Counter-Strike 2

Counter-Strike 2

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Archipelago (Wingman) - Test Version
   
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Game Mode: Wingman
Tags: CS2, Map
File Size
Posted
Updated
46.774 MB
19 Jan @ 4:08pm
26 Jan @ 1:26pm
4 Change Notes ( view )

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Archipelago (Wingman) - Test Version

Description
its a wingman map

would love feedback ♥



[1/19/2025]
hey! :)

i'm already in the process of fixing a lot of the clipping throughout the map (mainly t spawn and the t roof area), but there's already a few other things being worked on for a future update!

- adjusting the bombsite region to wrap around the entire pillar, allowing people to plant on all 4 sides of the pillar, instead of just 2.

- adjusting the window that pokes out of the top of the window frame at t roof.

- adding clipping to the two lights near the ct rock area, allowing players to jump onto them if they'd like.

i'm also questioning 1 of 2 options with the balcony/dock area over by t spawn. i've noticed t's have wanted to 'run-boost' a player over the water and onto the side of site near the cubby. i've contemplated adding a visual identifier to help players know the area can't be crossed, but seeing how players are wanting to attempt it, i'll more than likely also be opening up the cubby on site and making it 'run-boostable' for t's, while also still keeping it a safe spot for ct's. i still have to figure this one out though, any other updates/fixes mentioned are likely to go live sooner than this change.

i also made the map originally in 24/48 hours just as a concept, but i just kept working on the map by the time i ended up with a 'finished product', i hadn't even changed the original file name to archipelago. i originally wrote the map file as 2025, but since i couldn't use numbers, the map file is just twentytwentyfive, lol

that'll be fixed as well with the new update.

if there's anything else you can think of, please feel free to leave a comment. thanks!! ♥



[1/22/2025]
hey!

i've updated archipelago to its latest version and i'm pretty certain its at what i'd consider to be a "final version", but if there are any other ideas/suggestions, please feel free to comment them :D

- resized bomb_trigger to let players plant behind pillar on site

- fixed tiny window gap near t-roof/bar

- added a bomb_reset_timer so the bomb doesn't get stuck in water if dropped

- added additional out of bounds clipping to rooftops/walls/stairs to smooth out the experience

- added clipping to the 2 lights near the stray rock nearby ct spawn

- added a small crate nearby t apartments/balcony area, allowing players to jump back onto the railing and retry a failed jump instead of having to wrap all the way back around the stairs

- expanded upon the cubby on site, allowing t's to 'run boost', while allowing for ct's to take a powerful, but also vulnerable position close on site (this change still requires some playtesting to possibly adjust/balance some things out, but the change is in the map right now for people to test out and see how they feel about it)

i think the only thing left to do is to add a mini-map to help with readability. that should hopefully be added before the end of the week.

thanks again! i've also started planning out a layout for another wingman map, possibly something outdoorsy/green themed, but more to come soon! :)



[1/24/2025]
hey!

wow, we reached 100 subscribers on the map. thank you so much!!! ♥♥♥
while i've been quietly working on a new map for a few days, i've also been making some small quality of life changes with the map. i'm also working on creating a minimap for the map, so hopefully that'll be done by this weekend.

- added terrorist_team_intro and counterterrorist_team_intro screens as well as team_select screens for the matches start/end/halftime cinematics.

- slightly adjusted the window near t roof, allowing players to walk through without having to crouch or awkwardly jump/crouch to get through it.

- added small "no swimming" signs near common fall spots in the water to help players with learning areas that are off limits.

- added a tiny rock nearby the balcony/cubby area for players to stand on, allowing players to make the jump slightly easier, as well as allowing for players to hold a passive angle in standoff/post plant/retake scenarios. i'm starting to like the new balcony/cubby area, but i still feel like it could be a little small and leave little room for opportunities. let me know what you think! :)

thank you again for 100 subscribers on archipelago! with the map being pretty much final (though i'm still questioning the cubby/balcony area and still need to add a minimap) i can't think of much else to add at this point. once again though, please feel free to leave any suggestions or recommendations in the comments ♥



[1/25/2025]
hey!

just a tiny update, i had noticed this early on and completely forgotten to update it. there was a rendering bug where if a player dropped a smoke grenade and there was water behind the smoke, any players would be completely visible, similar to csgo's original smoke bug where players would be visible when a high explosive grenade would hit the smoke, but this time it was constant. this has been fixed, as well as tiny ladder/player clips that was visible from certain angles (ex. the sides/back of the ladder clip near t spawn, and the sides under tiny clip the window near t roof)

>> 𝙩𝙝𝙖𝙣𝙠 𝙮𝙤𝙪 𝙨𝙤 𝙢𝙪𝙘𝙝 𝙉𝙚𝙗𝙪𝙡𝙪𝙨 𝙛𝙤𝙧 𝙢𝙚𝙣𝙩𝙞𝙤𝙣𝙞𝙣𝙜 𝙩𝙝𝙚 𝙢𝙖𝙟𝙤𝙧 𝙨𝙢𝙤𝙠𝙚 𝙗𝙪𝙜, 𝙖𝙨 𝙬𝙚𝙡𝙡 𝙖𝙨 𝙡𝙚𝙖𝙫𝙞𝙣𝙜 𝙖 𝙧𝙚𝙖𝙡𝙡𝙮 𝙣𝙞𝙘𝙚 𝙧𝙚𝙫𝙞𝙚𝙬 𝙤𝙛 𝙩𝙝𝙚 𝙢𝙖𝙥! ♥

i'm definitely felt the ct's have had less opportunities on the map. t's have the opportunity to fight 4 different areas, getting almost first contact at each angle. i initially felt that between utility usage, and giving ct's areas on site to take advantage of, that would be enough.

in the coming days, i'm going to take a look at pushing back t spawn, as well as reworking the secondary ct route that leads towards the bar, and how it could possibly be adjusted to give ct's something new to play. i also might consider pushing ct's up, as right now they're hardly able to contest the bar early (let alone the cubby/balcony area). i've liked how ct's can't initially take things like apartments early and how pushing up can almost instantly start a gunfight, but they still feel extremely disadvantaged at not even being able to get to chokepoints.

i've really liked the wraparound near the 't apartments/bar' area and how players have been able to take either area and flank early on. i've considered how this area could be useful in certain scenarios, but in other scenarios i've seen the area (more specifically the bar side with the balcony/ladder/hedge) become harder to use later on in rounds. sometimes it'll be a ct holding at one of the many close distance angles, other times it'll be a ct holding deep with an awp. i want to look at possibly resizing the top of the door frame, and possibly swapping the placement of the hedge and the ladder, allowing players to use the ladder freely from behind the hedge instead of in front of it.

a lot of these changes will come some time next week, but i wanted to address Nebulus' review of the map, as well as get the smoke bug fixed as quickly as possible.

thanks so much for sticking with this project (i have decent experience with the original hammer editor, but i'm still pretty new to the cs2 editor and some things require a 20 minute youtube tutorial, and/or 30 minutes of mental tinkering lol)

i love hearing all the feedback and getting to hear perspectives i would've never imagined, it helps me immensely in both the creation of this map, as well as future maps :)

thank you again!!! ♥


Popular Discussions View All (1)
0
1
25 Jan @ 1:36am
Some feedback on the map
Nebulus
6 Comments
ComqLeX 11 May @ 7:31pm 
Possible to add a mini map?:steamthumbsup:
Some good ideas but maybe need more way and not die in some water of the middle of the map
coke harbor butcher 22 Jan @ 1:46am 
Thanks for sharing, good luck with the map 🫡
ʍⱻɹᴘᴜɐ  [author] 22 Jan @ 12:35am 
hey scatchey!

thanks so much for the positive feedback, i'm glad you liked the map! :D

as far as mapping communities, both the MapInk and EagleOne discord communities are phenomenal imo. the communities are extremely kind, helpful, and there's always playtests going on for mappers. i'd definitely suggest those two, along with the og SourceEngine discord server if you aren't in that one already.

thanks again! :) :heart_emo:
coke harbor butcher 21 Jan @ 8:44am 
Also, do you know any communities for testing maps?
coke harbor butcher 21 Jan @ 8:06am 
Really cool map! love the verticality throughout. Excited to see more of it.