The latest CS2 patch notes have decreed: the classic Train map is back in Counter-Strike 2, complete with a total visual overhaul and some gameplay tweaks. Train featured in every single version of Counter-Strike, including the OG, Source, GO, and now, 2.
Also included in the latest update are damage prediction settings, new third person animations, updated visual effects, and a heck of a lot more. Let’s take a look at the lot.
Shooting is More Responsive Thanks to Damage Prediction
If you’re not a fan of the server making a call on when you deal damage, and would rather rely on the client, Valve has you covered.
That’s thanks to the new Damage Prediction settings, which you can toggle on now. This allows the client side to calculate your shots without waiting for the server to catch up.
The upside is that everything feels more responsive. The downside, though, is that it can be wrong. You have to judge which you feel is best for yourself.
By default, it’s turned off but you can toggle it on within the settings. You can adjust it by body, head, and kill ragdolls individually.
You can’t use Damage Prediction when your ping is high.
You Can Now Tell When a Player is Blinded
This update makes a vital change to the third person animation that plays when you blind an opponent with a flashbang.
Now, when you see your opponent covering their eyes, that means they are completely blind. If that animation no longer plays, they may only be suffering from partial blindness.
New Maps and Changes
Train has arrived in CS2! You can play it across Competitive, Casual, and Deathmatch modes.
There’s also been a bit of a shuffle on the community maps front, with Basalt and Edin becoming available in Competitive, Casual, and Deathmatch, while Palais and Whistle join Wingman.
Thera, Mills, Assembly, and Memento are now no longer playable in any game mode.
Ancient, Italy, Mirage, and Overpass have all seen fixes and tweaks. Overpass has seen the most considerable though, with a series of performance improvements and changes to mechanics.
Counter-Strike 2 Patch Notes – November 13
Now that we’ve highlighted the major new features, let’s take a look at the patch notes in full, direct from the source.
[ 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 GUIDES ]
- 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/.
[ MISC ]
- 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
Steam
- Performance improvements in some areas.
Counter-Strike 2 Patch Notes – October 29
The latest Counter-Strike 2 patch notes are in, and they focus on jump height consistency. This means you’re no longer guessing if you can make that leap. Not only that, but you should more consistently leap on surfaces close to the maximum jump height.
In a move that will please everyone, if you’re near the C4, CS2 will now prioritise you defusing it versus accidentally picking up a weapon. There’s nothing more frustrating than rushing to defuse a bomb only to pick up a nearby weapon. Especially when it’s a weapon you don’t want. And it’s empty. And you’re being rushed.
But we digress. Rounding up the patch notes are a series of bug fixes, changes to the HE grenade explosions, and adjustments to flinching. It’s a small update, but it’s relatively mighty in terms of what it offers.

Counter-Strike 2 Patch Notes
Let’s take a look at the patch notes, broken down into what they focus on.
Jumping Improvements
The jump changes focus mostly on consistency, as well as fixing a few bugs.
- Jump height consistency has been improved
- For the technical amongst you, it’s now within 0.015625 of a unit regardless of the distance from the map origin at a coordinate of (0,0,0)
- You should now land on surfaces close to the max jump height more consistently
- Your jump height is still affected by your stamina
- When using cl_showpos 2, your stamina at takeoff is colour-coded based on your possible jump height
- The bug that showed incorrect jump height while jumping from sloped surfaces has been squished
- The client will no longer pull you back down during a jump if the server didn’t think you’d jumped. Meanie.
Map Fixes
Just the one map fix this time around.
- Fixed a gap in the geometry in Dust II

Miscellaneous
There are a couple of interesting tweaks here. We love the C4 defusing priority, and being able to clear smoke grenades with a HE grenade could come in useful.
- Defusing C4 is now prioritised over picking up a weapon
- Enemies will now flinch based on where the bullet hits first when you shoot through two hitboxes of equally high priority
- HE grenades now clear smoke within the range of their explosion
- IMPROVED STABILITY
You can read the full CS2 patch notes on Steam.