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!
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)
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Adjusted spawn location priorities for Premier and Competitive game modes in Anubis, Inferno, Mirage, Nuke, Overpass, and Vertigo.
Inferno
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
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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
Fix for Kukri knife hold animation during team intro sequence
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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
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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
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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
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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
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Vertigo:
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
Nuke:
Adjusted clipping around Vents entrance to prevent players' feet clipping through the vent geo
Improved collision of sliding door meshes at Ramp
Anubis:
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
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
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Various bug fixes and tweaks
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Fixed a performance bug with certain microphone setups
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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
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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
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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
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Vertigo:
Fixed a gap in world geometry at Crane
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Fixed a bug with keyboard input from non-English keyboard layouts
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
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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
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The NIGHTMODE Music Kit Box is now available for purchase in standard and StatTrak versions
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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
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Smokes now cast shadows
Rendering and animation have been improved
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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
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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
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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
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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
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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
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Inferno:
Fixed various gaps and adjusted grenade collision to make grenade bounces more predictable
Adjusted texture blending to improve player visibility
Ancient:
Adjusted grenade collision on bombsite B ground to make grenade bounces more predictable
Anubis:
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
Overpass:
Fixed some collision that was causing unpredictable player movement
Mirage:
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
Nuke:
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
Vertigo:
Fixed holes in world and other minor geometry bugs
Italy:
Adjusted some collision to prevent players getting stuck in apartment
Office:
Fixed a case where players could jump on a wall, fixed a case where players could get stuck if they crouched