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炙热沙城Ⅱ

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2021-08-04更新

    

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更新日期:2021-08-04

  

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炙热沙城II,也被称为炙热沙城2de_dust2),是CS系列中的一张爆破地图。炙热沙城II是炙热沙城代替地图。 由于其平衡性极强,炙热沙城II是CS系列中最受欢迎的地图之一,是CS系列的标志性地图。 它在许多服务器上广泛使用,并且也是“CS”许多比赛的选择。


总览

全球攻势版本概述

地图的设定似乎在中东,与它的前身炙热沙城相似。炙热沙城II的早期版本不怎么像“沙城”,唯一的看起来像“沙城”特征是拥有砂岩纹理的墙壁和地上的沙子。

在后来的CS中增加了更多的视觉识别功能来显示地图的设置。最初的“CSGO”版本以伊斯兰建筑和军事和冲突活动为特色,如悍马和炸墙,反映了中东的当代观点。

在修改后的版本中,地图以摩洛哥为背景,摩洛哥不在中东的地理区域,但具有相似的建筑风格。[1]

地图可以大致分为三条相互连接的主要通道:连接T阵营出生点到爆炸点B的隧道,连接T出生点到CT出生点和T出生点外场的中间通道,以及连接T阵营出生点到爆炸点A的长通道。通道从这些地方延伸出来,形成一个相互连接的地图,允许玩家进行战术转移。

CT 阵营出生点

反恐精英在平台下开始。从这里,他们可以直接前往炸弹地点A来防御来自A小道和A大的恐怖分子,或者通过中门来防御来自B隧道的恐怖分子。

T 阵营出生点

恐怖分子在中路一侧的上方开始。他们可以去隧道攻击B,穿过A门从A大攻击A,或者穿过隧道沿着中间路径的上段向下走,或者并在进入A门之前选择一条风险较小的路径进入区域,然后从猫道一侧进入中间。

该地区本身是一个顶部平坦的长斜坡。

Bombsite A

Bombsite A is connected to T Spawn, Long, and Catwalk. It is a two-layered area with a few boxes for cover at the center on the bombsite.

Bombsite B

Bombsite B is connected to Tunnels and CT Mid. It connects to CT Mid via a double door and an elevated hole known as Window. Many boxes are present in the area, providing the defending CT with lots of cover and hiding places to defend against the attacking Ts.

Tunnels

The tunnels connect to Bombsite B, T Spawn, and mid. This section is fully roofed-off, preventing grenades from entering or exiting the area. It is divided into two levels connected by a 90 degree spiral staircase, known as Upper B and Lower B. Lower B is connected to mid, while Upper B is connected to bombsite B. A few boxes are placed in the area for some cover.

Tunnels connects to the bombsite B via a single tunnel that completely lacks cover. Terrorists will need to take care when attacking B via this route as Counter-Terrorists have multiple hiding spots beyond the tunnels and can guard the tunnels from safe positions.

Mid

Mid is a long path going down the middle of the map, connecting to many major points on the map. The path is divided into two lanes. One is a sloped one, connecting Suicide and T Spawn at the top to the CT Spawn area at the bottom via a large, partially opened gate known as Mid Doors (also known as Mid Double Doors), as well as connecting to the Lower Tunnels (Lower B).

The other is a flat lane connecting Outside Long to catwalk. Due to catwalk's elevation, it is possible to directly see into Lower Tunnels from this lane when standing near catwalk.

CT players need to traverse across the Mid Door to enter bombsite B, creating a risk as Terrorists have easy sight on the passing CT due to their elevated spawn area and direct sightline down mid. However, trying to actually kill CTs going across the Mid Door is difficult due to the small size of the gap between Mid Doors, but any CTs coming through it are very easy targets.

Catwalk

Catwalk is a small 90-degree turn located at the end of the flat path down mid. The path connects directly to the upper area of the bombsite A (known a Short A, in contrast to Long A) after an ascending staircase.

Long

Long (also known as Long A) is a long and wide road giving the Terrorists a direct path to bombsite A. At the Terrorists' side, they have two double doors that they must traverse through to enter Long. After entering Long, a large blue trash container provides useful cover, and a pit at the Terrorist's end of Long gives cover for CTs to hide during an attack or for Ts to use when sniping down Long.

Official description

Counter-Terrorists: Prevent Terrorists from bombing chemical weapon crates. Team members must defuse any bombs that threaten targeted areas.

Terrorists: The Terrorists carrying the C4 must destroy one of the chemical weapon stashes.

Other Notes: There are 2 chemical weapon stashes in the mission.

Development

Pre-release

While David Johnston's Cobblestone was considered by some as a spiritual successor to the original Dust, he wanted to create a true "sequel". During the alpha and beta stages, the map was titled Dust 3 "on the basis that the third installment of any movie trilogy is typically never as good as the first one". Before launch, however, Jess Cliffe advised DaveJ to change the map's name to a far more sensible Dust 2.[2]

Counter-Strike 1.1 Patch

It was included as an official map with the Counter-Strike 1.1 patch.

Counter-Strike (Xbox)

Dust II is featured in Counter-Strike Xbox and reuses the textures from Counter-Strike: Condition Zero. The official factions for this map are SEAL Team 6 in desert uniforms and the Elite Crew in jungle uniforms.

Counter-Strike: Source

Like other maps, Dust2 received a graphical update and is very similar to Dust.

Some changes include adding an additional set of doors at the side and making the large crate in the middle easier to jump on at ground level.

Counter-Strike: Global Offensive

Original

The map is largely a copy of the Source version, though there are some noticeable textural and environmental improvements, such as making the floor textures into concrete.

Originally, the 'Goose' sign was removed in Global Offensive but was later put back in after an update.

In an update, the wooden doors were replaced with metal ones, that are much harder to penetrate.

A simplified variant of the map present in Counter-Strike: Global Offensive Beta, called 'De_dust2_se' (_se standing for Simplified Edition) with disabled ambient sounds, less fog and less props for max visibility, but was later removed. It is available for download from the Steam Workshop.

On the February 3, 2017 update, the map was removed from Active Duty in matchmaking, replaced by Inferno, and moved into its own map group.

Revised

The revamped version of Dust II was released on October 18, 2017. It is the fourth map in Global Offensive to have underwent a map revamp, after Train, Nuke and Inferno.

In Valve's video Counter-Strike: A Brief History, at 6 min and 16 sec, a Valve employee can be seen working on the map's T spawn. In the article "Valve Interview Pt 2: Devs Talk CS GO Dust 2 Rework, Paying Mod Creators, Optimization and Overwatch", the developers were asked about the reworked version of the map. Developer Eric Johnson confirms that map is being reworked and "The goal is to update both gameplay and visual of the map."

In the October 13, 2016 update, references to high resolution (prefixed with hr_*) models with folder called "de_dust" in game files were included.[3]

 forcetextureshadow props/de_dust/hr_dust/foliage/bush_sumac_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/olive_tree_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/olive_tree_small_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/palm_tree_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/palm_tree_small_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/plant_small_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/sage_bush_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/weed_grass_01.mdl
 forcetextureshadow props/de_dust/hr_dust/foliage/weed_plant_01.mdl
 forcetextureshadow props/de_dust/hr_dust/dust_railings/dust_railing_a_16.mdl
 forcetextureshadow props/de_dust/hr_dust/dust_windows/dust_window_bars_36x64_02.mdl

On the March 17, 2017 update, references to reworked map's props were added to spcombinerules.txt. First references to Kasbah were found in this update. On the May 23, 2017 update, props references in spcombinerules.txt were updated. The update additionally includes Felix Riley's audio clips, suggesting that Dust II was originally planned to be featured in the Hydra Campaign.[4].

On 9 October, the Official CSGO twitter account and CSGO Instagram announced the upcoming depot beta testing[5][6] for the reworked map. The announcement was accompanied by a screenshot of the new map, which Jess Cliffe confirmed was taken near T spawn to way to tunnels.[1] Dust II made it to the beta depot a day later where it underwent bug fixes.

On the October 18, 2017 update, the revised version of Dust II was released.

On the June 18, 2019 update, in honor of the 20th anniversary of Counter-Strike series, the retro version of Dust II was released.

更新历史

June 10, 2020
  • Flipped B site doors
  • Simplified background when looking from B tunnels towards truck in mid
  • Changed fog start distance from 1000 to 512, changed max density from .2 to .4
  • Raised windows by A site ramp to make characters stand out more
January 29, 2020
  • Opened up skybox from B halls towards site
March 29, 2018
  • Removed one-way wallbang from CT spawn up to cat
  • Fixed some minor bugs
  • Fix for mip bias exploit
November 8, 2017
  • Increased overall luminance 20% for all Kasbah materials and models for visibility.
  • Fixed missing textures on some polygons of tarp model.
  • Fixed flashbangs not blinding player through chain-link fences.
  • Fixed edging around Kasbah alcove window which had shadowing artifacts.
  • Adjusted penetration value for wood doors.
  • Fixed wallbang values on Mechanique Generale.
  • Fixed ambient lighting values at CT spawn entrance.
  • Smoothed out clipping on block stack at Mid.
  • Fixed some models that were embedded in the ground.
  • Fixed dev text on loading screen.
  • Fixed cover props at B site that would expose player feet.
October 27, 2017
  • Adjusted bullet penetration value of wooden doors
  • Smoothed out ground displacements for more predictable grenades
  • Adjusted shadow ambient color temperature
  • Clip improvements to curbs
  • Refined stairs at Cat to Short for movement
  • Refined Window cutout model on B Bombsite to remove head shaped shadow
October 24, 2017
  • Performance optimizations on low-end and medium-end computers.
  • Removed windows and awning on Catwalk for visibility.
  • Moved door awning on Short A for player movement.
  • Fixed slit in boxes in Lower Tunnels.
  • Removed small port hole windows from towers at Short A for visibility.
  • Removed grain sack from Bombsite A.
  • Removed awnings from Salon on Long.
  • Grenade Clipped stone trim pieces.
  • Fixed room at CT Spawn eating weapons.
  • Moved windows and conduits from wall looking from CT Ramp to Short A.
  • Fixed a number of small holes in the world.
  • Fixed fade distance on barrel at Mid.
  • Upped light value on a number of windows for visibility.
  • Lowered noise and contrast on some texture sets for visibility.
  • Fixed non-precise clipping on dumpsters at Outside Tunnels.
  • Set ‘surfaceproperty’ on Cars to ‘metalvehicle’.
  • Addressed visibility on Pit.
  • Removed rollup door on Salon for visibility.
  • Fixed some noisy walls in Tunnels for visibility.
  • Addressed some visibility issues in Back B Plat.
  • Upped contrast for some cover props at Bombsite B.
  • Fixed clip that players could get stuck on in Pit Plat.
  • Updated radar to reflect building at Car.
  • Fixed errant displacement at Side Pit.
  • Added a few rooftop faces that can be seen while boosting.
October 20, 2017
  • Fixed sun not showing..
  • Smoothed out terrain by CT spawn to allow smoking off from X-Box.
  • Removed taxi sign from certain car models.
  • Cleaned up alpha painting on Tunnels building for player reads.
  • Added window shutter above Catwalk.
  • Fixed glowing CT player models on low end settings.
  • Adjusted fog values.
  • Cleaned up player reads from CT Mid up toward Suicide.
  • Improved collision of cover props at B Bombsite.
  • Fixed bad surface property sounds on cover props at B.
  • Some clipping refinements.
  • Fixed a few wall-bang bugs on buildings.
  • Grenade clips added to CT spawn.
  • Fixed small walls at Outside Tunnels not being reliably jump-able.
  • Adjusted a number of models that were not lined up properly.
  • Fixed interpenetrating barrels at Mid.
  • Fixed some crates at A there were hanging players up.
  • Smoothed out wall behind Car at A.
  • Fixed displacement that had too high an angle at CT Ramp.
February 3, 2017
  • Fixed various spots where C4 could get stuck
November 29, 2016
  • Removed barrels from Dust2 radar.
November 28, 2016
  • Removed barrels outside of doors leading into B site
  • Blocked visibility through some props around A site
  • Fixed some spots where C4 could get stuck
  • Fixed some minor graphical bugs
September 3, 2015
  • Fixed a spot near mid doors where C4 could get stuck
  • Fixed some texture bugs in A site
  • Raised lamp near T spawn towards mid
  • Added commemorative grafitti
July 9, 2015
  • Fixed 30 exotic spots where C4 could get stuck[1]
April 15, 2015
  • Fixed a bug where a spot in Long A had the wrong radar name.
March 31, 2015
  • Opened up skybox around Long A double doors, Catwalk and Short
  • Improved visibility around blue car in Long A
  • Fixed render distance on a crate in CT spawn
January 8, 2015
  • Fixed bullet penetration through arch models in tunnels
  • Fixed collision for door top of mid
  • Added Goose to Goose
September 2, 2014
  • Expanded bomb plant zone at Bombsite A to include outside of boxes
  • Smoothed out collision on door to Bombsite B
July 10, 2014
  • Replaced all game-play affecting double doors with the new metal ones.
  • Fixed some bad geometry in various places that allowed bullet penetration when it shouldn’t.
July 1, 2014
  • Fixed some spots where C4 could get stuck.
  • Reduced post processing effects.
March 26, 2014
  • Removed some small gaps between crates in Bombsite B
March 6, 2014
  • Fixed tiny gaps between boxes in Bombsite A
  • Fixed killer box in Bombsite B
February 5, 2014
  • Removed dark texture near tunnel stairs.
  • Removed sky collision over building near T spawn.
  • Covered up shadow that looked like a player near CT spawn.
  • Fixed invisible ledges on curved corners.
July 3, 2013
  • Improved visibility
  • Bug fixes

Achievements

Map
文件:Dust2 Map Veteran css.png Dust2 Map Veteran
Win 100 rounds on the DE_Dust2 map.

Global Expertise
文件:Dust2 Map Veteran csgo.png Dust2 Map Veteran
Win 100 rounds on Dust2.

Trivia

General
  • Dust2 has had several appearances in the Guinness Book of World Records as the most inhabited video game environment by cumulative gameplay hours.
Counter-Strike
  • A graffiti saying Goose can be found at bombsite A. This is a reference to Minh Le "Gooseman", the co-creator of Counter-Strike. A similar graffiti can be found the original Global Offensive version.
  • A graffiti on one of the doors says "Macman", a reference to texture artist Chris "MacMan" Ashton, who helped to texture the map.
  • A hidden developer note from map creator Dave Johnston thanking everyone in the making of Dust2 is hidden near the Counter-Terrorist Spawn Zone, visible only with noclip or free look.
  • Another hidden message dedicates this map for Justin DeJong.
  • The map features "Random Tiling Textures", which changes every time the map is loaded.[7]
Source
  • Bombsite B contains a text written in Farsi, saying "فریمن اینجا بود". It means "Freeman was here", a reference to Gordon Freeman, the protagonist of the Half-Life series. This text can also be found in the original Global Offensive version of the map.
  • A text saying "سي اس سوس" can also be found. It is literally pronounced "Si As Sos", similar to the pronunciation of "CS: Source".
Global Offensive original
  • The Global Offensive Beta version of the map was made on the Source 2 engine, but was ported back to Source engine because most players had computers that were not powerful enough.
  • A graffiti located top of mid showing a T with 4 AWPs was added after an incident in ESL One Cologne Grand Finals where the team Fnatic playing T side bought 4 AWPs and simultaneously peeked the CT sniper looking down mid.[8]
Global Offensive revamped
  • The song "Santoor and Tabla at Assi Ghat, Varanasi" by Samuel Corwin can be heard playing near T spawn.[9]
  • At Goose, the Goose graffiti has been changed into a graffiti of an actual goose saying "إوز", which means "geese" in Arabic.
  • One of the trash cans has the name "الدار البيضاء" on it, which is the Arabic name of the Moroccan city of Casablanca.
    • The license plates shown on cars bear a strong resemblance to the ones used in Morocco. The regional code (the rightmost digit) is "6", which is the regional code of the district of Anfa, Casablanca.[10]

参考 

注释与外部链接

  1. 1.0 1.1 Jess Cliffe's Reply on Reddit
  2. Johnsto - The Making Of: Dust 2
  3. lights.rad
  4. hydra_guardian_start_dust2_01.wav, hydra_guardian_start_dust2_01_alt01.wav, hydra_guardian_start_dust2_02.wav, hydra_guardian_start_dust2_03.wav, hydra_guardian_start_dust2_04.wav, hydra_guardian_start_dust2_05.wav
  5. https://twitter.com/csgo_dev/status/917509823633154048
  6. https://www.instagram.com/p/BaCw52wFkPt/?taken-by=csgo_dev
  7. Half-Life - Random Tiling Textures on YouTube.com
  8. https://www.reddit.com/r/GlobalOffensive/comments/3jk53t/the_new_graffiti_on_dust_ii/
  9. Game files
  10. https://en.wikipedia.org/wiki/Vehicle_registration_plates_of_Morocco