We're happy to announce the return of the momentarily lost classic, Train.
There's plenty of classic Counter-Strike in every inch of this map—but we also made sure to mix up the gameplay a bit to keep you Train veterans on your toes. We also gave it a full visual overhaul, which means your favorite bleak Eastern European train yard is now 60% cloudier. With a chance of rain? We guarantee it.
So queue up and get ready to master the newest version of one of Counter-Strike's most iconic maps. Train is now available in casual and competitive game modes.
Overpass Updates and New Community Maps
Overpass has received a number of updates based on community feedback, and we're adding four new community maps to the game. Basalt returns to Counter-Strike 2 alongside Edin in casual and competitive game modes, and Palais and Whistle have been added to Wingman.
Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
Damage prediction is not active when you have high ping.
[ ANIMATION ]
Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
Fixed a case where legs weren't animating correctly while taking damage.
[ GRAPHICS ]
Added ambient occlusion for first person legs to better ground them in the environment.
Performance optimizations for molotov and incendiary effects.
[ GRENADES ]
Added axis labels to the grenade line-up reticle tick marks.
The grenade preview camera now shows the result of a jump throw while the jump button is held.
[ MAP GUIDES ]
Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.
[ MISC ]
New game settings for radar map blending and background opacity.
Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
Fixed a regression with Chinese input via the Microsoft Input Methods.
CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
Charm Template number is now available in Charm descriptions.
[ MAPS ]
Train
Added Train to Competitive, Casual, and Deathmatch modes.
Community Maps
Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
Fixed a case mid-spray where lag compensation wasn't aware of the user's "Buffering to smooth over packet loss / jitter" setting.
Improved clock synchronization to better handle downstream jitter bursts.
[ TELEMETRY HUD ]
Changed the method for measuring network quality to measure how much network is negatively impacting gameplay. It now measures how often a tick is missed due to network loss or jitter.
Added detailed network quality display option, which can be used to display the raw packet loss and jitter numbers.
[ ABOUT THE NETWORK QUALITY READOUT ] Prior to the Armory Update, the network quality readout in the telemetry HUD considered packets to be "bad" under two circumstances. 1.) If the packet was dropped. 2.) If the packet was delivered out-of-order and was not corrected at a relatively low layer in the network stack. This was not a useful metric for two reasons. First, it counted some misdelivery events as "bad" even though they did not negatively impact gameplay. This was especially a problem for packet reordering. Second, it was not counting as "bad" packets that arrived late due to network jitter and did negatively impact gameplay. After debugging many instances of gameplay hitches with players, we determined that jitter was causing problems for many players, who believed (quite reasonably) that their network was working perfectly, since there was no packet loss.
In an attempt to let these players know that jitter might be the cause of the hitches, we changed the measurement method in the Armory Update on October 2, 2024. Now, we counted a message as "bad" if it was lost, if packets arrived out of order in a way that could not be corrected, or if the packets experienced jitter above a threshold. For players on a network connection with significant jitter, suddenly the network quality indicator became significantly worse. Many players assumed that this meant that something had changed to introduce packet loss.
Unfortunately, this method of measuring quality was also flawed. The Source 2 Engine automatically adds buffering to smooth over jitter. For many players, these automatic adjustments are enough, and the indicator was counting jittered packets as "bad" even when there was not negative impact on gameplay.
Today's update changes the network quality readout to only measure network events that are negatively impacting gameplay. See the FAQ for more details.
Improved jump height consistency to be within 0.015625 of a unit regardless of distance from the map origin at coordinate (0,0,0).
Previously, in both CS:GO and CS2, jump height could vary by up to 0.03125 of a unit depending on the distance from the map origin.
Improved consistency of successfully landing on surfaces very close to the maximum height of a jump.
Jump height is still affected by stamina; when using cl_showpos 2, stamina at takeoff is reported and output is color coded based on possible jump height.
Fixed a bug with cl_showpos display sometimes showing incorrect jump height when jumping from sloped surfaces.
Fixed some cases where the client would be pulled back down during a jump because the server disagreed that the jump had taken place.
[ MISC ]
Adjusted weapon pickup logic while near the C4, prioritizing defusing over accidental weapon pick-up.
Enemies will now consistently play a flinch animation on the closest hit when the bullet goes through two hitboxes of equal priority (e.g. when both right and left legs get hit).
HE grenade explosions within smoke now clear the accumulated smoke screen effect on players inside that smoke within range of the HE grenade explosion.