New CSGO Update Brings Back Nuke


As we talked about yesterday a new operation has launched with a new version of nuke. Here’s the full changelog:


  • Operation Wildfire is LIVE:
  • Seven community maps available in Competitive Matchmaking as well as other game modes via the Operation Wildfire map group
  • The Operation Wildfire Access Pass ($5.99) is now available giving access to the following features:
    • The Operation Wildfire coin, upgradeable through the completion of challenge missions
    • An Operation Journal that tracks your stats in official competitive matches and includes a Friends Leaderboard
    • The cooperative Gemini Campaign, featuring replayable missions with individual mission leaderboards.
    • The Wildfire Campaign, featuring 30 missions in Casual, Arms Race, Demolition, and Deathmatch modes.
    • Blitz Missions, global events that grant bonus XP for completing a specific action (must be Private Rank 3 or above to participate in Competitive Blitz Missions).
    • Access to weapon drops from Operation collections: Cobblestone, Cache, Overpass, Gods and Monsters, Chop Shop, and Rising Sun
    • Exclusive access to the Operation Wildfire Case featuring 16 community-created weapon finishes and the all-new Bowie Knife.
  • Nuke has returned (available in Matchmaking included in the Operation Wildfire map group). For more details, visit:



  • The leader’s glow in Arms Race no longer shows through walls.
  • M4A1-Silenced has been added to the rifle section of available Arms Race weapons.


  • Fixed AWP icon to better represent the weapon’s silhouette.
  • The English string “ALIVE” in the playercount hud element is now a localized token.
  • Inventory filter for All Weapons now filters out display items and music kits correctly.
  • Inventory sorting by Quality now better groups items within the same quality by their slot.
  • Updated the Nuke loading screen icon.


  • Fixed particle rain not following the “in eye” player if you were spectating someone.
  • Detail sprites (like grass) have been improved so many more can be rendered for much cheaper.


  • [vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
  • Maps can have multiple radar images based on player height.
  • Added several features to support a new mission type: Co-op Strike (game_type 4, game_mode 1)
    • Added Co-op Strike items: Heavy Armor, Tactical Awareness Grenades, and Medi-Shot.
    • Added new spawn point (info_enemy_terrorist_spawn) for use in Co-op Strike missions to spawn enemies which can specify somethings like unique models, loadouts, behavior, etc.
    • Added an Exploding Barrel entity for use in the Co-op Strike missions.
    • func_hostage_rescue entity is now able to be disabled.
    • Added a Heavy Phoenix enemy.
  • Added item_coop_coin entity that displays how many (of 3) you’ve collected.
    • In Co-op Strike mode, bots will no longer try to path through “blocked” nav areas.
    • Bots can be set to “asleep” in Co-op Strike mode and they will stay put until they see an enemy, take damage or are the last enemy alive.
    • Added a game_coopmission_manager entity to help manage and relay data to other entities/vscript for Co-op missions.
  • The game_player_equip entity has been updated to allow maps to give any weapon to the activator with an argument.
  • prop_door_rotating now blocks nav when closed, locked and unbreakable.
  • Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.
  • Added OnFirstPickedUp, OnDroppedNotRescued, OnRescued outputs to hostage entities.
  • Added a convar (mp_c4_cannot_be_defused) that when enabled, prevents C4s from being defused.
  • Resurrected the HL2 env_gunfire entity.
  • Added two new convars for managing dropped weapons
    • weapon_auto_cleanup_time “If set to non-zero, weapons will delete themselves after the specified time (in seconds) if no players are near.”
    • weapon_max_before_cleanup “If set to non-zero, will remove the oldest dropped weapon to maintain the specified number of dropped weapons in the world.”
  • Added a third option to mp_death_drop_grenade which makes all held grenades drop on death (used in Co-op Strike)
  • Updated weapons in Hammer fgd to use weapon models that match the ones used when spawned in the world. Plus added some missing weapons.
  • Added env_sprite_clientside entity which is just a clientside sprite (doesn’t use edicts).



  • Now available in Competitive Matchmaking, and other game modes in the Operation Wildfire Map Group


  • Fixed DM spawns
  • Improved radar polish
  • Improved visual polish
  • Added physics to fence in Sun room
  • Fixed numerous “pixel walks”
  • Fixed one-way wallbang at mid (thanks TomCS!)
  • Fixed fencing at T-spawn being non-solid (thanks JoshOnTwitch!)


  • Removed wall-lamps that blocked visibility from ticketbooth to mid in bombsite A
  • Removed shelf inside market near bombsite B (thanks TheWhaleMan!)
  • Added a plywood board to bomb-crate in bombsite A to make throwing grenades under scaffolding more consistent
  • Slight adjustments to Safehouse, Lake, and Shoots




Adam is the owner of BC-GB, find him on Twitter. BC-GB is the place to get CSGO tips, news and blog.

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