Counter-Strike 2

Counter-Strike 2

Opal
69 Comments
Bhoppi 20 May, 2023 @ 10:43am 
In my game the sea is black too. Please fix it!
AraNix 16 Dec, 2021 @ 8:18am 
The water at T spawn is black for me pls fix
ANGELA 30 Jun, 2021 @ 1:46pm 
💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜
💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜
💓💓💓HAVE A GOOD DAY !💓💓💓
💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜
💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜💜
gntr  [author] 3 May, 2019 @ 2:58pm 
Hey @ᛃ eljesT ☭

Thank you for your feedback! I'm currently working on a big update addressing these concerns.

I'm documenting the whole process over on Mapcore:
https://www.mapcore.org/topic/20826-opal/?page=5

Thanks again!
Stop stalking hoe 27 Apr, 2019 @ 7:14am 
Veri Gud map
Liv 19 Jan, 2019 @ 11:26am 
i don't know how to say this nicely, but did this map have ANY playtesting before getting detailed? it takes 7 years to rotate, and theres no way to get to b without crossing huge open sightlines. the area around a is so huge and open, and the T's have control of it from the very start.
Squidski 14 Jan, 2019 @ 7:23pm 
Hello, I recently played a match of your map in the Mapcore Hub, and I think you should know that the staircase right in front of A is not solid to grenades. They can go right through it both ways
gntr  [author] 9 Nov, 2018 @ 6:04am 
Thank you for your feedback @Bhoppi ! Just uploaded a fix for this bug, v1.15.1
Bhoppi 8 Nov, 2018 @ 6:05am 
Nice update, but the flag and the pole are black in my computer.
gntr  [author] 19 Aug, 2018 @ 3:58pm 
v1.12
-Added slope clip brushes around benches on BSA, to step on them instead of getting stuck
-Remove clip brushes on pots on BSA, and moved them in a way that makes players that crouched on top of it more visible
-Removed collisions on some ceiling props in the underground areas, since we could knock our head against when jumping
-Fixed an issue where player could plant bombs on top and under benches on BSA

-Improved lighting in "staircase room" near T-spawn
-Improved lighting in "storage room" near CPB
-Fixed some rendering distance issue with some static props
-Added a gate in an alley in mid
-Replaced textures in CPB room
-Improved look of some house facades
-Added tire tracks on road in certain areas
-Fixed a shading issue in room that leads to BSB, CT-side
-Fixed some shadowed "black surface" issue on certain brushes
-Fixed an issue where a sign near CT-spawn had mirrored lettering on one side
gntr  [author] 19 Aug, 2018 @ 3:37pm 
I submitted a fix for the issue. Thank you @Mazek!
gntr  [author] 15 Aug, 2018 @ 7:14pm 
@Mazek Thanks for letting me know, fixing this asap!
mazeK 15 Aug, 2018 @ 4:46pm 
I don't know if i'm the only one, but since the last update i've got black textures: https://imgur.com/a/m0M6ryp
Awesome map btw gj :D
(ง •̀_•́)ง 25 May, 2018 @ 5:45am 
Nice map!
gntr  [author] 2 Apr, 2018 @ 8:55pm 
v1.11
- Re-shaped the "memorial plaque" cover on bombsite-A
- Added a another cover on bombsite-A, facing chokepoint-A (the platform with the 2 stairs)
- Moved up a ceiling vent in storage room, since we could knock our head against it when climb on top of objects
- Reshaped ceiling at chokepoint-B to make slightly easier to chuck grenades
- Fixed an issue where we could stand on the border of a planter in a corner of bombsite-A
- Replaced chairs at seacliff with new custom chairs

- Re-Added places names - These names will be used to describe certain areas in change notes from now on
- New ambient sfx on electric boxes in the underground areas
- New ambient sfx on some ceiling lights in the underground areas
- New ambient sfx on pipes in the underground areas
- New ambient sfx on the "observation room" at bombsite-B
- New room tone sfx in several underground areas
- Added more seagul ambient sfx on T-spawn
gntr  [author] 28 Mar, 2018 @ 1:29pm 
(See Change Notes for full list of changes)
gntr  [author] 28 Mar, 2018 @ 1:28pm 
v1.10
- Removed small gap between stairs and building on the A-site side of the CPA platform
- Removed "pipe" shape on CPA platform, reducing the effectiveness of Ts on chokepoint A
- Removed a cover on B-site (forklift with stacks of barrels), makes for less angles to check when defending the site
- Made the wall in the corridor that leads CTs to B-site simpler visually, to improve readability
- Improved shape of the round balcony on A-site, to reduce the effectiveness of the Mid to A-site alley
- Lowered bushes that are in the "vespa planter", on the CT side of Mid, to improve readability
- Fixed an issue where bots could get stuck and keep jumping in an area of the Mid interior house

- Fixed an issue where the top part of the tower on A-site would sometimes disappear based on camera angle
- Fixed an issue where the "chalkboard menu" prop on CT-spawn would not render correctly (z-depth issue)
gntr  [author] 8 Mar, 2018 @ 7:52pm 
Thanks for the kind words :) There's still many improvements on the way!
matig 25 Feb, 2018 @ 1:45pm 
nice map:)
dan1el 22 Feb, 2018 @ 11:20am 
nice
Rebug 22 Feb, 2018 @ 2:21am 
nice mapp bruhh
Enfield 21 Feb, 2018 @ 6:34am 
nice map !!
NIKED 18 Feb, 2018 @ 11:10am 
fantastic map!
999 17 Feb, 2018 @ 12:21am 
nice map
gntr  [author] 15 Feb, 2018 @ 9:54pm 
v1.09
-Added more clip brushes to smooth out surfaces where we would snag, in several areas
-Fixed some issues where we could stand on trims in front of some houses by using the boost jump technique
-Added logic that plays a sfx when shooting on bells, on the tower near the T side of Mid

-Reworked arches and gave them a better shape, (e.g. the arch over the street in Mid)
-Replaced railings on some balconies, to have a better variety around the map
-Reworked ramp tunnel that goes up to SiteA
-Reworked Mid-SiteB connector (the small ramp corridor that leads straight to the site)
-Added more windows on houses that are outside the play area (some of them still had none...)

-Reduced file size on the workshop from roughly 250mb, to 24mb (yep... 10 times smaller)


(These are the main changes, see the Change Notes section for more info...)

Major improvements are on the way with v1.10 - I want it to be the largest update ever for the map!

Thanks for playing!! <3
sexybabyray 14 Feb, 2018 @ 10:50am 
Nice :D
laitus 10 Feb, 2018 @ 6:49am 
Really nice
lisu 8 Feb, 2018 @ 4:52am 
good map!
Kid Strumf | ChallengeMe.GG 5 Feb, 2018 @ 3:07am 
Good job man, fantastic map!
Pingu 5 Feb, 2018 @ 2:10am 
Nice map! Hope to see it in-game! :steamhappy:
Happy Sudoer 5 Feb, 2018 @ 2:09am 
I love this map! :HPBoot:
NoName!@# 4 Feb, 2018 @ 8:03am 
Great map!
kroka 4 Feb, 2018 @ 3:39am 
nice map
gntr  [author] 29 Jan, 2018 @ 12:11am 
v1.08
- Added 1 more horizontal hint brush across the whole map, to help with optimization
- Added a climbable vine that allows CTs to easily access the high ground in Mid when moving from spawn
- Added holes on the CT side of the sky bridge in Mid, to give more possibility when rotating to Bombsite B
- Removed 1 of the 2 traversable windows in the house on the high ground in Mid
- Removed the ladder brushes on the traversable windows in the house in Mid, felt annoying according to feedback
- Added several "Block bomb" brushes, to prevent the bomb from getting stuck when dropped in certain areas
- Slightly increased the height of the "counter" in the restaurant area near Bombsite A, to create a better cover
- Added more overlays and small details across the map


(Not everything could fit in here, see the Change notes section for more info)

Special thanks to @Vizo, for the help with the public playtests. More changes are on the way, based on the feedback given by players!
ldekiios. 24 Jan, 2018 @ 6:02am 
like
kolembaun 20 Jan, 2018 @ 2:37am 
like that!!!
Unicorn Poop 19 Jan, 2018 @ 11:48am 
Really well made map!!!
gntr  [author] 16 Jan, 2018 @ 10:03am 
v1.07
-Fixed several issues where players could get out of the play area by "run boosting" (Thanks @mackatozis)
-Fixed an issue where grenades would not collide with stairs, and simply fall through them (Thanks @Bungalow)
-Added several horizontal hint brushes, to make the environment get streamed in and out in a more granular way (increasing performance)
-Greatly reduced distance at which detail props can be rendered (increasing performance)
-Decals pass (Namely paint stripe decals, and a new fallen leaves decal)
-Added more dirt and weed detail props
-Added more invisible brushes, to prevent player from getting stuck while sliding along surfaces
gntr  [author] 12 Jan, 2018 @ 2:37pm 
@Bungalow

Thank you for your help! A fix for this bug will be included with v1.07

Cheers!
Campender Rusher 11 Jan, 2018 @ 7:31am 
I gave your map a thumb up, because people should ackknowledge this work and that we can play it.
Such a thumb doesn't hurt, but honor your work.

This is my THANKS to the mapper.

greetings Campender Rusher
Bungalow 10 Jan, 2018 @ 10:17am 
https://www.youtube.com/watch?v=k0EDNr5cUBU
Man, you have to fix these bugs
gntr  [author] 8 Jan, 2018 @ 3:59pm 
v1.06
-Added max render distance to props outside the play area (except skybox), which should help with performance
-Added more brushes to create more granular visleafs, and stream/unstream the map in smaller chunks
-Fixed an issue where players could climb on top of horizontal wood structure at bombsite A
-Fixed an issue where players could boost on top of a wall lamp at CT-spawn, and possibly go off-map
-Added more details to the facade on some houses
mackatozis 2 Jan, 2018 @ 12:20am 
See you there :)
gntr  [author] 1 Jan, 2018 @ 5:56pm 
@mackatozis

Hey, great idea! I submitted it :)

Thanks for the heads up!
mackatozis 1 Jan, 2018 @ 2:56am 
Could you submit this map for the Community Night event on reddit? Also keep up the good work!

https://docs.google.com/forms/d/e/1FAIpQLSeJMBuiqVOaHo_eetpedk-GyaUZ7PTCOD0qk0WOVz4IEyWyAA/viewform
gntr  [author] 25 Dec, 2017 @ 4:34pm 
v1.05
-Added fog (very subtle, to create a blue atmosphere)
-Decals pass, especially in mid and in the underground areas (Thanks @z0ro4rk)
-Added decorative a door at CPB
-Added small patches of grass on the streets
-Added more details to some house facades
-Significant art pass in CPB connector (the industrial room with the metal staircase)
-Added new props (clay pots, shop signs and animated Greek flag) in the streets
-Fixed an issue where a large part of the skybox near TS would be fully shadowed
-Updated position of small rectangular hole in wall on BSA (it gave CTs and exploitable LOS)
gntr  [author] 23 Dec, 2017 @ 1:13am 
@bastian06

I'm actually working on performance right now, and I can definitely do something about that - Thank you for clarifying!
bastian06 22 Dec, 2017 @ 12:50pm 
I mean it in that it`s not running good FPS Wise, im running 60 - 100 FPS while every else im running 200 - 350
bastian06 10 Dec, 2017 @ 12:35pm 
Beautifull map, Im not so quick on Map design, Rotations and such and how balanced if it ever became official. But there one thing i can point out and that is CT Spawn Doesnt run that well.
But it is Still a very beautiful map.
z0ro4rk 8 Dec, 2017 @ 3:56pm 
Alright sounds good ^^ I like the part with the blue railing very much. Looks like greek ;) i didnt meant that part. But if you come from CT Spawn and go towards the place with the blue railing and keep going straight forward theres a cement like area with stairs and one way higher and lower. Height in maps is always a good thing, but that spot doesnt feels good or fit in the map. It basically looks like a typical aimmap but the T´s arrive 10 seconds earlier so we cant speak of a fair aimmap xD I would redo this part. Everything else seems fine