Counter-Strike 2

Counter-Strike 2

de_wiggleroof (WIP)
Showing 1-10 of 10 entries
Update: 6 Jul, 2018 @ 8:56am

~lowered squeaky to avoid seeing foot shadows

Update: 2 Jul, 2018 @ 11:15am

+added overlays to bombsites
~edited navmesh a tiny bit to add dropdown and help some bot stuck spots

Update: 28 Jun, 2018 @ 10:41am

+radar is back baby

Update: 27 Jun, 2018 @ 11:30am

+added mid window room for CTs to have a strong but slightly limited holding point for mid
+added roof over mid to A connector for molly plays

Update: 24 Jun, 2018 @ 2:48pm

~pulled in both sites to reduce emply space and obnoxious open areas
~made A site entrances into 1/1.5 entrances with a jump that exposes you to go upper, making the site much more managable for CTs, hopefully streamlining and simplifying defending significantly
+added a squeaky door at the end of donut going into B site, making defense easier, with a little hole above it for nade strats
~made half door into B only provide one way past the stone wall instead of 2 to give CTs fewer entrances to watch, and now they can watch over the wall from close by for a strong angle that is counterable by someone pushing out squeaky
~made half of the CT entrance to B into an upper walkway, providing more options for CTs rotating through spawn, as well as creating a new angle to watch either halfdoor or mid connector
+added full body wall cover to upper B, a la long to A on cobble, with a slanted out roof for nade strats, giving CTs a place to play more conservatively and safely but still with reasonable risk to very aggro pushes or incendiaries
~shortened rotates through CT spawn by pulling in and chopping off the corner of the far pillar thing
-removed the weird mini roof thing


basically a pretty huge change to both sites, prioritizing the CT experience, making defense more viable. might still not be enough but it's at least a start

Update: 21 Jun, 2018 @ 10:23am

+railing on overpass
~fixed some unintended pixel angles through fences
+added cosmetic doorway in mid

Update: 20 Jun, 2018 @ 9:59am

+added tower in mid and overpass by A to add vertical identifiable landmarks
+added half-door under B bridge to break the insanely long sightlines from CT entrance
+added some cosmetic boxes behind fence at B
~changed A site to be a semi-indoor area to make it feel more like an actual bombsite rather than a random corner
+Added a fence to one of the mid to A routes to simplify defence for CTs
+Added a box for full body cover at the bottom of mid drop
+Added lore props for how the CTs got into the map
+Added raised wall section to the spot just after the B bridge to give full body cover for Ts and to break up long sightlines
+lots of clipping and stuff like that
~probably other stuff I've forgotten, I don't log this very well

Update: 1 Jun, 2018 @ 12:10pm

+clipped stuff
+added radar

Update: 1 Jun, 2018 @ 9:16am

+added dropdown
~made cts take longer to cross A site bridge
+added mid boost

Update: 31 May, 2018 @ 6:07pm