CS2
Mission Possible CS2 Update - May 2025
Valve released an update for CS2 last night, including several new community maps and some other changes.
Update

Today’s update feels like a “mission impossible”—well, maybe more like “mission possible.” It introduces a variety of community maps, adjustments to map groups, and the launch of weekly missions—something many players have been asking for—among other changes.
Weekly Missions
Now, let’s talk about weekly missions. Each week, players receive a new mission, accessible from two different spots in the interface. When you start a mission, you’ll be queued into the appropriate map to complete it. The idea is to encourage players to explore more than just Mirage and gain extra XP in the process. It’s a fun concept, though not without flaws. Personally, I think the system would benefit from daily missions to keep engagement high between weekly tasks. Valve hasn’t said how long these weekly missions will stick around—it seems similar to how they’ve handled the Armory—yet it’s still a welcome addition.
Of course, these missions need suitable content—and that’s where new community maps come in. The hype began with a cryptic emoji post from Gabe, which I shared on social media. Most predictions were accurate, except for the absence of Cache. Rumor has it the map’s creator, FMPONE, isn’t willing to sell the rights, which could explain why it’s missing—but that’s unconfirmed.
New Maps
Valve keeps an eye on winners from the Mapcore contest, and sure enough, Grail—the first-place entry—has made it into the game. It’s a visual masterpiece and a showcase of what’s possible with Source 2.

Another returning favorite is Agency, the beloved hostage map from CS:GO. It maintains its familiar layout but now benefits from the visual improvements of CS2.

We also get Europe, a map with strong Cobblestone vibes. It’s open, outdoors, and features lots of balloons—adding a bit of quirky charm. It might be the closest thing to Cobble we’ll get in CS2.

Two new Wingman maps are also here. First is Dog Town, which boasts an engaging layout centered around a carousel bombsite. There’s even a Counter-Strike-themed arcade in T-spawn—clearly crafted with love and attention to detail.

Next up is Brewery, a personal favorite of mine. The setting is familiar for me, and the design is straightforward—almost linear—which suits the Wingman format well. Both of these maps are now part of their designated game modes.

A great new addition is the Community Map group—a feature I’ve long hoped for. This playlist lets players exclusively rotate through community-made maps, free from interference by official competitive ones.
Other Changes
Another useful improvement: Valve has added a main menu ambience volume setting. While it doesn’t mute interface sounds, it silences background audio, making the menu feel cleaner. I’ll be setting mine to 0%.
Some of you may point out that it was previously possible to disable ambient sounds using certain console commands on offline servers—then hopping into Premiere mode where the settings would carry over. Diana even built a workshop map to make this easier. But Valve has now closed that loophole, though as always, workarounds exist.
On the audio front, they’ve resolved issues like missing sounds when shooting enemies through smoke, and other gameplay sounds that would cut out or not play. It’s a bit odd since these don’t seem directly tied to the sound delay system—so it feels like a missed opportunity to address that, too.
Lastly, under miscellaneous fixes, Valve resolved a bug related to input bindings and improved how Steam lobby invites work. Now, if you’ve blocked someone on Steam, you won’t receive their invites anymore—which likely means nothing shows up at all.