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Train returns to Counter-Strike 2 map pool after 3 years

Train returns to Counter-Strike 2 map pool after 3 years

Counter-Strike: Global Offensive
13h
Foo Zen-Wen

Train has finally returned to the map pool after over 3 years. One of the original Counter-Strike maps with a deep history and connection to the fanbase, Train (de_train) was removed in May of 2021 to make room for Ancient.

The last time the playerbase laid eyes on Train was during the era of Counter-Strike: Global Offensive. However, the Train that has returned is not the train you remember.

Train Returns to Counter-Strike after 3 Long Years

Train returns in CS2 in 2024 with rework All Aboard. Train returns to Counter-Strike after a long break. Credit: Valve

After weeks of teasing from the official Counter-Strike X account, one of the worst kept secrets in the community has been brought to light. In one of the scenes from the original CS2 trailer, glimpses of the reworked Train could be spotted but it never arrived when we officially swapped over to Counter-Strike 2 in September 2023.

From the short 13 second trailer, a multitude of changes can be seen, past the obvious lighting and texture changes. B site has been changed significantly, it feels, with the walkway leading from B Heaven lowered much earlier to allow better use of the trains as cover.

Early reports also indicate that 2 of the trains have been removed from the back of B-site, towards the T side, making it more open and exposed as T’s punch in the code for the bomb.

Train CS2 B-bomb site reworked Train B-site has seen substantial changes brought on with the new update. Credit: Esports.gg // Valve

The same could be said of A-site, Heaven no longer exists, removing one of the more cheesy spots for CT’s to hold onto site control. The dual corridors that used to exist at the back of A-site have now been converted into a single entryway that also feeds into and from Ivy.

Pop Dog is now a full corridor that reportedly stretches all the way to the top of B ramp, offering slightly quicker flank and rotation options for CTs and Ts. The angle of the trains have also been altered, making A site less of a series of ‘channels’ and more of a proper bombsite with angle variance.

No Changes to Competitive Map Pool

Despite the elating news, Train has not returned to supplant widely disliked map, Vertigo. This is most likely due to the Shanghai Major, which has its RMRs currently underway. Instead, Train will be available in both Casual and Competitive game modes.

Overpass Sees Sizeable Changes Alongside New Update

Overpass also sees its first round of changes since exiting the map pool back in April. A multitude of minor changes have been brought to the map to overall improve visibility and playability on the map, including the deletion of several map models. However, Overpass is not expected to return to the Active Duty Map Pool anytime soon.

Alongside the map changes, the new patch also includes the rotation of some community maps, some quality of life changes and animation changes. The full CS2 patch notes have been included below.

Counter-Strike 2 November 13th, 2024 Full Patch Notes

Damage Prediction

  • Added damage prediction settings. Damage prediction allows clients to immediately play the audio/visual effects of inflicting damage without waiting for confirmation from the server. Damage prediction can make shooting feel significantly more responsive, but comes with the risk of occasionally being wrong (e.g. due to aim punch, tagging, or a death that your client isn't yet aware of).
  • Predicted body shot effects (disabled by default), head shot effects (disabled by default), and kill ragdolls (enabled by default) can each be toggled separately.
  • Damage prediction is not active when you have high ping.

Animation

  • Updated the third-person animation that plays when a player is blinded by a flashbang. The animation now accurately represents the player's visibility level, and the pose will only show the player's arm covering their eyes when they are completely blinded.
  • Fixed a case where legs weren't animating correctly while taking damage.

Graphics

  • Added ambient occlusion for first person legs to better ground them in the environment.
  • Performance optimizations for molotov and incendiary effects.

Grenades

  • Added axis labels to the grenade line-up reticle tick marks.
  • The grenade preview camera now shows the result of a jump throw while the jump button is held.

Map Guide

  • Added a map guide for Train, which demonstrates four simple Terrorist grenade line-ups. To load a map guide, go to Play→Practice and toggle "Load Map Guides" on.
  • Added concommands annotation_* which enable the creation, saving, and loading of map guide nodes and files, which are stored in /annotations/.

Miscellaneous

  • New game settings for radar map blending and background opacity.
  • Fixed a case where progress from a previously completed Armory Pass would show during activation of a new pass.
  • Fixed a regression with Chinese input via the Microsoft Input Methods.
  • CSTV now allows setting tv_delay and tv_delay1 to a value smaller than 6 seconds.
  • Charm Template number is now available in Charm descriptions.

Maps

Train

  • Added Train to Competitive, Casual, and Deathmatch modes.

Community Maps

  • Added Basalt and Edin to Competitive, Casual, and Deathmatch modes.
  • Added Palais and Whistle to Wingman mode.
  • Removed Thera, Mills, Assembly, and Memento from all game modes.

Ancient

  • Fixed some lighting errors.
  • Fixed some collision gaps.
  • Fixed some bad wall bang spots.
  • Fixed a stuck spot.

Italy

  • Fixed some bad boost spots.

Mirage

  • Fixed a pixel peek.

Overpass

  • Visual updates to canals area and B-site.
  • Rework of heaven drop down mechanics.
  • Performance improvements, particularly in canals area and B-site.
  • Added a sign that blocks a bad line of sight from long boost to CT spawn.
  • Removed small fence at the edge of party/picnic that interfered with visibility to train station.
  • Removed some geometry under wrecked truck that looked like player legs.
  • Replaced some windows with opaque surfaces in train station to remove bad lines of sight.
  • Deleted a tree that interfered with a line of sight.
  • Moved one of the crate lids on A-site to block a bad line of sight.
  • Removed some lamps that could look like player heads at A-site.
  • Removed some trees and objects around park and train station that prevented players from backing into certain useful spaces.
  • Removed a chain link fence in alley that made players hard to see.
  • Adjustments to fog and decreased the distance at which character models get an increased visibility effect.
  • Made shelf in heaven look less like a player.
  • Adjusted props and lights in heaven to reduce noise and make players brighter.
  • Removed handcart behind barrels at B-site so players can back into the corner.
  • Adjusted collision around barrels for better player movement.
  • Added light behind barrels for better player visibility.
  • Fixed weird collision on barrel that made for inconsistent wall bangs.
  • Fixed bad graffiti rendering at B-site.
  • Removed concrete block behind the cement bags at B-site for less awkward player movement.
  • Set many smaller props to exclude player movement and grenade bounces.
  • Fixed some pixel peeks.
  • Small visual updates throughout the map.

Shoots

  • Performance improvements in some areas.

 

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Featured Image Credit: Valve


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