Counter-Strike 2

Counter-Strike 2

Early Warning
29 Comments
inhe 16 May, 2016 @ 10:01am 
Map feels very cluttered, make it more open and make A site more simple (less corners) Good map though.
FishBubble 29 Nov, 2015 @ 6:45pm 
I think that there is to much running for the terrorist side. B site looks good. A site has to many corners. Mid is to enclosed, and again, to many corners. Open up the map and make more entrances for the T's to the sites, and have less running. You should have about 7-10 seconds for the T's to each site, and 3-5 for the CT's. The map is definately coming. Your on the right track!
KASSILI 26 Apr, 2015 @ 3:35pm 
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AWP DUST TARGET

AWP EVER SNOW

AWP-STATUS

Nogo 17 Apr, 2015 @ 1:39am 
Nice map.
Thx for it.
le1t1337 1 Mar, 2015 @ 12:26am 
I liked. +1 to your rating.
This map is added to my collection "PUMP YOUR PUBLIC | The best CS:GO custom maps from the workshop".
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=256771524
:)
Albino Earwig 24 Feb, 2015 @ 3:55pm 
i rate 10/10 should IGN
senhor homem feliz 24 Feb, 2015 @ 2:44pm 
maaaaaaaan this map is so beautiful
i don't know how this isn't in the most rated
Bald eagle 24 Feb, 2015 @ 1:50pm 
Nice :) :csgostar::csgostar::csgostar::csgostar::csgostar::csgostar:
SamCom  [author] 24 Feb, 2015 @ 10:13am 
@Pankolos:
Your English is fine, it's just hard to talk about exact places!
I see where you mean now. For sure, I think B could use some more cover from that direction. That balcony is also a pretty vulnerable position, very exposed to CTs. More cover might move fights into the bomb site itself, which might prove more interesting. I'll take a look at it, thanks again!
Эрен Григорьевич 24 Feb, 2015 @ 8:49am 
exelent work!!!
I think this is commendable!
Rate pls)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=388786088
Pankolos 24 Feb, 2015 @ 8:48am 
My english is a little bit rusty so forgive me if my text is hard to read.
I meant moving the B-sign in the bomb plant area so that it gives at least a little protection when planting the bomb against CTs rotating on the ladder balcony. i´m just speculating but i think that CTs could be ladder balcony pretty fast when a rotate is called and the bomb plant area doesn´t give any defence against it. You can smoke it of course or take control of it to prevent this but it could be difficult to plant the bomb.
SamCom  [author] 24 Feb, 2015 @ 8:11am 
@Pankolos:
Heh, yeah, I widened the steel beams a bit to block a bit more of the bomb site after your feedback. Still a pretty dominating spot, as you said, have to watch that in playtests.
I see what you mean about the tunnel, hard to use safely if there's anyone on the other team up top.
I'll take a look at that snow bit, thanks for letting me know.
I'm afraid I don't understand where you're thinking of with the B sign. Do you mean cover for people on the ladder, or moving the existing B sign so it covers the bombsite from people approaching on the ladder balcony above B?
Pankolos 24 Feb, 2015 @ 7:30am 
I took a second look at it, nice work with the texturing. The lookout feels better, have you placed the steelbeam in its line of sight? or did i just overlook it the first time. You are right it is pretty open and you can jumpscout it from the box on long A or you can sneak by the box where the steelbeam blocks the sight.
if low mid is the connection tunnel between A and B its nice for CT to rotate but i dont see how Ts can take control of it without rushing through mid and dropping down.
but it´s okay if you leave it as it is. on the second look it is only A which cant be faked but i think you can fake for B and rotate over ladder to mid and then take A.
cont...
Pankolos 24 Feb, 2015 @ 7:30am 
Cont:
B side is pretty open, i would put the B-sign on spot facing ladderway that you have at least a line of sight protection you can get shot through it anyway or maybe one box of europallet.
i found a bug, on long A to A spot behind the sneakbox there is deep snow. on one edge from the normal snow floor to the deep snow you get really slow like running against an object. its the edge facing the barrels and the big box.
Keep on going you are doing a great job :)
SamCom  [author] 23 Feb, 2015 @ 7:55pm 
New version uploaded! Dev textures are gone, little tweaks everywhere.
SamCom  [author] 23 Feb, 2015 @ 12:36pm 
@Pankolos:
I was a little worried about that lookout, I can block sightlines from there if I need to. And that spot is pretty open - if anyone wanders up mid, they're getting shot in the back.
For the second, would the low mid route not work for rotations, or is that too open?
Pankolos 23 Feb, 2015 @ 11:01am 
looks good. but i dont know if the snipernest next to ct spawn watching a is a good idea. keep on working nice layout it could be a problem to fake as t because you need midcontrol to swich sides effective
slavikov4 23 Feb, 2015 @ 6:27am 
good map!
Muffin 22 Feb, 2015 @ 3:49pm 
Also, to decrease rotation times, you could make a vent system(high enough to run) connecting b to somewhere near a.
Muffin 22 Feb, 2015 @ 3:47pm 
Very nice map so far, good job! This has a great chance of getting into the next operation in my opinion.
sutkipala 22 Feb, 2015 @ 12:22pm 
i agree that the rotation takes some time. I like how there are so many ways to approach both a and b. I also like how there are places to guard bomb. It is a great map. keep working
SamCom  [author] 22 Feb, 2015 @ 11:32am 
Thanks guys!
@eelmustard: Thanks for the note on the long rotation from B, I've been looking for a way to shorten that without breaking anything.
askronaut 21 Feb, 2015 @ 8:49pm 
damn lots of people in these comments just self promoting well anyway, this map is extrememly fun and i played it for a good 2 hours yesterday, plays really well for the most part but rotating from b to a takes a really long time but its fine if you have a defuser, i can see a good future in you and this map :)
Mergu 20 Feb, 2015 @ 3:27am 
It looks great! Keep up the good work!
Razor 19 Feb, 2015 @ 11:21pm 
EatYouAlive 19 Feb, 2015 @ 1:25am 
Liked the changes, keep up good work:)
SamCom  [author] 18 Feb, 2015 @ 11:49pm 
Thank you for the feedback, that was exactly what I was looking for! I've updated the map with changes inspired by your comments.

Change notes:
- Moved up CT spawns
- Moved back T spawns
- Added more cover to B site approaches, split main entry into low and high
- Added large pillar in CT pit to break up low mid sightline.
- Major changes to A site to reduce crazy sightlines:
* Closed off drop T entry
* Shrank bomb placement zone
* Low mid now goes low and high onto new widened balcony
- Crates, crates everywhere!
EatYouAlive 18 Feb, 2015 @ 12:52am 
Hey, played before classes today to figure something out. Layout is really interesting, map has many elevation changes. Some buildings are made very lovely.

The problem I think in plants sizes, they are too big. After Ts will take the sight, CTs will have no chance to retake it, especially if they have a bit less players. Despite the fact that sights are big, I think it is still hard for CTs to take control of them due to many entrances.

I think maybe you should eliminate one entrance to A (where you need to drop) to give CTs a bit easier defence. The next thing is to make retake pathway from plants not such open, so AWP couldn't easily watch it. The last, as for me, is to bring CT spawn a bit closer to B so they could fight not just entering the plant, but being already at positions and even pushing in.

Hope my ideas will help you, good luck.