Counter-Strike 2

Counter-Strike 2

Bali [WIP]
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Update: 30 Sep, 2017 @ 10:04am

v2_2_4:
- Added roofing details to the building at B. Allows for T's to throw nades into site, or CT's to throw nades inside the building.

Update: 29 Sep, 2017 @ 7:43pm

v2_2_4
- Brought back the t spawn fence

Update: 29 Sep, 2017 @ 7:15pm

v2_2_4:
- Added radar
- Added crate in A-connector for a little bit of cover

Update: 28 Sep, 2017 @ 11:37pm

v2_2_4
- Moved CT spawn closer to A, shortening timings by 0.5s - 1s.

- Added a decorative bridge that you walk underneath, near top mid. CT's go through this to get to mid at the beginning of the round.

- Raised the height of CT heaven on B-site, and also decreased how long it took to reach by about 1 second; it is now a much better option for CT's. Because of the increased height, T's can no longer use it to walk around the site. (However, if you can pull off a skill jump from whitebox, you can get into heaven).

- Added a crate in T-spawn that can be used to jump over the fence - if you get a good spawn, this will give you a quicker timing to Middle or B.

Update: 25 Sep, 2017 @ 2:30pm

v2_2_3

- Altered layout to get rid of empty space and remove unnecessary areas.Terrorist paths to bombsites are now shorter, and CT's have a quicker rotation path.

- Added a B-connector, replacing a previous side entry to B-site. This reduces the amount of angles when attacking/defending bombsite B, and slows rotations from mid-to-B and vice-versa.

- Middle was reworked slightly, Terrorists now have three paths once mid-control is gained: a vulnerable path to A-site, a roadway to wrap around CT spawn, and a noisy approach into back-of-B.

Update: 16 Sep, 2017 @ 10:57pm

Lots of clipping for upcoming playtest. Some spots are able to be escaped from only with another player's help, so if playing on no-collision, there shouldn't be any out-of-bounds.

Update: 16 Sep, 2017 @ 12:55am

v2_2_0:

Literally everything has changed! Completely redesigned the map.

Update: 31 Jul, 2017 @ 2:59pm

- Clipped props on B-site
- Clipped ocean (I want the ocean to be a death zone, but there is a bug where the bomb gets stuck when you die. To avoid this I'm just clipping it off for right now)

Update: 30 Jul, 2017 @ 12:01am

=== Overall ===
- Lots of clipping! Movement should be smoother around (1) poles on A-site (2) house on CT->B path (3) other areas with props.
- Added props and details to help make the map easier to play.
- Shouldn't feel as barren anymore.
- Out-of-bounds limits are mostly defined.

=== CT Spawn ===
- Improved path to B site; it now cuts the sightline from spawn and provides cover.

=== B Site ===
- Added a back-of-site CT area to fight long distance (provided you don't get easily smoked off).
- This area can also help survive safely when a bomb-explosion goes off (~20hp is taken when in the far corner).

Update: 27 Jul, 2017 @ 10:50pm

=== Completely new layout ===

== A-Site
- Is now located on the western side of the map, no longer #EastSide
- The route has an immediate left-path option for T's, instead of a late right-path one
- It has been remodeled to make the site itself larger and more fun to play on
- Has a lower beach portion parallel to mid (may be called second-mid? not sure if I want to keep it or not, playtesting will determine that)
- I want to change T-stairs, it's very long and exposed. The route itself is alright, but I don't like being seen from T-main, or from A-site looking down.

== B-site is untouched.
- I want to add a height variation for CT->Back of B, because you can snipe from CT Gate into and past CT Spawn.
- Will add stairs up, (at this point, you are now safe from gate) walk around a closed hut, then ramp/stairs down into Back of B.

== Mid
- Still similar, mostly added on to it.
- It now connects to T's main path towards A-site, and it has a connector in the center going towards CT's main path to A-site.

== CT Spawn
- Is now raised up, will be displaced later
- (The spawn will be in a village with several closed-off huts.)

== T Spawn is untouched.