CS2 update swaps Mirage for Nuke, Office
Two new maps, more work towards replicating CS:GO movement, and a variety of bugfixes arrived in the latest update.
Valve has released a new major update to Counter-Strike 2, most notably replacing Mirage with two new maps: Nuke and Office. The latter is only available in deathmatch and casual game modes.
The map change comes after over three weeks of testing on Mirage, which took Dust2's place after more than two months without updates to CS2. Nuke is the second map from the current competitive map pool to be tested the new game.

Another key part of the update addresses a crouch bug and another much-criticized movement mechanic: Bunnyhopping should now closely match CS:GO running at 128 tick, according to the changelog.
In other news, the casual game mode was added to the game along with distance effects to positional sound effects, and a variety of bugs have been fixed. Below is a complete changelog from the latest update:
[ GAMEPLAY ]
- Added Casual game mode.
[ SHOOTING ]
- Fixed rare cases where bullets would not follow spray pattern.
[ MAPS ]
- Added Nuke to Deathmatch, Casual, and Competitive game modes.
- Added Office to Deathmatch and Casual game modes.
- Removed Mirage.
[ AUDIO ]
- Added distance effects to all positional sound sources.
- Improvements to 3d sound processing.
- General mix tweaks and improvements.
- Fixed bug where sometimes sounds would not respect the occlusion values of surrounding geometry resulting in sources appearing closer than what they were.
- Fixed missing low frequencies at certain distances away from sound sources such as grenades and weapon fire.
- Fixed a bug where some sounds would be slightly louder or quieter depending on the listeners orientation.
- Added music cues to Match Accept and Loading screens.
- Added unique audio occlusion layer to help with vertical sound positioning in Nuke.
[ ANIMATION ]
- Grenades can now be inspected.
- Improved healthshot animations
- Improved inspect behavior for various weapons
[ MOVEMENT ]
- Fixed cases of unintended slow crouch/uncrouch.
- Bunny hopping feel should now closely match CS:GO running at 128 tick.
- Added convar sv_jump_spam_penalty_time to allow fine tuning of bunny hop feel.
- The readout for cl_showpos has been enhanced to show the maximum speed of the last 3 seconds; this number is in parenthesis on the 'vel' line
- Players can no longer jump at the end of warmup time
[ NETWORKING ]
- Sending game delta frames is now asynchronous, reducing dedicated server main thread CPU usage, thus reducing probability of dropped ticks.
[ MISC ]
- Fixed a case where a holstered weapon would be rendered on a dead player
- Added a team-agnostic equip icon for inventory/loadout item tiles
- When possible, switching to spectator mode will default to in-eye spectating
- Adjusted the transition between spectator chase cam and roaming cam
- Centered game mode text in the loading screen
- Removed "Best out of X rounds" from the loading screen

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