wickedplayer494
Account Details
SteamID64 76561198040048374
SteamID3 [U:1:79782646]
SteamID32 STEAM_0:0:39891323
Country Canada
Signed Up November 18, 2012
Last Posted May 13, 2025 at 6:36 PM
Posts 872 (0.2 per day)
Game Settings
In-game Sensitivity
Windows Sensitivity 6
Raw Input  
DPI
 
Resolution
1920x1080
Refresh Rate
144hz
Hardware Peripherals
Mouse ASUS ROG Sica
Keyboard  
Mousepad  
Headphones  
Monitor BenQ XL2430T
1 ⋅⋅ 5 6 7 8 9 10 11 ⋅⋅ 59
#1 CS2 Limited Test update for 9/8/23 in CS2 General Discussion

Via the Steam Community:

Valve[ MAPS ]
Mirage
- Fixed a pixel boost on pillars in B bomb site
Nuke
- Fixed C4 falling out of the world in B bomb site
- Updated props
Italy
- Fixes to prevent players boosting out of playable space

[ MISC ]
- Added a C4 loadout slot for users who have C4 items with a name tag applied
- Audio mix tweaks and adjustments
- Fixed a case where roasted chickens fell through the floor
- hud_scaling is no longer imported from CS:GO. Note that players' hud_scaling will be reset to the default (1.0)
posted about a year ago
#1 TF2 update for 8/31/23 (9/1/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Fixed a client crash related to the dispenser and the recent addition of -unrestricted_maxplayers
- Fixed the floor particles for the Pastel Trance Unusual taunt effect sometimes drawing full white
- Fixed SourceTV not recording in-game chat for Mann vs. Machine defenders
- Added SetStepHeight and SetMaxJumpHeight inputs to the base_boss entity
- Updated the Beaten and Bruised cosmetic item
- Fixed a floating triangle when equipping the Ultra Violence style on Sniper
- Reduced the clipping for Soldier and Sniper

- Updated Clubsy The Seal to be an assister in Pyrovision
- Updated the models/materials for the Brimmed Bootlegger and Prohibition Opposition to fix clipping, skinning, and UV issues
- Updated/Added some tournament medals
- Updated Taunt: The Head Doctor
- Fixed skinning on lower LODs
- Fixed team coloring for both teams
- Adjusted animation to reduce prop clipping

- Updated Taunt: The Road Rager
- Fixed skinning on lower LODs
- Adjusted animation on wheels to better match character movement

- Updated pd_selbyen
- Fixed door stuck exploit
- Major optimization improvements (thanks yrrzy!)
- Added/moved some func_occluders
- Hinting adjustments
- Added skyboxes and func_areaportals to separate areas better
- Added func_areaportalwindows to unload spawn building interiors
- Turned some small brushes into func_details
- Adjusted some prop fades
- Fixed slight misalignment of the yellow center buildings roof structure
- Better lighting under the docks
- Minor detailing changes

- Updated cp_steel
- Added additional clipping where needed
- Fixed some windows clip and trip spots
- Adjusted Red respawn base times to not go over 10 (could get to 11 and 12)
- Capture point HUD layout now matches its map kin (Gravelpit and Sulfur)
- Updated map menu images to the present day (1970)
- Reduced one-way door speed to stop ejecting players into orbit
- Rebuilt B Red spawn exit to a cleaner style to alleviate spawn trapping and potential camping
- Fixing some props that fade too early
- Moved medium healthpack to the side between D->E to avoid accidental pickups
- Reduced speed of handrail deployment so it doesn't overtake the bridges in the rare case that Blu captures C and D in quick succession

- Updated koth_synthetic_event
- Brightened and evened out lighting in play space
- Fixed missing soundscape
- Fixed missing detail sprites
- Minor detail changes

- Updated pl_venice
- Added new exit for initial Blu spawn
- Added new balcony outside Attic room above Point B
- Added new balcony inside near Point D
- Moved door on balcony near Point A (Thanks Billo)
- Bridges now have solid side walls
- Raised bridge is now less steep
- Small building next to raised bridge is now taller
- Added cover at Point C
- Slightly adjusted balcony above Point D
- Fixed being able to place turrets above Point D
- Initial Blu spawn doors now close
- Replaced fences at Blu spawn with buoys
- Removed some interior props near Point D
- The payload now sinks
- Moved some health and ammo around
- Updated navmesh
- Lots of minor bug fixes
- Lots of minor other changes

- Updated vsh_distillery, vsh_nucleus, vsh_skirmish, and vsh_tinyrock
- Failing to capture the point in 3 minutes after it opens results in Stalemate
- Powerjack, Ali Baba's Wee Booties and Bootlegger on-kill effects now work on-hit
- Hale's abilities now get affected by Vaccinator resistances
- Fixed Ubercharge rate bonus applying only with the Ubersaw
- Fixed self-damage counting towards Airstrike bonus rockets and Frontier Justice revenge crits
- Fixed Natasha and Huo-Long Heater having incorrect damage penalty
- Community servers now can expand the Script even further by creating a new file at scripts/vscripts/vsh_addons/main_pre.nut. While previously added main.nut gets executed last, main_pre.nut gets executed prior to most of the Script.

- Updated vsh_skirmish (additional changes)
- Fixed an out of bounds exploit
- Fixed not being able to wall climb certain trees in the main arena

Rumor has it:

- Size is close to 175 MB

posted about a year ago
#1 TF2 update for 7/27/23 (7/28/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Add ConVars to control Mann vs. Machine team limits on community servers
- tf_mvm_defenders_team_size
- tf_mvm_max_connected_players

- Fixed the Pastel Trance Unusual taunt effect not drawing two Balloonicorns
- Fixed names/descriptions for the most recent HugsTF medals
- Updated VSH to use maxrounds instead of winlimit

- Updated pl_venice

- Gameplay
- Relocated first Blu spawn (now split into two individual spawns at random)
- Moved 1st Red spawn further away into a new room
- Added new upper entrance into building next to Point A (thanks Delila)
- Added new exit from 2nd Red spawn room
- Moved a building entrance near Point A to a new walkway area above
- Removed upper entrance and Point C routes in building next to Point B
- Added new raised position at the main open inside area between Points C and D
- Added new route near Point D
- Added new cubby spot at Point D
- Removed part of the balcony at the final Point
- Widened door between 2nd Blu spawn and Point B
- Removed a door to upper room near first Blu spawn & connected the balconies
- Opened section of the building next to Point C for faffing and uber charging
- Altered the underneath of the balcony at the building next to Point C
- Tweaked roof area near Point B to make it easier to counter
- Tweaked walkway between Points A and B
- Added some minor cover near Point A
- Lowered railing at above position near Point C for Turrets
- Added cubbies across the map to improve gameplay for Engineer, Spy, etc.
- Removed engineer building & added smoother clipping on the raised bridge
- Added/removed/moved some health & ammo

- Art
- Improved lightmap scale across the map to produce nicer shadows
- Increased saturation and slightly adjusted style of some materials
- Expanded the 3d skybox and made it viewable from more locations across the map
- Fixed flag models
- Made certain areas feel less like empty spaces

- Misc
- Fixed strange missing texture error in middle connector
- Fixed error in soundscapes
- Added more direction signs across the map
- Fixed misaligned payload particles
- Boat near first Blu spawn has drifted off into the distance
- Other minor changes
posted about a year ago
#9 TF2 update for 7/25/23 in TF2 General Discussion

A previous version branch was put up earlier in the evening named "pre_07-25-23_demos" for those who need it. Currently holding off on mentioning it on Twitter/X/whatever the hell the Muskrat wants to call it right now due to tornado-capable severe thunderstorms, but I figure I might as well mention it here sooner rather than later since you guys are most impacted by POV demo breakage.
https://steamdb.info/app/440/history/?changeid=19676660

This does come at the cost of the "pre_smissmas_2022_demos" previous version branch, however, and it also appears that the "pre_jungleinferno_demos" branch was deleted and then re-made, so there's a sliiight chance if you were on that branch you may have been kicked off of it and may need to go opt in to it again. https://steamdb.info/app/440/history/?changeid=19676640

Edit: correction, the pre_jungleinferno_demos is in fact gone too. It was re-made, and then removed a bit under 45 seconds later. You'll have to resort to using DepotDownloader and throwing period-correct manifest IDs at it for those two if you still need access to those builds.

posted about a year ago
#1 TF2 update for 7/25/23 in TF2 General Discussion

Via the Steam Community:

Valve- Added check to make Mann vs. Machine invaders immune to pushback while leaving their spawn
- Added -unrestricted_maxplayers to raise the maxplayer count to 100 (feature is unsupported and not recommended)
- Fixed VSH and other player-destruction gamemodes leaking their HUDs into one another
- Fixed Saxton Hale's weapons showing up as being carried by an incorrect/invalid player in VSH
- Fixed Saxton Hale's weapons sometimes showing up as invalid in VSH
- Fixed a crash that can occur when changing from VSH to another map
- Fixed a crash that can occur related to MP3s on VSH maps
- Fixed a crash that can occur when using changing model detail setting or using r_flushlod
- Fixed a crash when going between two sv_pure servers with maps packing custom content
- Fixed changing model detail setting or using r_flushlod not always taking effect
- Fixed packed replacement materials/textures/models in a custom map could leak into other maps or rendering as wireframe
- Fixed custom particle overrides not being reloaded on servers without sv_pure
- Fixed game mode descriptions for some of the summer map stamps
- Fixed embedded workshop map soundscripts not being loaded on clients (community fix from 'Jakub' (ficool2))
- Fixed a crash when using the game_ui entity and players discconnecting (community fix from 'Jakub' (ficool2))
- Fixed teleporter particle effects (community fix from 'Jakub' (ficool2))
- Updated/Added some tournament medals

- Updated cp_altitude
- Increased size of C capture area
- Reduced initial round timer from 6 to 5 minutes
- Increased max round timer length from 6 to 8 minutes
- Increased Blu respawn wave time on A from 3 to 4
- Increased Red respawn wave time on C from 8 to 9
- Reduced Blu respawn wave time on C from 3 to 2
- Various visual fixes and adjustments

- Updated koth_cascade
- Various player and projectile collision fixes
- Various visual fixes and adjustments
- Adjusted resupply locker positions

- Updated cp_steel
- Fixed missing glass from bullet blocked windows
- Removed some more ceiling light collisions
- Improved clipping around B -> C building
- Small safety improvement to Blu flank balcony to B
- Some extra block bullets around B floor

- Updated pl_phoenix
- Increased Red respawn wave time on D from 8 to 9
- Fixed projectile collision bug around the payload elevator track
- Fixed a case where the payload cart could get stuck at the base of the elevator
- Various clipping fixes
- Various visual fixes

- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- The script no longer forces mp_winlimit and mp_maxrounds to 0
- Community servers now can expand the Script by creating a new file at scripts/vscripts/vsh_addons/main.nut
- Community servers now can select the next Hale via SetNextBossByEntity, SetNextBossByEntityIndex and SetNextBossByUserId functions
- The Diamondback now gains 2 guaranteed crits upon backstab
- Hale's attacks now pierce through damage absorption of the Wrangler shield
- Hale will now receive an instructional notification if they haven't performed a Brave Jump during the first 30 seconds of a round
- Fixed bugs related to Your Eternal Reward's on-backstab disguise
- Fixed Festive Eyelander not gaining heads on-hit
- (Hopefully) Fixed Hale sometimes appearing to hold the Necro Smasher or the Sandvich
- (Hopefully) Fixed some players being unable to punch as Hale ("A-posing")
- Fixed Hale disappearing when the game tries (and fails) to gib him
- Both sides dying simultaneously now counts as Stalemate

- Updated vsh_skirmish (additional changes)
- Added a live feed to the office
- Improved clipping in multiple areas

Rumor has it:

- Playback of POV demos created before this update is broken. A previous version branch named "pre_07-25-23_demos" was put up by Valve early in the evening on 7/26/23 for those who want or need to view a demo recorded before this update
- To opt in, right-click on TF2 in your Steam library, then click Properties, then go to the Betas tab, and select pre_07-25-23_demos from the dropdown. (size when opting in is a bit over 225 MB)
- This does come at the cost of losing both the pre_jungleinferno_demos and the pre_smissmas_2022_demos branches however - the former was re-made for a very short while before being removed again. If you need either of these builds, you'll have to resort to using DepotDownloader and feeding it period-correct manifest IDs

- Size is ~210 MB

posted about a year ago
#1 TF2 update for 7/20/23 (7/21/23 UTC) in TF2 General Discussion

Via the Steam Community:

Valve- Added main menu character for the Summer event
- Fixed pd_watergate capture zone not working properly
- Fixed geometry collision issue with the Wildflower Meadows Unusual effect
- Fixed the Deepsea Rave Unusual effect's ground particles not being visible on some surfaces
- Fixed Bubble Breeze, Global Clusters, Celestial Starburst, and Sylicone Succiduous Unusual effects not following moving players
- Fixed the Strange Filter prefix for pd_selbyen
- Fixed broken materials for the second style of the Cranium Cover

- Updated koth_sharkbay
- Fixed the flying boat
- Removed collision from seagulls
- Updated Map Stamp icons

- Updated koth_rotunda
- Aligned various textures
- Improved clipping slightly
- Raised gate to flank route for ease of access
- Aligned some props

- Updated cp_hardwood_final
- Fixed a crash affecting a small number of players
- Minor clipping adjustments throughout the map
- Minor lighting issues fixed throughout the map
- Adjusted areaportalwindow fade brush textures
- Adjusted collisions for some props

- Updated cp_steel
- More blockbullet /clipbrush swaps where needed
- Fixed some stairs/ramp brushes needed to be extended to the bottom of the ramp
- Fixed more small unnecessary prop collision/clip removals
- Fixed blatant texture misalignment
- Addressed perch spot outside Red spawn on wood beam
- Closed some accidental holes in geometry
- Additional fixes to a sticky/shooting exploit through and under Red's E platform area
- Increased pit damage to kill some certain class loadouts in a single trigger
- Moved Blu spawns forward a little to previous distance
- Extended projectile blocker brush along the top side of the Blu spawn building's roof
- Fixed Sniper sightline into Red's first spawn points from E

- Updated koth_rotunda
- Aligned various textures and fixed cubemap issue
- Improved clipping
- Improved lighting and reduced visual noise on some textures
- Raised gate to flank route for ease of access
- Aligned some props
- Fixed out-of-bounds exploit related to func_tracktrain (Thank you, The Nubing!)
- Added missing collision to some props
- Sealed the map more

- Updated cp_sulfur
- Fixed a case where Blu could win too well and lock the timer, not correctly allowing them to win when their timer hit 0 and they owned the main control point
- Fixed a case where Blu could contest their own win
- Fixed a case where you could build a teleporter under a platform and become trapped
- Altered Blu spawn positions to better lead players towards the point they should be attacking during different states of the game
- Altered Red spawn positons to spread them out when defending main point
- Lowered Red's initial time to defend slightly
- Convinced the boiling water to properly scald people that are submerged below the surface
- Gravity density in the potplants has been correctly calibrated
- Reduced time added to Red's clock when Blu captures A, B and C slightly - further calibration going forward
- B can no longer be capped from the outside of the building
- Area under Point A can no longer be accessed
- Fixed numerous perch points, clipping errors and small visual errors - special thanks to Wicket on Steam discussions for reporting most of these

- Updated pd_selbyen
- Fixed exploit that would let you build in spawn
- Seal will now select a random skin every time it teleports to the break room (3 possible skins)
- Adjusted oob seal animation timings
- Fixed seal swimming animation
- Added missing resupply cabinet on the Blu side
- Added some missing clipping that would let players build in undesirable places
- Fixed some floating windows
- Fixed some props clipping through stuff
- Fixed some displacements clipping through stuff
- Fixed some displacement seams
- Fixed some visible nodraws
- Fixed some z-fighting
- Various detailing additions

- Updated vsh_distillery, vsh_tinyrock, vsh_nucleus, vsh_skirmish
- TF_Bots now function in Versus Saxton Hale
- Fixed first-person spectators not seeing Hale's arms glow when he uses his abilities
- Fixed players dropping Player Destruction pickups
- Fixed Hale sometimes holding Necro Smasher or Sandvich
- Fixed Hale's "Dispenser Down..." line playing for any type of building destroyed
- By community request, added Pyro VSH lines, performed by James McGuinn
- Updated VSH voice lines for Spy
- "Behind you" and "Above you" now play exclusively for the player the line is addressed to
- Reduced the frequency of Hale's on-kill lines with more than 20 players currently alive
- Mad Milk recharge rate returned to stock value
- Demoman's Swords now deal less knockback than other melee weapons
- Demoman's Shields will now break when absorbing a Hale punch
- Fixed a bug relating to sending a class-restricted duel to Hale during Setup

- Updated vsh_skirmish (additional changes)
- Fixed an exploit that allowed players to build out of bounds
- Added decals to ammo pack locations throughout the map

- Updated vsh_distillery (additional change)
- Fixed crash when using mat_phong 0

Rumor has it:

- Size is ~450 MB - data capped users should be aware

posted about a year ago
#1 MAJOR CS2 update for 6/29/23 (6/30/23 UTC) in CS2 General Discussion

Via the Steam Community:

Valve[ 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
posted about a year ago
#1 CS2 update for 6/20/23 (6/21/23 UTC, 1.38.9.2) in CS2 General Discussion

Via the Steam Community:

Valve[ MISC ]
- Fixed a bug with the sell-back feature
- Fixed a few financial fun facts
- Adjusted the main menu position of CTs holding the Dual Elites
- Fixed tooltips sometimes staying up when you exit the loadout screen
- Fixed some texture streaming issues
- Various improvements to stickers
- Improved sound synchronization for the first bullets during automatic fire
- Fixed a case where the death panel would appear if killed during the end of match screen

[MAPS]
Mirage
- Various lightmap fixes
- Smoke clouds now pass through the metal rollup grating in underpass

[MOVEMENT]
- Fixed a bug that would cause the player to sometimes move too far forward
- Various bug fixes
posted about a year ago
#1 CS2 update for 6/15/23 (6/16/23 UTC, 1.38.9.0) in CS2 General Discussion

Via the Steam Community:

Valve[ MISC ]
- Fixed auto rebuy not working if you survived through the Deathmatch warmup
- Pressing the jump key to respawn in Deathmatch no longer results in an actual jump
- The buy menu now closes on right mouse button DOWN instead of UP
- Refunds are now correctly accounted for when tracking total money spent by user
- Fixed bad kerning in accolade descriptions
- Fixed a freeze/hang in Hammer
- The CS2 Workshop Tools convar helper page now has better descriptions
- Fixed aspect ratio for workshop submission screenshot
- Various improvements to the look of the M249, MP5-SD, Desert Eagle, Dual Elites, and Taser
- Added Zeus x27 to workshop submission weapon list

[ MAPS ]
Mirage
- Various map fixes
posted about a year ago
#1 CS2 update for 6/14/23 (6/15/23 UTC, 1.38.8.8) in CS2 General Discussion

Via the Steam Community:

Valve[ MAPS ]
Mirage
- Fixed a spot near bench that caused the server to lag
- Fixed various strange wallbangs
- Adjusted end of match screen

[ BUY MENU ]
- Fixed some edge case issues with sell back
- Buy menu color now matches cl_hud_color

[ LOADOUT ]
- Fixed edge cases with inspecting items
- Fixed a bad interaction between the acknowledge panel and inventory
- Fixed a glitch while refreshing the loadout tab
- Fixed some localization bugs
- Fixed various crash

[ MISC ]
- Fixed movement bug that would cause a slide along curbs in Dust II
- Flashbangs can be redeployed after thrown so that players can quickly throw multiple in sequence
- Reduced the single-frame flash effect when zooming out with sniper rifles

Rumor has it:

- There is also another round of localization file updates which are made possible in part by contributions from Translators Like You - Thank You

posted about a year ago
#1 CS:GO/CS2 updates for 6/9/23 (6/10/23 UTC, 1.38.8. in CS2 General Discussion

Via the Steam Community:

For CS:GO:

Valve[ CASE DROPS ]
- Players now get a weapon case with their first weekly XP rank up, rather than after some amount of (idle) playtime.

For Counter-Strike 2:

Valve[ LIMITED TEST ACCESS ]
- A second tranche of users are in process of being added to the limited test.

[ MAPS ]

Mirage:
- Removed wallbang through door towards connector.
- Blocked gap in box stack top of mid.
- Blocked pixel gap by ticket booth.
- Added back jump onto firebox in A site.
- Fixed various player and grenade collision bugs.
- Fixed various minor graphical bugs.

[ WEAPONS ]
- Fixed disconnecting players taking C4 explosive with them.
- Deathmatch bonus weapons now offer weapons from equipped loadout options.
- Added "Replace for CT" context menu loadout shortcut for USP-S when P2000 is equipped and vice versa.
- Automatically cancel drag and drop operation when switching away from loadout menu.
- Improved the look of SCAR-20, G3SG1.

[ WORKSHOP TOOLS ]
- Fixed asset compiler bug creating stray files when running in directories that have spaces.

Rumor has it:

- Today's update to CS:GO is a server-side change, as such there will be nothing to download

- Otherwise, for the CS2 crowd, there's another round of localization file updates which are made possible in part by contributions from Translators Like You - Thank You

- Size is ~260 MB for Counter-Strike 2

posted about a year ago
#1 CS:GO update for 5/5/23 (1.38.7.3) in CS2 General Discussion

Via the Steam Community:

Valve[ PARIS 2023 MAJOR ]
- Adjusted 9INE team and autograph stickers.
- Updated the UploadTournamentPredictions WebAPI for third-party integration websites, to allow placing all group predictions in a single batch. More details are available here.

Rumor has it:

- Additionally:

- CRUC1AL (from Into The Breach) is now spelled properly (was "Cru1cal")
- volt (also from Into The Breach) has become lowercase
- nawwk (from Apeks) lost a W (was "nawwwk")

- Size is ~20 MB

posted about 2 years ago
#1 CS:GO update for 5/4/23 (5/5/23 UTC, 1.38.7.1) in CS2 General Discussion

Via the Steam Community:

Valve[PARIS 2023 CS:GO MAJOR CHAMPIONSHIP]
– The “Paris 2023 Viewer Pass” and the “Paris 2023 Viewer Pass + 3 Souvenir Tokens” are now available for purchase. 50% of the proceeds go to the players, teams, and organizations taking part in the BLAST.TV Paris Major.
– With a Viewer Pass, you’ll get:
— An upgradable Paris 2023 Event Coin.
— Access to the Paris Pick’Em Challenge.
— Unlimited team graffiti for the duration of the event.
Steam.tv team flair.
— Access to Paris 2023 Souvenir Packages.
– Team stickers and Player Autograph stickers are available for purchase. 50% of the proceeds go to the players, teams, and organizations taking part in the BLAST.TV Paris Major.

Rumor has it:

- Auto-mutes for excessive communications abuse reports have been tweaked to also consider whether someone has a Steam Community ban

- Size is ~150 MB

posted about 2 years ago
#1 TF2 update for 3/30/23 in TF2 General Discussion

Via HLDS:

Valve - Fixed an exploit related to using The Snack Attack to block the movement of other entities
posted about 2 years ago
#1 MAJOR CS:GO update for 3/22/23 (CS2 Limited Test) in CS2 General Discussion

Via the Steam Community:

Valve COUNTER-STRIKE 2 LIMITED TEST]
- Shipped the mechanism for players to gain access to the Counter-Strike 2 Limited Test.
- If you have been selected to participate in the limited test, you will see an invitation banner when you launch CS:GO with further instructions.

[MAPS]
Ember
-Introducing Ember spring update
-The chickens have laid colourful eggs
-Replaced cannonballs with eggs
-Festive Tablet image
-Weeds
-General updates
-Added new path at Swimming Pool
-Players no longer take damage from slow rolling cannonballs

Rumor has it:

- For the changes specific to CS:GO as we know it today, size is ~130 MB

- Updates specific to CS2 will be titled as such going forward, just FYI

posted about 2 years ago
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