Counter-Strike 2

Counter-Strike 2

Decommission
60 Comments
Dr. Heavy Pootis-Man 16 May, 2023 @ 7:55pm 
Decommission 2? For Source 2?
de  [author] 16 Mar, 2018 @ 3:15pm 
Thanks for the kind words! The map isn't really finished in my opinion, though. It could still use detail passes and layout adjustments. But it's 'finished' as far as I am concerned for now.

My main inspiration was to learn more about Source mapping and then for the next map to take it further again. I had ideas for a single player mod of HL2 I eventually wanted to make but just don't have the time to learn more and make the mod!

If you want inspiration to finish a map, make a build log from the start and let the community see it from start to finish. Get feedback as you go. Get encouragement from the community as they see iterations. You'll want to finish the map for them. I never did this properly (other than through Steam workshop). Take a look at mapcore and other websites. Although, it can be quite intimidating seeing all the amazing levels people are making!
Dr. Heavy Pootis-Man 14 Mar, 2018 @ 8:42pm 
xD I have to say, this is a work of art. I look at this map now comparing to a couple of years ago with the fog and it's beautiful. I look at my own maps and nothing good I suppose, where did you get inspiration to finish a map??
de  [author] 14 Mar, 2018 @ 8:33pm 
Unfortunately, I haven't opened Hammer in a very long time :)

I don't even play CSGO that much anymore. Just a couple random games a week if that. Still waiting on that full Source 2 port (that will never happen hah). It's Half-life 3 all over again!
Dr. Heavy Pootis-Man 14 Mar, 2018 @ 7:15pm 
still updating? :o
Dr. Heavy Pootis-Man 13 Sep, 2015 @ 3:43pm 
I rememeber wen dis map had fog ( ͡° ͜ʖ ͡°)
Dr. Heavy Pootis-Man 13 Sep, 2015 @ 3:42pm 
( ͡° ͜ʖ ͡°)
Yeah.
de  [author] 13 Sep, 2015 @ 3:21pm 
I have been busy with a lot of other things so hadn't worked on the new map much within Hammer. I had been doing some design ideas and even some modeling/texturing on some props for the map, though. However, sometime recently, someone released a map with a very similar theme to my idea so I am now scrapping the idea altogether. I have been busy with other stuff so it is not a huge deal. I'm doing some work on other things for now and will be coming back to CS:GO when and if CS:GO gets a Source 2 port :)
Dr. Heavy Pootis-Man 5 Mar, 2015 @ 2:11pm 
Source 2 sounds way more simpler + keep me in touch with your next map :D
de  [author] 4 Mar, 2015 @ 5:54pm 
I am in the planning phase of my next map that I am hoping for it to be being very detailed like current maps are expected to be. It will have a lot of custom textures and models so expect a long release schedule! It also has pretty unique setting that I haven't seen before in any map.

As much as I love the competitive side of the game, this next map is going to be a hostage map instead of defusal though :P

I have learned a LOT in my past couple released maps (and the stuff in before and in between that wasn't released), and I am hoping my next map will be much better than my previous two released maps.

Thanks to those that have provided feedback that has helped tremendously and I hope you continue to provide feedback on my next map!
de  [author] 4 Mar, 2015 @ 5:54pm 
This will probably be the last update unless something game breaking happens. I don't want to go through all the effort of detailing it a lot and it not be played much anyway :P

I like the layout of the map and I may come back to it in the future and completely remake it from scratch with a lot of detail (maybe a year or so when source2 is released).

The goals I had in mind when making this map have mostly been fulfilled. They were learn more about source mapping, learn more about displacements, learn about soundscapes, and to make the map as competitively viable as possible.

I never intended the map to have a crazy amount of detail like most operation maps as that detracts from competitive play in my opinion. I did want a little more detail than it currently has though, just not overboard. I wanted to do some 5v5 testing on this map and hopefully make it balanced enough for decent 5v5 play, but not a lot of interest has been shown to this map.
de  [author] 4 Mar, 2015 @ 3:36pm 
Pushed out an update with some more detailing and small bug fixes. Check the change notes to the above right to see more.


I only uploaded a couple new screenshots from the inside, so none of the screens above have the new environment lighting and shadows. Not too much has changed, just slightly brighter and from a different angle.
de  [author] 28 Feb, 2015 @ 6:32pm 
If you like the map, please rate!

Also show friends so I can get more feedback!
de  [author] 28 Feb, 2015 @ 4:20pm 
Can you post screenshots and/or explain the way to do it in the issues and bugs discussion above?
Dr. Heavy Pootis-Man 28 Feb, 2015 @ 3:16pm 
on t side
Dr. Heavy Pootis-Man 28 Feb, 2015 @ 3:14pm 
I found A glitch to go outside of the map :|
de  [author] 28 Feb, 2015 @ 11:55am 
I have a new steam group available here to discuss play testing times and locations! Please post in the discussion available there if you want to 5v5 comp test!

https://steamhost.cn/steamcommunity_com/groups/demaptesters
Dr. Heavy Pootis-Man 27 Feb, 2015 @ 9:20pm 
The map looking at the screen shots look delious
de  [author] 27 Feb, 2015 @ 8:51pm 
Map is currently running for the night on a 128 tic server in Atlanta available here:

74.91.121.251:27015

It's only casual mode and only this single map until we sort out our configurations tomorrow.
Dr. Heavy Pootis-Man 27 Feb, 2015 @ 1:42pm 
YESSSSSSSSS! NO FOG @de :P
de  [author] 27 Feb, 2015 @ 1:29pm 
Pushed an update of the map to the workshop! Rather large update that makes the map look much better visually. Added a few small gameplay tweaks as well.

Still doing more detail passes in the future probably, just wanted to get this update out with some of the new stuff and the NO FOG!

Took down the old screenshots and added the new ones above, also added an edited radar picture.

As usual, check the change notes to the upper right and test!
Dr. Heavy Pootis-Man 25 Feb, 2015 @ 1:58pm 
ok
de  [author] 25 Feb, 2015 @ 11:51am 
I did a build last night with the new skybox and some detailing around outside and inside. I need to tweak the skybox and some other things still. I wasn't happy with some things so I am not updating the workshop map yet. Maybe tomorrow.

Keep in mind, as always, everything is WIP :) I only have these new screenshots I took set to public view so here they are:

https://steamhost.cn/steamcommunity_com/id/its_de/screenshots/?appid=730

(to my friends list that is just my IRL friends: you'll see more screenshots obviously)
Dr. Heavy Pootis-Man 23 Feb, 2015 @ 6:28pm 
AYe other up date...
Dr. Heavy Pootis-Man 23 Feb, 2015 @ 6:27pm 
Ok I always had the bsp file but it still doesn`t allow me
too... help...
Dr. Heavy Pootis-Man 20 Feb, 2015 @ 9:57pm 
oK, THanks :)
de  [author] 20 Feb, 2015 @ 9:18pm 
VMF files are not the finished map. You need to compile first to get the bsp. I suggest starting with a 'first map' tutorial that will walk you through setting up the compiling and everything. There's tons out there, google for them :P
Dr. Heavy Pootis-Man 20 Feb, 2015 @ 4:46pm 
i tried that the vmx or the vmf files don`t work
de  [author] 20 Feb, 2015 @ 1:42pm 
de  [author] 20 Feb, 2015 @ 1:42pm 
The 'skyscraper' was supposed to be a power generation station down on a river in the valley. I never bothered working with it much more since the fog covered most things up and the bottom of the valley wasn't really ever seen... so just had water down there. I plan on redoing it all with the new skybox.
Dr. Heavy Pootis-Man 20 Feb, 2015 @ 9:10am 
Hey can you help me, if you don't mind... How do you publish maps on csgo workshop?
Dr. Heavy Pootis-Man 20 Feb, 2015 @ 9:01am 
By the way where the skyscraper and the dark water it doesn`t make logical sence that a skycraper is in water :P
de  [author] 20 Feb, 2015 @ 8:56am 
Thank you, for taking another look at the updated version!

I have some ideas for the outside detailing that will let me get rid of the fog so hopefully there won't be any issues with it in the future.
Dr. Heavy Pootis-Man 20 Feb, 2015 @ 6:39am 
I see major improve ments with the map but the lack of running for the terriots reminds me of nuke, anyway while I'm outside I don`t lag as much. (unless I look up) But nice improvements
de  [author] 18 Feb, 2015 @ 4:07pm 
New version of the map is up! It's almost an entirely new map.

Contrary to what I thought before, the map very much was CT-sided. This update brings LOTS of changes to assist the Ts. Check the change notes to the upper right and see some of the screenshots!

And of course, most of all, playtest and give feedback please.

Once I settle on a layout I want to start detailing to make the map look much better. Right now it is barely detailed and there's a lot of bare walls and ground around!
Muffin 13 Feb, 2015 @ 10:20am 
I honestly think the textures and architecture are fine.
Pickle Rick 13 Feb, 2015 @ 6:29am 
Feedback:

The map is reasonably playable with the nostalgic look and feel of a Half-Life 1 map mixed with content from CS 1.6 and CS:GO. For me though the nostalgia ended there with the tight and narrow corridors, kill box areas, blind choke points and almost unplayable B site. I would imagine that on your play test the bots favoured the A site quite a lot.

The CTs hold every advantage possible in both bomb sites. It would take around 45 seconds to properly set up on the A site, and it's almost impossible to set up on the B site without securing A, so then what's the point of setting up on B.

The connecting paths from T to B are confusing, a bit like overpass, and will take a few games to get the hang of it. However, they don't really lead anywhere except to the same location, except that one path goes to a ladder. It's almost like spaghetti navigation, follow a strand and you'll get there eventually. It doesn't really assist in setting up or game play.
de  [author] 13 Feb, 2015 @ 3:37am 
Pushed out a small update, view change notes to the upper right.

Still a lot of things to do for next update.

Right now the little things that are on the TODO list:
-update overview/radar
-update workshop screenshots
-soften shadows/light from sun even more
-add more detail around the map
-take a look at changing the doors to non-accessible areas
-take a look at changing the main large doors to better textures or props
-optimize

Some bigger things I'm thinking about doing:
-redoing all the mountain walls/canyons and doing away with the fog
-adding much bigger skybox to include mountain tops around since the fog will be gone

Unsure yet about the bigger things since I really like the aesthetic of the foggy mountains but I dislike the current way I have it!
de  [author] 11 Feb, 2015 @ 1:47pm 
Created the discussion for smokes and other competitive aspects! Have to click on "View All" above to see other discussions since it only shows 3 discussions at a time on this front page.
Phil 11 Feb, 2015 @ 10:43am 
If you could do a discussion for some somkes and spots i saw some really good one ^^
de  [author] 10 Feb, 2015 @ 11:55pm 
I think I know the spots you are talking about, but you can link pictures in the comments.

I posted a reply in the "Issues and bugs" discussion since it got kind of long.

I decided to finally make the discussions to better organize things :P
Phil 10 Feb, 2015 @ 12:36pm 
If you add me i could upload the pictures
Phil 10 Feb, 2015 @ 12:35pm 
Hello,

I think it is a really good map, but I have some problems with it

1.The fog ϟ Dr. Heavy Pootis-Man ϟ talked about it

2. The textures look like if they are from CSS
Phil 10 Feb, 2015 @ 12:35pm 
Map adds/fixes

1. On B Spot (photo linked) i think there should be a door or something like that that you can get up there because it would be good for both sides; Counter Terrorist and Terrorist ( it is easier for CT´s to hold and a good spot for T´s to defend the bomb.

2. On A spot (photo linked) i think it is a Mirage looking spot, so i think you should remove it and put a container or something like that on it.

3. The T spawn looks boring and it is to open.

4. The way from T spawn to B is too long, you need 12 seconds for the first contact with the CT , the problem is that the CT´s are On B Spot and the T is only in the entrance of B. So if there was a stair through the security room you can get some needed seconds as T.

5. The Conector ( This is how me and my friends called it ) is to contorted.
___________________________________________________________________________

So this is my first opinion of the map if you fix these things it would be fine

Greetings

Phil
Dr. Heavy Pootis-Man 10 Feb, 2015 @ 4:31am 
:3
de  [author] 10 Feb, 2015 @ 1:06am 
Uploaded a bunch of random screenshots.

The one with the rusted out truck shows the big issue I have with the current fog. The fog I am using is sprite based so you can see the layers when you are turning at angles. It's not too bothersome when in game but it makes the screenshots look horrid :P

Hopefully will have a video up sooner or later to show a bit better with the moving fog that looks better.
Dr. Heavy Pootis-Man 9 Feb, 2015 @ 6:27pm 
Ok :P
de  [author] 9 Feb, 2015 @ 3:21pm 
Not exactly looking for it to be added by Valve. Needs much more work before that :P Remember this is just my second map for source games!

Also, I am curious what kind of settings you run and your PC specs, as I have no issue with performance on my very old PC. I run with a constant 60+ fps on my old PC. (Better on this map than some official Valve maps with my hardware :P) I have had others that have tested it with various modern hardware and had no issue either. Even at max settings.

But, like I mentioned below, I am unhappy with the fog right now as it is. I want to keep it but am looking for ways to make it better. (And hopefully less resource intensive for those that apparently do have issues.)

And more screens are coming tonight when I am able to get to it! I am hoping to put a video fly-through up with the screens since it looks much better in-game.
Dr. Heavy Pootis-Man 9 Feb, 2015 @ 12:33pm 
But You Need Better Screen shots too.
Dr. Heavy Pootis-Man 9 Feb, 2015 @ 12:31pm 
If You want this map to be added to csgo by Valve you wanna try to fix the fog. All the maps on csgo on any pc runs fine. But this lags crazy so you have to fix that