Counter-Strike 2

Counter-Strike 2

cs_residence_beta
34 kommentarer
Laxxen. | A. Senna 7. juni 2019 kl. 14:20 
Hur länge ska den vara i beta stadie?
Ztridus  [ophavsmand] 7. aug. 2016 kl. 4:28 
@Wanted_ - Yes I agree, but I stopped working on this map three years ago. Thanks anyway ;)
嘉頓藍罐曲奇 7. aug. 2016 kl. 4:20 
Pretty cool, but I think u should block off some of the windows they are too overpowered fot the T-side to defend and shoot the CT outside.
Ztridus  [ophavsmand] 14. nov. 2015 kl. 3:57 
Could very well be ;)
michael porn 13. nov. 2015 kl. 17:11 
I'd like to think this map is further up on the same lake as de_lake :)
nosu 8. sep. 2015 kl. 7:50 
oh, nice :D thank you for the feedback :)
Ztridus  [ophavsmand] 7. sep. 2015 kl. 23:24 
Ah yes, it was part of earlier version of the map but I decided to block it off during later stages of development (but I didn't bother removing it completely). ;)
nosu 6. sep. 2015 kl. 3:30 
stairs*
nosu 6. sep. 2015 kl. 3:30 
under the staits, we found a room :D
Ztridus  [ophavsmand] 6. sep. 2015 kl. 3:23 
I didn't even know there was a secret room?
nosu 5. sep. 2015 kl. 6:31 
how can i reach the secret room?
Ztridus  [ophavsmand] 15. apr. 2015 kl. 11:48 
Lawl, thx! :P
Laxxen. | A. Senna 15. apr. 2015 kl. 10:34 
Sweet as marys sweet ass :D
Ztridus  [ophavsmand] 6. maj 2014 kl. 8:08 
Great, thanks!
le1t1337 6. maj 2014 kl. 6:49 
liked, +1
this map is added to my collection "PUMP YOUR PUBLIC"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=256771524
:)
Ztridus  [ophavsmand] 23. juli 2013 kl. 10:16 
Thank you!
Agris 19. juli 2013 kl. 12:42 
damn, look very nice
☆WJC.昌哥☆ 18. apr. 2013 kl. 2:01 
thanks!
Ztridus  [ophavsmand] 12. apr. 2013 kl. 9:18 
@ 鎮邪委員
Some of the spawns in deatmatch mode is outside of the map bounderies. I will fix that soon, thanks for the feedback.
☆WJC.昌哥☆ 9. apr. 2013 kl. 0:35 
Deathmatch, Birth is BUG, please make map thanks!
Ztridus  [ophavsmand] 9. apr. 2013 kl. 0:16 
@ 鎮邪委員

"bug". Please clarify
☆WJC.昌哥☆ 8. apr. 2013 kl. 23:27 
bug
Ztridus  [ophavsmand] 6. mar. 2013 kl. 5:01 
@rAge

Do you mean that you prefer a larger map with the objectives spread out? For the next update later this week I intend to actually make the map smaller and more focused on the house, with bombsite B in the basement. But if you have other suggestions I might change that.
rAge 5. mar. 2013 kl. 18:52 
i don't like "focused on a house"
Ztridus  [ophavsmand] 2. mar. 2013 kl. 12:23 
Just finished a new update. Changes include:
* Removed the barn, the tunnel and bombsite B (will add a second bombsite in a later update)
* Added support for demolition mode
* Remade alot of the terrain, added two new paths from T spawn to bombsite A (the bridge and over the "mountain")
+ Minor details

Next update will probably include propper terrain, not placeholder dev blocks as it currently is.
Ztridus  [ophavsmand] 26. feb. 2013 kl. 3:02 
I am currently working on the next update (release this saturday) and I'll move both bombsites back to the house again, as it was before. I'll remove the barn aswell, but keep the forest route as an alternative path for flanking.

I might also add a tunnel from somwhere near T spawn to the basement of the house.
simpson_hh 25. feb. 2013 kl. 1:34 
Yes, you're right, that wide area and losed focus for the house is what I don't like now ;-)

Really loved the entrance through the ladder to the tunnel, although the bots couldn't use it...

Thx again for your hard work!
Ztridus  [ophavsmand] 24. feb. 2013 kl. 12:56 
Interesting. I will eventually do a shortened version of the map, in demolition mode with a single bombsite in the house. But that will most likely have to wait until the main map is finished – around mid-April probably. I will not upload the previous version (Feb 17th), but the future demolition version will be very similar and just as intense.

I am not entirely content with the new version of the map though. The main reason is that by moving bombsite B focus has been moved from the house to a much wider area, and the house was intended from the start to be the center of the map. Moving bombsite B back into the house is of course an option.

The barn, where the bombsite currently is, will be removed however. It doesn't really fit with the rest of the buildings. It could be replaced with an unfinished structure (similar to the one on the front side of the house), with building material lying around as cover, should I choose to keep bombsite B in its current position.
simpson_hh 24. feb. 2013 kl. 9:24 
Thank you for the work, but the first Version from Feb 17th (?) was much more thrilling and nicer to play. Closer and more dangerous. Is there a way to upload the previous version as another file here again? Really liked it, one of my favourites...
Ztridus  [ophavsmand] 23. feb. 2013 kl. 12:36 
Thanks! You might want to try the new update I just uploaded then;

The map now has much more focuesed routes instead of just one broad path to the objectives. Changes in the update include:
* Remade most of the terrain in the map
* Moved terrorist spawn
* Added a new forest route leading to a new building, a barn
* Moved bombsite B from the basement to the barn
* Added a tunnel leading from the basement to the barn (bombsite B)
+ Many more minor details
The A.W.G. 22. feb. 2013 kl. 14:56 
Absolutely stunning. Can't wait to play here again.
Ztridus  [ophavsmand] 17. feb. 2013 kl. 5:10 
Regarding your suggestion for an extended balcony I'll consider it. I might extend it somewhat on the rearside of the house, but very unlikely that I would extended around the house it completely. Since my map is quite open - and I want it to have chance as a competetive map - I'll have to narrow down paths to the bombsites, and I need a few chokepoints for CT to be able to defend properly. Having a balcony that streches around the whole house allows for to much mobility, as players could jump in or out of any window on the second or third floor and land on the balcony, and then quickly jump in through another window.

However your suggestion for adding a "custom" path to the balcony is definietly something I will add. As of now there are only 2 ways to get to second floor - either via the stairs inside the house or the stairs attached to the balcony on the outside. The lower bombsite for exmaple has 3 paths; the tunnel, the storm cellar entrance and the stairs.
Ztridus  [ophavsmand] 17. feb. 2013 kl. 5:07 
As for the tunnel issue with bots, the reason they don't use it is because it is connected by a ladder, and bots have an issue with using ladders (and the tunnel then becommes a dead end when approaching it from the opposite direction, which is why they don't go into the tunnel at all). When creating the .nav file - which is the file which determines pathways for bots - it never detects ladders on its own, and thus I have to manually create these pathways. The problem is that everytime I alter the map I have to generate a new .nav file and so all the manual work will be erased.

For the final version of the map I will manually fix this and some other issues as bots tend to get stuck in certain area of the map. For example they occasionally fall of the bridge in T spawn, and are to dumb to jump up on the brdige again via the boats or use the ladder, and will then remain stuck in the water for the remainder of the round. But the tunnel problem will have to remain untill then.
Tasty Wabbits 16. feb. 2013 kl. 22:28 
Just played it and plays really good and I cant wait to see it finished. To your comment about lake or ocean. I think lake with detail around it would look good. I havent done extension testing bare in mind, but one problem ive noticed is the bots never use the underground path. One thing I would like to see added. Is to extend the second floor balcony around the house and add a custom way to climb up on to the balcony. What I mean by custom is not a typical ladder but something like a wood pile or vehicle. Just something to jump your way up. Ill play some more and post if theres any other problems I find.