Valve release new update ahead of Americas RMR

The game developer has removed a lot of spawn locations on both sides.

A new update to CS2 was released last night.

The main takeaway from the update is the changes made to the different spawns on maps. It seems like Valve has wanted to remove some of the spawns, that gave incentive to be more aggressive at the start of a round.

An example is T side Mirage, where seven spawns have been removed to only allow the same five spawns as the CS2 content creator Austin Meadows highlights in this Twitter post.

You can see the full release notes down below.

Release Notes for 2/28/2024

[ MISC ]

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

Updated help system for new sticker features

 

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