
  • Added a Heavy Phoenix enemy.
  • Added item_coop_coin entity that displays how many (of 3) you’ve collected.
  • In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.
  • Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
  • Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
  • The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
  • prop_door_rotating now blocks nav when closed, locked and unbreakable.
  • Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.
  • Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
  • Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
  • Resurrected the HL2 env_gunfire entity.
  • Added two new convars for managing dropped weapons
  • weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”
  • weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”
  • Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
  • Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
  • Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).

[MAPS]

  • Nuke
      • Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group
  • Cache:
      • Fixed DM spawns
      • Improved radar polish
      • Improved visual polish
      • Added physics to fence in Sun room
      • Fixed numerous “pixel walks”
      • Fixed one-way wallbang at mid (thanks TomCS!)
      • Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)
  • Mirage:Slight adjustments to Safehouse, Lake, and Shoots
      • Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
      • Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
      • Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
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Michele Carasia
Autore: Michele Carasia
Esperto in:
Schede video, CPU, overclock, videogames
E' stato newser e reviewer per importanti portali italiani occupandosi in particolare di schede video e processori. Appassionato anche di overclock e videogames.
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