Counter-Strike 2

Counter-Strike 2

Atoll
25 Comments
Olivia 1 Jul, 2022 @ 9:18am 
Hello cs map name neighbor ! didn't know someone else made a map named Atoll :brownchicken:
Darth Durai 3 Aug, 2017 @ 3:40am 
Nice, clean map - looks great!
vlad1m1r 20 Jul, 2016 @ 7:11am 
Симпатично и ничего лишнего. Спасибо.
Nogo 2 Jan, 2016 @ 5:17pm 
Nice, nice
Eddie 22 Sep, 2015 @ 11:37am 
I would be grateful if some areas of the map that got a lot of action had more open space/less thight (Mostly talking about mid and B. A seems fine).
The outskirts of the map could need some "random" cover since it's almost impossible to save a weapon on this map when any possible hiding spot is accessable from two angles. At the moment, your best bet at saving for a round is either A-site or T-spawn. Any other spots are complete gambles.

The area between A and T-spawn really could need some work. It's a pretty useless and forgetable place at the moment.

I really loved the smoothness of the map thought. Good job on that part.
taekwon jay 18 Aug, 2015 @ 8:46pm 
HI, I was hoping if you can add more spawn points from 13v13 to 16v16. I want to add it to our server and test it out. Thanks.
Dżamela 16 Aug, 2015 @ 2:54pm 
The map has potential but in this condition i would rate it 5/10 for competitive matches and 6,5/10 for 1v1's. Walls aren't scannable, that's sad. Pretty good map tho ;)
Peasant  [author] 16 Aug, 2015 @ 4:02am 
@SQUEEZIT ᴼل͜ᴼ yes, tons of them, with an exception of the rooftops. :carrot:
Mac Ripley 16 Aug, 2015 @ 3:56am 
Did you not use nodraw at all?
julian 11 Aug, 2015 @ 9:10am 
A:
-Many areas to defend from, similar to A on cache
-One entrance for Ts, unless they push up mid and smoke off CT spawn
+Add another entrance to A site to make T rotations faster
+Extend the area outwards to make it less cramped and to make longer-range weapons more practical
+ http://imgur.com/gallery/5yDxcD8/new The green line is the proposed short-a and the blue line shows the extension of A
Overall:
-The abundance of headglitching spots irks me, and could give CTs a huge advantage in lower skill groups
-In its current state, slow takes and fakes are impractical. Faking B would be a legitimate tactic if it didn't take so much time to go from B to A without going through mid. It takes a lot less time for CTs to rotate than for Ts to rotate.

I love this map's setting, and I hope to see this map get better. I wish you luck in this and your future endeavors.:steamhappy:
julian 11 Aug, 2015 @ 9:10am 
Mid:
-Mid control is incredibly helpful for taking B
-Back area for awper
-Mid can be watched from CT spawn
-Can be taken by Ts with proper use of nades
-With full mid control an A split is a possibility
+I'd remove the lone metal box by the mid-b connector
+Make it easier to smoke off CT for an A take
+Possibly elevate the back sniper area? that could give the CTs an advantage on gun round making B takes impractical



julian 11 Aug, 2015 @ 9:10am 
Visually, it could use some tuning. The tropical setting is appealing though, and with some more detailed textures, this could be a beautiful map.
B:
-Defending involves throwing lots of nades and hiding behind boxes
-Can be easily defended if the entrances are smoked off
-Can be easily taken if they aren't.
-Pushing B on CT side is a viable option
-Jumping on the boxes enables you to snipe CTs at their spawn even when there's a smoke
+I would remove the mass of metal boxes on site and replace them with a few wooden boxes for cover
+The metal boxes not on the site (area where you can plant) could be removed entirely
+Shape the corridor between B and CT spawn so that you cant see B site from CT and vice versa
caterwaul 11 Aug, 2015 @ 1:39am 
i like go b not a:steamhappy:
adamr0b 10 Aug, 2015 @ 3:19pm 
Maybe add alternate ways to get to a bombsite from t spawn because there is only 1 way if u dont push mid to attack the bombsite on the right of the map
pauli 10 Aug, 2015 @ 3:13pm 
its too simple, need alot more detail :/
OveR 10 Aug, 2015 @ 1:04pm 
This map looks like its made for TF2 not CS:GO, LOL! :steamfacepalm:
kuokkis 10 Aug, 2015 @ 1:04pm 
Looks very nice, but i suggest adding more props there :)
DagdA 10 Aug, 2015 @ 12:48pm 
@n0thing But CS maps don't necessarily take place in warzones, but rather somewhere with a bomb threat.
Crip Bidoof 10 Aug, 2015 @ 12:12pm 
What the people below me are stating, looks great but it looks almost "too perfect". There is not enough boxes and such, and overall it looks too nice for their to be a war taking place their, as almost nothing has changed from what it would originally look like.
Bandit 10 Aug, 2015 @ 12:07pm 
another note, add boxes and such to it. Barrels,signs,crates,etc
Bandit 10 Aug, 2015 @ 12:06pm 
looks great, just need a bit of touch up on realistic buildings and fixing the gravel grounds. overall nice layout
NOUS_oNe 10 Aug, 2015 @ 11:59am 
Can you add a screenshot of the radar-map?
Peasant  [author] 10 Aug, 2015 @ 11:38am 
@TRM * Adderall * VitaePro phoenix and sas. :carrot:
Lou Ring 10 Aug, 2015 @ 11:37am 
Which factions are you using?
Melazy 10 Aug, 2015 @ 10:23am 
Great Job! Looks very clean.