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CS:GO Update leaked Maps, Carrying hostages, Community Support Pass?

Update is now live.
It’s Spring Cleaning time here in the CS:GO office, and we’ve been busy. In fact, if you were following Reddit last night, you’ve probably already got an idea of just how busy. With a display of reflex, cunning and teamwork usually reserved for the game, some of the CS:GO community managed to get an early look at today’s update. But for those of you who didn’t sneak a peek yet, we might as well make it official.
First up: We’ve added some new twists and improvements to “Militia”, one of Counter-Strike’s most longstanding and popular hostage rescue maps. Available in all game modes, “Militia” has the same look and feel as the map you remember, with a few new surprises along the way. We think you’ll enjoy the improvements. We’ve also overhauled the Main Menu, making it easier than ever to find and join your friends in CS:GO.
Lastly, and perhaps most importantly, we’ve given CS’s Hostage Rescue Mode a big upgrade.

This update balances out the gameplay so it’s not such a cakewalk for the Terrorist team anymore. The tweaks should add some new challenges for both sides and provide a more engaging and competitive experience for everybody.
How? Well, for starters, there are only two hostages now. (They’re not hiding out where they used to be, either, so check your radar.) Another tweak: CTs now only have to bring one of the two hostages to the Rescue Zone to win.
If you’re thinking to yourself, “Hold on, now it sounds too easy for the CTs,” we completely agree: So to even it back up a little, you’ll have to untie your hostage first and carry the lazy bum the whole way to safety. Also, apparently the terrorists were feeding these guys nonstop, because there’s the additional challenge that carrying a hostage is going to slow you down a bit. You’ll need to strategize and protect if your CT team wants to get a hostage to the Rescue Zone unscathed. And remember: hostages can’t get hurt in a firefight, but stray bullets that hit a hostage will cost you.
If you’re thinking to yourself, “Wait, now it sounds too hard for the CTs again,” whoa, hold on. You didn’t let us finish. Picking up a hostage will earn you extra time on the clock. And for you CTs out there who don’t like getting shot at while fumbling with knots, buying a Rescue Kit will reduce the time it takes to untie a hostage.
Be sure to let us know what you think on the CS:GO forum. As always, we appreciate the feedback, and enjoy working with the community to make the game better.

Release Notes for 3/21/2013

- Added new Hostage Rescue map cs_militia
- Update Hostage Rescue Mode rules
- Hostage positions are randomly assigned at the beginning of the match. The hostages will start at these positions for the entire match.
- Hostages are now carried by CTs instead of following behind.
- Hold +use for 4 seconds to pick up a hostage. (Equipping a rescue kit will decrease the time required to 1 second.)
- CTs win a round when the first hostage is rescued.
- Reduced round timer. Round time is extended when the first hostage has been picked up.
- Rebalanced money rewards to accommodate new rules.
- Hostages now indicate whether they are above or below you on the radar.
- cs_office, cs_assault, and cs_italy have updated to use random hostage spawn points.
- Added convars to modify new hostage rules
-- mp_hostages_max - Sets the maximum number of hostages to spawn.
-- mp_hostages_rescuetime - Setting 0 removes the time extension when CTs pick up the first hostage.
-- mp_hostages_spawn_farthest - Setting 1 forces hostage spawn points to choose be the farthest possible combinations.
-- mp_hostages_spawn_force_positions - Setting a comma separate list (ex: 0,2 ) forces specific hostage spawn point combinations.
-- mp_hostages_spawn_same_every_round - Setting 0 randomizes the hostage spawn points every round.
-- mp_hostages_takedamage - Setting 0 allows hostages to be hurt.
- Added hostage entity properties for new hostage rules
-- HostageSpawnRandomFactor - Allows to increase probability of hostage random spawning rules to use that spawn point.
-- HostageSpawnExclusionGroupN - Hostages sharing same spawn exclusion group will never spawn together.
- The action of defusing a bomb will now terminate when you turn your view too far from facing the bomb.
- Players always play a quiet client-side jump sound that can only be heard by the jumper.
- Players play the regular jump (step) sound when moving greater than walk speed that can be heard by both the jumper and all clients in earshot.
- The timer that performs the random map selection visuals now properly gets killed when the scoreboard hides.
- Fixed convar mp_weapons_allow_map_place not properly eliminating map-placed weapons. NOTE: FY servers will need to set this convar to 1.
- Added an option to func_dustmotes entity volumes that lets them choose to not be affected by wind.
- Fixed in-game clipping for triple-monitor rendering configurations.
- Added overtime indicator to GOTV spectators miniscoreboard.
- Radar should now correctly follow spectated player when spectating via GOTV.
- Adjusted score and MVP rewards for gameplay events related to planting, defending and defusing the bomb, and for reaching, protecting and extracting hostages.
- Steam overlay game details will now correctly show players score.
- Fixed special characters of player name not correctly displaying in some UI elements.
- Fixed a bug where friends were banned from joining parties where one of the members failed to recently accept a competitive match.

Some leaked stuff Valve hasn't covered yet.

Community Support Pass:

"CSGO_Ticket_CommunitySeasonOneSpring2013" "Community Support Pass Season One"
"CSGO_Ticket_CommunitySeasonOneSpring2013_Desc" "Grants access to Season One's featured community maps on Offical Servers. Proceeds are divided among the featured map creators!"

"StoreUpdate_Loading" "Loading the Store..."
"StoreUpdate_NoGCResponse" "The Store is currently closed."
"StoreUpdate_NewPriceSheetLoaded" "The product list has been updated to the latest version."
"StoreUpdate_ContactSupport" "Please contact customer support to have your Steam wallet configured."
"StoreUpdate_OverlayRequired" "You must enable the Steam Community in-game and restart the game to use the Store."
"StoreUpdate_SteamRequired" "A connection to Steam is required to use the Store."

Trial Mode?


I hope they don't make you pay for community maps.

It's good to see them continue to support the game though, plus they had that pretty major balance update a while back.


This... Hm. I honestly didn't expect to hear of Valve charging for access to multiplayer maps. I hope I'm misunderstanding something.


I hope they don't make you pay for community maps.

It's good to see them continue to support the game though, plus they had that pretty major balance update a while back.

Selling maps has always been a big no-no for Valve. When asked about doing it for TF2 they said they didn't want to segregate the community.

They really are doing good with CS:GO. As somebody who is pretty much neutral about CS, I have a much better time playing this version than any of the others. I suspect they'll make it F2P after some time, but I'm not sure how... One of the reasons I like this game so much is that I had huge trouble telling Ts from CTs because of the choice in character models. In this game all the characters look pretty much the same on each team, which helps me a lot. If they went with a similar F2P model to their other games that would muck all of that up.


Second-rate Anihawk
Probably prepping for the F2P conversion. By all accounts, GO has been a flop and they need to get the player base up somehow.
Wouldn't Valve still have to pay for certification to update it?

CS isn't a very console friendly shooter and the player population on either console probably isn't big enough to justify an update.

This and TF2 would be/are a nightmare to have to update on the consoles.

Stallion Free

Cock Encumbered
This... Hm. I honestly didn't expect to hear of Valve charging for access to multiplayer maps. I hope I'm misunderstanding something.

Basically the breakdown is probably going to be this:

-Any community maps can be played in community servers. This will not change.
-Any community maps that get added through "map packs" are added to the competitive pool, but to access them you have to buy the "map pack" which also goes to the map makers.

Competitive mode is the only mode that effects rankings and is a 100% Valve-monitored experience.


Yeah, right after the TF2 console updates(all 10 billion GBs worth)

TF2 has also become a much bigger performance hog than it was before. Having to optimise all their assets and code of 5 years to run on current consoles would be pretty much impossible.


I hope it's going F2P and paid owners will be gifted something. Paying to play user-made maps on official servers (in a paid game) rubs me the wrong way.


Valve really needs to get their shit together with CS:GO

Game is completely saturated with cheaters and the servers are fucking garbage. It's like they are actively trying to kill the game

It's a shame because the game itself is really fucking good


Neo Member
CS:GO is doing well but it could put up TF2 numbers if they went F2P. All they have to do is lock free players out of Competitive Matchmaking and add some spectating season pass stuff like DOTA.


Blinded by the luminous glory that is David Bowie's physical manifestation.
I seriously doubt adding maps to the console versions is a huge resource hog. You can keep your guns, I just want new maps to play on. 5-6 in the base release is too damn small.


Corporate Apologist
All the generic lines for the Store are also put into this weeks Dota 2 update. No clue if they are in TF2.
I'm really liking this hostage stuff. Much better than having the goofy ai run around stupidly.

One hostage(from what they've seen on the stream). It takes 5 seconds to get them and there is a hostage defuser kit/cutters.
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