Counter-Strike 2

Counter-Strike 2

cs_office_revamped
14 Comments
󠁳⁧⁧ Eno 24 Apr, 2019 @ 1:11pm 
Awesome map!
HiSenZ  [author] 14 Oct, 2018 @ 12:07pm 
@TybaltWulf this is the original cs_office layout and size. I just reworked the buildings and look. But thank you for your feedback.
Swarped 🌈 25 Jun, 2018 @ 8:47pm 
Wow, your rework looks very, very good (despite the lags)

I made kinda a "trigger_hostage_reset" for a cs_map i made, if you want it, contact me!
tightTannic 15 May, 2018 @ 11:36am 
- Some areas out-of-the-map are not clipped out (will cause inappropriate spawn points for death match)
- I guess the FPS-drops come from less opimization with hint textures (?), so that a lot of hidden displacements, brushes and entities are drawen. Atleast I thought that while walking though the corridors with "sv_cheats 1; mat_wireframe 3; mat_leafvis 1"

- The feeling about the width of the corridors is probably player dependend, but I hype cs_office because shotguns are worth a buy. At this point the map is more like for AK or AWP -Players

- nav files could need an update

Im very interested in that project because I work on an office-remake aswell, but I think I put it aside by that competition ;)
#absolute v potoke 21 Mar, 2018 @ 3:02am 
This...is...beatiful...
HiSenZ  [author] 14 Dec, 2017 @ 8:28am 
@renzK
thank you for your feedback. :steamhappy: im going to fix the light soon. reducing the corridors would be a lot of work.
if enough people see this as an issue im going to fix this. but for now i stay with detailing - what will reduce the corridors as well.
alicate madeira 4 13 Dec, 2017 @ 3:37pm 
First, i want to thank you, for the best remake/map i ever seen in counter strike so far
I love office and i would love to see it back like this!

But there are some things that i think could be fixed, and i want to give you some feedback!

The light entities in some areas are very bright
( http://i.imgur.com/4rPWwXk.jpg )
I think that in this example, the lighting is perfect, if you can adjust that, would be nice
( example: http://i.imgur.com/CB7UBI4.jpg )

the most complicated thing to change is that, the corridors are too large and too high
( http://i.imgur.com/bPu4PMd.jpg )
it would probably be a lot of work, but in the map, i miss the small corridors of office
( http://i.imgur.com/dUZwPmF.jpg )
It would be cool to be bigger for mobility,etc. But I think it's too big

after all, your map is very nice 👍
SirK 7 Dec, 2017 @ 11:47pm 
Awesome!
Denize1337 7 Dec, 2017 @ 7:00am 
looks really cool hope this map became more attention
CODRE 7 Dec, 2017 @ 3:31am 
this better
HiSenZ  [author] 6 Dec, 2017 @ 8:25am 
@Samcro
now ive to finish it. thanks for you effort. :steamhappy:
Samcro 5 Dec, 2017 @ 9:23pm 
I really hope you finish this. The textures and lighting are great. It's a big redesign and it took me a minute to figure out the original layout. The only criticisms I have about it would be.....

1. The lagging. As you stated, there is a decent amount of lagging when outside. But I also noticed lagging while in the building.
2. Cover. What I mean is that since you expanded the size of the hallways and rooms (specifically by the kitchen and projector room) there isn't mover cover to hide behind. I would add more inanitmate objects; chairs, tables, boxes, etc.
3. The stairs by T-spawn. I noticed the tall stairs by T-Spawn in front of projector room. I think you should make them accessible. It would be a great vantage point and suprise spot to ambush CTs rushing into T-Spawn

Besides that, I think your redesign is fantastic and if possible, I would push Valve to put it into the playable maps for everyone.
123 5 Dec, 2017 @ 9:58am 
looks awesome :steamhappy::steamhappy:
T-R3x3r 4 Dec, 2017 @ 12:58pm 
looks really nice