Counter-Strike 2

Counter-Strike 2

Depot (WIP)
16 Comments
Den!ed  [author] 25 Nov, 2017 @ 6:26pm 
Dead project mate
Razzle Dazzle 25 Nov, 2017 @ 4:12pm 
Will Collab on strat balance and finish/concept art. Message me... Nice map
Den!ed  [author] 29 May, 2016 @ 3:42am 
+Impetulio i agree, its a horrible map and i've learnt from it. I loaded it up recently and i actually contracted ebola.
Den!ed  [author] 23 Apr, 2015 @ 11:20pm 
yeah i've fixed the bugs but haven't uploaded the next version of it yet but yes that's a good suggestion, the connectors being closer to T.
Dirt with a side of twigs 23 Apr, 2015 @ 7:18pm 
and see from there down into the tunnels, one suggestion: make the underground connectors from mid to the sites closer to the t side of mid so that t can get into them first, easily. also that long hallway is so tedious on T side.
Dirt with a side of twigs 23 Apr, 2015 @ 4:52pm 
you can go from the sniper nest, to the roof, up on to the walls of the map. very op
Den!ed  [author] 12 Apr, 2015 @ 4:14pm 
Im remaking the spawns so its not so open and long so you will see the hallways in T gone (im thinking of keeping CT how it is but have it elevated)

I'll probably just move the ladder so the smoke wont fall out of the snipers nest
Jav 12 Apr, 2015 @ 10:58am 
Also, on the sniper nest on B site, it's very easy to throw a smoke in and have it accidentally fall out through the ladder door. Could it be possible to move the ladder or make the nest deeper?
Jav 12 Apr, 2015 @ 8:41am 
I know that the hallway that leads to A is supposed to prevent Ts from reaching the site before CTs, but could you add something there, as in another option of entering A, because at the moment that area is very boring, as it is literally just a long hallway with no tactical decisionmaking on either side. Other than that, great map!
Den!ed  [author] 12 Apr, 2015 @ 2:47am 
thank you for the feedback. I might add a higher box there.
mubbeldacka 12 Apr, 2015 @ 2:36am 
AWESOOOME! Cant wait for it to be textured! Btw, on the third picture you can see bombsite A. I tried to peek/hide between the small box to the left. It ditn work.... So could you add something else there? Maybe like a car instead or a van?
reddio 11 Apr, 2015 @ 5:02pm 
dank map. +1
Den!ed  [author] 8 Apr, 2015 @ 3:37pm 
Ok thank you for the feedback Upperdawg. I just wanted the layout to be there for testing before i put textures and a theme. btw the on the train bombsite (which is A) the train is really good for hopping and you can selfboost onto the shipping container
upper 8 Apr, 2015 @ 8:52am 
Hi, thanks for swining by my map de_boiler.

I like your idea with the two-way mid in you map and I think you should develop that. In it's current iteration it's too simple. Even though I agree with you on not adding to much detail before testing too little can result in the tests beeing useless since the map doesn't play the way it should. Add some more volume and variation to the different spaces so there are some natural covers and so on. Check out the great mappers out there like FMPONE who made cache. He has some greybox/developer texture-stage maps you can look at to get an idea on when a map is ready for playtesting :)

I also like the "balcony" the train bombsite. Try opening that up a bit so you can hold the site from there. Would be cool.

I'll swing by later and check this out when you've done some more work. Keep it up!
Den!ed  [author] 8 Apr, 2015 @ 4:06am 
Yeah i havent played your level but i will play it once i get some friends together and give better feedback :)
Whitebeard 8 Apr, 2015 @ 4:03am 
Heya, thanks for swinging by my level page, although I'm not entirely sure you played my level ;).

I noticed you have a minimap screenshot there, but I guess you haven't implemented it yet? For this early stage even a basic minimap will really help people to playtest it and give feedback. As the level hasn't been detailed yet it's tricky to remember where you are in the map.

Well you have the start of something at least:), I will swing by again when you have a minimap and rate+ then.