Counter-Strike 2

Counter-Strike 2

Vaneri
58 Comments
Bhoppi 22 Dec, 2020 @ 7:46am 
Yes nowadays making "featured" CSGO maps are huge projects that need months of hard work. I know what you feel when such unique and amazing maps like this one only get 4 stars because of no "good looking" (I think it is still beautiful though). Thanks for your great contribute to CS:S, CS:GO and TF2! And Isku becomes a classic and will always be one of my favorite CSGO maps.
ICS ❱❱❱  [author] 22 Dec, 2020 @ 6:57am 
Unlikely that i will. I cant do stuff like all these new featured maps are, because i dont model and i dont know people who would do such stuff for the map. I feel like no matter how good playing map that i would do, it would never get featured and thus gets buried in the csgo workshop.
Bhoppi 22 Dec, 2020 @ 1:41am 
Will you continue to make maps for CS:GO?
ICS ❱❱❱  [author] 23 Feb, 2019 @ 5:28am 
After i watched a documentary today about Nintendo, I want to share something about this map since propably not many people have noticed it. The first screenshot has a sign called I-WATA. This is actually my tribute to Nintendo's passed CEO Satoru Iwata, who died during creation of this map. That person and the company itself has had huge impact on why I got into games in the first place. So thanks to Nintendo, and Satoru, i was able to get from playing games to making games. Thanks.
Furiosa 21 May, 2016 @ 12:24pm 
Yeah Valve only cares look.
Furiosa 21 May, 2016 @ 12:23pm 
Nice detail, and layout tho. Need to reduce that explosion bomb radius tho, its too big. Try see it maybe with map_showbombradius.

Dat dead body near T spawn looks creepy tho.
ICS ❱❱❱  [author] 18 Oct, 2015 @ 4:17am 
I realised few months ago that Valve never picks maps based on their layout, only their looks and new maps that look good with original theme are the ones they want. I gave up getting on at any operations already. It never happens despite how many maps i do. All these maps that i have released, except this one have already have their gameplay fixes done based on feedback and they never got in.
chrk. 18 Oct, 2015 @ 3:45am 
@ICS Don't be late for the new Operation! :pcrace:
ICS ❱❱❱  [author] 17 Oct, 2015 @ 4:16pm 
Just a small update on what is going on. I received lots of feedback from the reddit playtesting but i have not had a chance to go through all that yet. I have the links saved, all the demos from the servers to look on so i know later what you guys said and know what to change and rework.

However, i have been extremely busy with other things, such as the TF2 halloween map Hellstone https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=531384846 so i will get back to Vaneri when i get the chance and the urge to do so. The contest was so much letdown for me that i just wanted more feedback and when i got that, it was so overwhelming that i really need to have the urge to get back to the game, to have fun playing it so i can have fun mapping again for it.

Thanks for your patience. :summerghost:
chrk. 8 Oct, 2015 @ 12:45am 
Awesome map, I would love to see this in the new operation :csgocross:
Jp3g 6 Oct, 2015 @ 8:44pm 
This are the general opinions of the map.

-The map is way to T sided.
-Smgs are way better that any rifle in this map except for elevator in A site.
-It has too many corners that people can just camp.
-Way too many connector and routes.
-The underground parking area with a vent where completely useless.
-Feels like if i hit W for 2 seconds ill get stuck somewhere. (lots of lit bumps and hooks like the 1 valve in overpass)
-Mid seem out of the way.
-The is an area near B site with the U.S. flag that looks like you can go there. (You can't)
-Very dark areas, players don't contrast well.
-The timing is super quick, no time to set up smokes and flashes.
-More areas should connect to Mid not A.
-A site has an useless or rather out of the way dark room on the back of it.
-Bomb explosions kills Mid... Mid...
Those are the critics i heard from the other players i heard on the Community night Play test.
maškėbmw 6 Oct, 2015 @ 11:03am 
Nice visuals, a lot of great details but it's pretty confusing...
ICS ❱❱❱  [author] 3 Sep, 2015 @ 10:41am 
Contest over, didn't qualify. I'm not sure yet what i will change, but i'll be looking how i can improve CT base area and the underpass area through door to A site.
ICS ❱❱❱  [author] 25 Aug, 2015 @ 11:21am 
New update out, lots of visual changes and some fixes! Deadline is close! If you had look before, have a look at it now to see what has changed. Thanks!
Faded 23 Aug, 2015 @ 9:36am 
<3
ICS ❱❱❱  [author] 23 Aug, 2015 @ 9:28am 
Another update out! Yes, the mid ground area is open on purpose. It helps to move around more freely and you can always go underground garage way. The terrorists usually dominate that area before CT's anyway, so it's supposed to be like that. I'll keep monitoring the issue. Thanks.
󠀡󠀡󠀡⁧⁧1x5x7 23 Aug, 2015 @ 2:43am 
Agreeing to Stanley's suggestion.
Faded 22 Aug, 2015 @ 2:13pm 
The last change in my opinion for the map would be a few more pieces of cover scattered around the empty areas, specifically inbetween T Spawn and B where the basketball net is, it seems way to open..but just a suggestion <333
ICS ❱❱❱  [author] 22 Aug, 2015 @ 12:47pm 
Another new update out. I think this is very close to the final before August 31st 2015! Thanks to Stanley S. Squarepants for pointing out the one-way wallbang.
ICS ❱❱❱  [author] 22 Aug, 2015 @ 12:46pm 
Another new update out. I think this is very close to the final before August 31st 2015!
ICS ❱❱❱  [author] 21 Aug, 2015 @ 3:34pm 
Thank you! New update is out, this map is getting more finished day by day!
never be like you 21 Aug, 2015 @ 12:46am 
nice :steammocking:
Faded 19 Aug, 2015 @ 11:33pm 
Its a great map, hope you win <3
ICS ❱❱❱  [author] 19 Aug, 2015 @ 11:21pm 
Thanks. Yes, i have tested the timings and while they were ok before but i thought initial few seconds more would be better. So did others too that suggested the same thing.
Faded 19 Aug, 2015 @ 9:47pm 
Also have you tested times from spawns to bomb sites at all? The old one was about 13 seconds for both teams, but the new T spawn gives CT an extra couple of seconds to set up, which in my opinion is very helpful.
Faded 19 Aug, 2015 @ 9:41pm 
Really love the new warehouse
Feels a whole lot better to play inside of <3
ICS ❱❱❱  [author] 19 Aug, 2015 @ 1:36pm 
New update is out with new screenshots and several changes. Please have a look if you already had a look on the earlier version or even if you didn't. Thanks! :boomer:
ICS ❱❱❱  [author] 19 Aug, 2015 @ 9:20am 
Thanks for these thing you pointed out Stanley, i will have a look at them tomorrow when i have more time. I have release coming later today with several changes and fixes and i want to get that out there first to be able to playtested.
Faded 18 Aug, 2015 @ 11:59pm 
Last thing is this map is very well made and could be more balanced..other than that, I would give it 9.3/10 :csgoanarchist:
Faded 18 Aug, 2015 @ 11:59pm 
The balcony at guradhouse should have a convient way to get back up it for faster play, but thats up too you
Faded 18 Aug, 2015 @ 11:50pm 
Right at T spawn at shortstairs is a wall that can only be wallbanged from one side
Faded 18 Aug, 2015 @ 11:48pm 
The window in Warehouse should be bigger a little small i my opinion
Faded 18 Aug, 2015 @ 11:43pm 
At CT Start the bomb can get stuck on a box directly to the left of spawn at Guardhouse
Faded 18 Aug, 2015 @ 11:38pm 
Directly in the middle of B site are 3 boxes that, again, cannot be wallbanged (Suggestion)
Faded 18 Aug, 2015 @ 11:35pm 
A suggestion on A site, the 2 big boxes arent able to be wallbanged by awp..think it would be more balanced if it was able
Faded 18 Aug, 2015 @ 11:32pm 
In back alley on A site there is a doublehigh box that bomb gets stuck on
Faded 18 Aug, 2015 @ 11:30pm 
Without a boost the bomb can also get stuck on a whitebox in back courtyard
Faded 18 Aug, 2015 @ 11:27pm 
in T spawn my bomb got wedged into the vent and i couldnt retrieve it..this might just be me but idk
Faded 18 Aug, 2015 @ 11:22pm 
Around the semi-truch area there is a corner where you can throw the bomb and cant get it back. Coming from A or CT Side its to your right..its a very small corner with 2 boxes next to it
MeTaL.HeaD 18 Aug, 2015 @ 10:13pm 
looks like de_mill xD
ICS ❱❱❱  [author] 18 Aug, 2015 @ 2:34pm 
I have been working with the map based on feedback i've received ingame, reddit and elsewhere. I think i might have something out tomorrow or day after tomorrow at the latest. Thanks for testing - be sure to submit your ideas and comments! :csgoa::csgocross:
ICS ❱❱❱  [author] 17 Aug, 2015 @ 8:59am 
No proplem. I checked B and there was no such box pile but on A, there was and it was a spot where bomb can be thrown and not fetched alone. Thanks for the tip, it helped to find one of such spots!
neYoW​ᵈᵍᵍᴸඞ 17 Aug, 2015 @ 8:43am 
Im sorry yeah you´re right :´D
ICS ❱❱❱  [author] 16 Aug, 2015 @ 2:09pm 
Thanks for the note, but i think you ment when you go B from T-spawn, not A? Is this the double box on the far end of the image that you ment? http://images.akamai.steamusercontent.com/ugc/1475279976748671541/824B032FF7D989FE77239D87962F4D284A39BD2A/
neYoW​ᵈᵍᵍᴸඞ 16 Aug, 2015 @ 10:21am 
First of all, a very clean and bright map, i enjoyed playing on it very much. Bombstuck (well, it´s not that the bomb is stuck but you can´t get it alone ) if you go to b from t spawn, you can throw the bomb on the two boxes which are on top of each other. All in all a better map than most of ingame- maps.
ICS ❱❱❱  [author] 16 Aug, 2015 @ 9:55am 
There are currently 16 spawns per side. 32 total.
taekwon jay 16 Aug, 2015 @ 8:54am 
Thanks again!
taekwon jay 16 Aug, 2015 @ 8:54am 
Hi. Map looks nice. I was wondering how many spawn points on the map? I want to add it to our server rotation if its 30-32.
leem 15 Aug, 2015 @ 5:52pm 
wow nice