Counter-Strike 2

Counter-Strike 2

Guild [WIP]
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Update: 26 Jul @ 3:01pm

- see for yourself

Update: 9 Jun @ 4:10am

- spawns for both teams moved further back to give the map more time
- A ramp flipped
- B long reworked with progressive cover
- tunnels connecting to B long only, its a thing on its own now fully separated from mid
- mid simplified, instead of jungle its now with B con that has a drop or requires team boost if from B main
- mid doors
- A con rerouted, entrance to mid from there stays more or less the same but the entrance into it from A main changed
- A main entrace redued to singular and widened
- A main choke narrowed down
- slightly increased negative space on some buildings
- overall summed up opposed to the previous version => less connections, slowed down for more time, more defined chokes and space amount variations

Update: 13 May @ 3:25pm

- overal widened corridors or turned corridors into areas that breathe more
- more depth/options again to a few areas
- A site less claustrophobic
- introduced the jungle area connecting under, mid and hallways
- mid turned into a crossfire cross from tower to mid stairs besides the palace to mid boxes crossfire
- redefined B long
- B site bigger and more breathing space
- overall more long range angles
- shortened T rotations
- A ramp less steep and CT spawn lowered less

Update: 5 Apr @ 2:59am

c4 blast radius to default

Update: 5 Apr @ 2:46am

c4 blast radius to default

Update: 1 Apr @ 12:33pm

- better angles on mid
- env and sky lighting

Update: 27 Mar @ 3:12pm

- more time for CTs to spread out on the map
- way less cubbies and if then shallowed out
- redefined mid control
- removed underpass lane
- meshed tunnels and mid with ladder together
- less progressive cover
- simplified and more streamlined routes
- narrowed areas some more, overall less playspace to cover
- shuffled cover on A
- heavily simplified B and brought closer to rest of the map
- shortened rotational timings

Update: 3 Feb @ 5:59am

=> fleshed out B Tunnels more, added cubbies and doors for less exposure and better holding
=> fleshed out Palace more, better movent and more angle options
=> isolated angles from Window into upper Underpass route, they open up only when on Scaffolding
=> little stuff like more angled woord corners for utils

Update: 28 Jan @ 3:34pm

Palace => -1 connection, simplified into 'S'

Overpass, Underpass => both have more distinct roles now, restricted connection with Window and Scaffold

Underpass => Squeaky gone, B Tunnels instead

Update: 21 Jan @ 4:43am

just a thumbnail change