Counter-Strike 2

Counter-Strike 2

cs_residence_beta
34 件のコメント
Laxxen. | A. Senna 2019年6月7日 14時20分 
Hur länge ska den vara i beta stadie?
Ztridus  [作成者] 2016年8月7日 4時28分 
@Wanted_ - Yes I agree, but I stopped working on this map three years ago. Thanks anyway ;)
嘉頓藍罐曲奇 2016年8月7日 4時20分 
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  [作成者] 2015年11月14日 3時57分 
Could very well be ;)
michael porn 2015年11月13日 17時11分 
I'd like to think this map is further up on the same lake as de_lake :)
nosu 2015年9月8日 7時50分 
oh, nice :D thank you for the feedback :)
Ztridus  [作成者] 2015年9月7日 23時24分 
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 2015年9月6日 3時30分 
stairs*
nosu 2015年9月6日 3時30分 
under the staits, we found a room :D
Ztridus  [作成者] 2015年9月6日 3時23分 
I didn't even know there was a secret room?
nosu 2015年9月5日 6時31分 
how can i reach the secret room?
Ztridus  [作成者] 2015年4月15日 11時48分 
Lawl, thx! :P
Laxxen. | A. Senna 2015年4月15日 10時34分 
Sweet as marys sweet ass :D
Ztridus  [作成者] 2014年5月6日 8時08分 
Great, thanks!
le1t1337 2014年5月6日 6時49分 
liked, +1
this map is added to my collection "PUMP YOUR PUBLIC"
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=256771524
:)
Ztridus  [作成者] 2013年7月23日 10時16分 
Thank you!
Agris 2013年7月19日 12時42分 
damn, look very nice
☆WJC.昌哥☆ 2013年4月18日 2時01分 
thanks!
Ztridus  [作成者] 2013年4月12日 9時18分 
@ 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☆ 2013年4月9日 0時35分 
Deathmatch, Birth is BUG, please make map thanks!
Ztridus  [作成者] 2013年4月9日 0時16分 
@ 鎮邪委員

"bug". Please clarify
☆WJC.昌哥☆ 2013年4月8日 23時27分 
bug
Ztridus  [作成者] 2013年3月6日 5時01分 
@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 2013年3月5日 18時52分 
i don't like "focused on a house"
Ztridus  [作成者] 2013年3月2日 12時23分 
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  [作成者] 2013年2月26日 3時02分 
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 2013年2月25日 1時34分 
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  [作成者] 2013年2月24日 12時56分 
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 2013年2月24日 9時24分 
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  [作成者] 2013年2月23日 12時36分 
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. 2013年2月22日 14時56分 
Absolutely stunning. Can't wait to play here again.
Ztridus  [作成者] 2013年2月17日 5時10分 
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  [作成者] 2013年2月17日 5時07分 
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 2013年2月16日 22時28分 
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.