Counter-Strike 2

Counter-Strike 2

Swat City
32 Comments
Zodiac Fox  [author] 4 Feb @ 4:00pm 
meh, still havent got around to changing the timings :steamhappy:
Zodiac Fox  [author] 4 Jun, 2021 @ 8:14am 
Should fix this map sometime soon :|
Zodiac Fox  [author] 31 Oct, 2016 @ 11:44am 
Damn I wish I had time to fix this map :|
Toyotathon 2009 25 Oct, 2016 @ 10:25am 
Very good but sometimes I spawn off the map.
GAMEkid2012@schools.mi.k6.edu 19 Aug, 2016 @ 4:49pm 
Very good
Diko 14 Sep, 2015 @ 6:58am 
rerererere


Officer Chambers 23 Aug, 2015 @ 12:51pm 
Thank you, and don't be so hard on yourself. Sure it isn't poppular to many right now, but I found it and liked it so if I show another person and they play more friends aventually people will know about it. I think you should polish this one out to make everyone love it more. And I know people have lives to live and work so don't worry if you can't actually have time to do these things, I just don't think you should be glass half empty with this map.
Zodiac Fox  [author] 23 Aug, 2015 @ 12:48pm 
Well the thing is, this map is not mainstream and popular so I doubt it will ever go anywhere, but I'll improve on the points you say and work on the timings, it might stay as a fun memory for some :) I think getting a map to become popular requires a really awesome map ofcourse, hard work and some marketing and promoting of the map. I don't have so much time available for map dev atm. since I'm a full time programmer but I'll try to squeeze in fixes based on your input.

Thanks agani for the message, there are many good points in your text which I will implement into the map.
Officer Chambers 23 Aug, 2015 @ 12:46pm 
I realised this playing it earlier, maybe you should light the whole map from the top and use that for the radar, beacause I like the ligthing on the map, but not on the radar.
Officer Chambers 23 Aug, 2015 @ 12:45pm 
No problem, and again, sorry for the year long message :sfsmug: But I do like this map. I wanna play it with other players more, if you had anyway of setting that up let me know. I'd love to help more.
Zodiac Fox  [author] 23 Aug, 2015 @ 12:39pm 
Thanks for the feedback :) It does help Sea & Santa.
Officer Chambers 22 Aug, 2015 @ 8:32pm 
In the end I am sorry for how long I typed, but I also spent a long time taking a look at the map, so I hope you appreciate what I'm saying. It looks like I've only talked about the things that need to be fixed, but that's what I want to see fixed, there are many things I love about this ,ap. The sites are really cool and there are so many things I enjoyed doing. So please know that I'm trying to help, and if you need me to play any later models of the map let me know, I'd klove to take a wak at it :sfhappy::sfhappy::sfhappy:
Officer Chambers 22 Aug, 2015 @ 8:29pm 
I think the map is well made in map design, but my biggest complaints come from the models and the way the walls are forced into shapes. I would love to see an esteic overhaul of diffrent props and the such.
Officer Chambers 22 Aug, 2015 @ 8:28pm 
Mid would benifit from some typ of cover closer in the middle, just so that it is more appealing to the T side. The basketball hoop mid needs a basketball :sfsmug:. A site is way to small, I love its design with the fences and the hallway inside and the fence allowing people to get in, but the fence over hanging inside a site makes the sit 50 percent less than what it should be. A site needs to be larger.There's a hidey hole in mid made out of planks of wood, it's to short to hide in and the wood is easy to shoot through. Changeing the material or makeing the wood taller would make the post more usefull.
Officer Chambers 22 Aug, 2015 @ 8:24pm 
The right most entrance to B from T side has a small boxe in front of a larger box next to a shutter, and that shutter is obtrusive to hoping on that box, maybe move the shutter backa bit to stop that, or remove it. Some of the ramps have weird player cliping where if you get on to the bow and then back up you can't get back on the metal sheet making the ramp, lowering the metal sheet a smidge lower will fix that.
Officer Chambers 22 Aug, 2015 @ 8:22pm 
The broken wall at B site is really cool, but I think it should either be taller to match the surrodning walls or change the texture to make it make sence, if that makes sence. The squeaky door on B goes into the wall, maybe making a sliding door would make it new and fix that problem.Areas of the map have bumpy areas that I love but are obviuos place where the floor was pulled up, I think that makeing the texture cracked would be cool.
Officer Chambers 22 Aug, 2015 @ 8:19pm 
The court area that looks into B site from CT is really cool and adds more to the diversity of B site, but I think that raising the walls would give it a better use seeing that you can be shot there form both of CT's left side entrances to B and it lowers its good use. THe broken window effect was amazing at first, but I realized that it is very obtrusive and its texture makes it hard to see through, but the shatter glass effect is great. The bike rack area near mid to B is basically useless and I think moving it a little bit closer to B would have a great effect on it. The spherical area at mid next to the 3 trsh cans is good for game play, but I suggest chang it from being a building to some type of art or bulleten board, since it is actually to small to be a building of any sort.
Officer Chambers 22 Aug, 2015 @ 8:13pm 
THe farthest entrance to the left for CT's to B has a large door that doesn't really make sence to me in the context of the map, I love the effect it makes shooting threw it, but maybe the texture should be changed to something more city or industry like. I do like that you started to stray from the same thing in some parts, I saw a lot of reuse of the same models, which I liked with the trash, but didn't like for the crates and wood and the such. I just felt bored with those models. Speaking of models there is a model on B site that is weirdly bright and should be fixed, just a bug I think.
Officer Chambers 22 Aug, 2015 @ 8:10pm 
The walls are bent in weird shapes and sometime make C's, I think that maybe you should change that esteticly and round the ends of the walls, try something to change that at least, I like the areas you made with the bent walls, but after looking at it a while I find that it isn't esteticly pleaseing. Also I love the caller of bricks you used, but I think that that you should maybe add more to the walls to make it stand out, also the reapeating of the same shutter model is fine in some spots but gets a little boring, maybe have a few of them open, or just remove a few, I don't really know about that.
Officer Chambers 22 Aug, 2015 @ 8:07pm 
The invisible sealing is inconsitent and also prevents players from standing on a few spots in the map, and there are also places where you jump and you don't hit your head, I suggest raiseing it a bit just so that players can stand on some of the crates. There is a jump over the wall from CT to mid that can go horribly wrong because of the sealing. I think that you should also lower some of the walls or add sealings and make some tunnels out of the all ready exsisting maps walkways just to add characetr to the map.
Officer Chambers 22 Aug, 2015 @ 8:02pm 
The CT entrances are to narrow, I was able to stop my teamates and clog up both entrances, T side was wide enough. CT has a ramp boost that you can use to shoot down mid, but it isn't out far enough, maybe move it a foot forward and the path to the right of it is narrow still. The spawns are akward and should be changed to face the entrances or face the middle of the two entrances as I found I got turned around in my head frm the simple spawn change.
Officer Chambers 22 Aug, 2015 @ 7:59pm 
My name is Sealand Itisi, and I really enjoyed playing on your map, but I found a few things that I'd like to point out and help with. I sat down for about an hour typing these on to my phone so I'm just going to type them up in peaces to fit them on the comments. Hope I help.
400 Rats in a Trenchcoat 15 Jun, 2015 @ 10:46am 
A sight is way to T sided and cloged up, Im thinking you could just remove the house that houses A site and instead make some obsitcals with crates
Triage At Dawn 15 Jun, 2015 @ 8:43am 
good
dubTef 13 Jun, 2015 @ 11:06am 
looks good!
rock and stone 13 Jun, 2015 @ 6:50am 
Nice work :)
Zodiac Fox  [author] 11 Jun, 2015 @ 2:02am 
Thanks Medic really appreciate the feedback! <3 Would be cool to see 5on5 competetive matches happening on the level so I could get some info on which spots are OP and if some chokepoints don't work too well etc. Also heatmap analysis here: http://demo.ehvag.de/ would be awesome to do someday :)
a foggy night 10 Jun, 2015 @ 9:03pm 
Yeah It's really well done and its an equal map. Not CT or T sided
Zodiac Fox  [author] 10 Jun, 2015 @ 5:09pm 
Thanks man! Really appreciate your feedback! <3 I just worked on the timings so that CT will be on site before T's, so it's much more competitive gameplay viable :)
a foggy night 10 Jun, 2015 @ 5:07pm 
Ah well its a good map anyways
Zodiac Fox  [author] 10 Jun, 2015 @ 5:06pm 
I removed the switchable light from B site in favour of getting HDR lights enabled for the map :) Sorry :F
a foggy night 10 Jun, 2015 @ 5:05pm 
How do you turn off the lights?