The opening stage of the PGL Copenhagen Major has come to a close and storylines are rapidly developing. New rosters are rising to the occasion. Seasoned teams are reaching peak form at the perfect time. Asia and the Americas have come roaring back to life. Who will reach the playoffs? Tune in to the Elimination stage and find out!
If you've been looking for a way to show your support for your favorite teams, now is your chance. Team and Player Autograph sticker capsules are now available for purchase in the Copenhagen Major hub. You'll find all of the players and teams at the Major, split into capsules featuring paper, glitter, holo, and gold stickers. 50% of the proceeds go to the players and organizations participating in the Major.
For those of you playing the Pick'Em Challenge, don't forget to set your picks before the first Elimination stage matches!
Elimination Stage Pick'Em Challenge is now active with 13 qualified teams (three more teams will qualify tomorrow). Elimination Stage picks can be updated and saved all the way until the first Elimination Stage matches begin
Added a reminder for players who purchased their Copenhagen 2024 Viewer Pass that the pass must be activated in order to become eligible for the Copenhagen 2024 Coin Challenges
Added a checkbox to show final Swiss standings in the Major Hub
Added ability to preview souvenir packages from the Major Hub
Various UI improvements in Copenhagen 2024 Major Hub
[ MISC ]
Fixed a case when C4 could fall through the floor if dropped while planting
Added a popup confirmation before launching Training Day from the Play menu
The Copenhagen Major Hub is now available. Visit the hub to purchase tournament items, play the Pick'Em Challenge and more.
Purchase a Copenhagen 2024 Viewer Pass to receive an upgradable Copenhagen 2024 Coin. With an active pass, you can upgrade your coin and earn extra souvenir packages by playing the Pick'Em Challenge. Additionally, you will show up on the Active Pass Leaderboard where you can compare your Pick'Em Challenge performance to your friends.
All players with Prime status can place Pick'Em picks for free! However, to complete challenges and earn rewards from an event stage, you will have to activate a Viewer Pass before that stage begins.
[GAMEPLAY]
Adjusted molotov fire to address a case where a player who could see through fire could not be seen by their opponent.
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)
[ MAPS ]
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
[ WORKSHOP ]
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
[ SPECTATING ]
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
[ GAMEPLAY ]
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
[ LOGGING ]
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
[ MISC ]
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
[ MAPS ]
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