Counter-Strike 2

Counter-Strike 2

Monaco
25 Comments
Serge Gainsbourg 27 Jun, 2020 @ 4:46pm 
niiice
Xx_N0SCOP3R360MLGMEME_xX 27 Feb, 2019 @ 5:55am 
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Fargo  [author] 29 Dec, 2016 @ 7:52pm 
Important: I'm working on my next big project, and since I'm only one person I can only work on one thing at a time.

Expect a beta map soon, I will still try and answer any comments you may post here. Stay tooned!
Fargo  [author] 8 Dec, 2016 @ 10:27am 
That's a lot to fix! I'll get right to work! Thanks for the suggestions, it helps a lot!
Penis Scout Gaming 8 Dec, 2016 @ 10:10am 
- table in appartments has a strange slopey hitbox that you can slide up
-same with knocked over chairs in apps right by T-spawn
- add a small hitbox to let walking up onto the grill thinging on B-site easier so CT's can get into position faster
-might want to make it impossible to get ontop of chainlink fence you can jump scout people hiding behind box on a-site Might also be good counter play, consider

Sorry for all the negative's I just like the map and want to see it be hand crafted to perfection, some of them are super tiny and may not even be relevant to actual gameplay but they are things I noticed that could be aggrivating if you happen to stumble into them at the wrong time. some of them are very important, test those timings on B-site they're still screwy
Penis Scout Gaming 8 Dec, 2016 @ 10:10am 
-got a bad case of shiny door
-remove confusng window in B-apps I keep thinking there's soemthing else, or remove the signage outside so there's no confusion
- really liked the door that lets out from that cross over section helps out CT's at retaking sites
- need a barrier near the car by t-spawn
-might want to add a grate to the window that's above the chain link fence door, not required whatsoever
-tighten up the sky box (not sure but it goes on for a long time)
- extent invisible wall by a-site stairs from CT spawn, you can still get trapped udner the wall
- invisible wall back outside of the woodwn structure is too high, cannot jump ontop of rail
- invisible wall on iron gate next to b-site is too far forward

Penis Scout Gaming 8 Dec, 2016 @ 10:10am 
Hey, wanted to say I like the changes they are good additions, There are still some smaller points to touch on
- one of the appartment sections hasn't had it's cieling raised, just lettin you know
- T's still get to B site before CT's can get there and set up, I suggest diverting them slightly while simultaneously reucing the length of appartments.
- T's take about 9.5 seconds to get into B-alley and it takes about 10.5 seconds for CT's to set up on B
-takes nearly 20 seconds to ruch through appartments to even get to B, maybe make appartments a little more direct (move staircase directly infront instead of having to turn to go down, will clear up confusion about the clutter that is blocking the upper section too
- you should clear up confusion about the garage in the back of B site, maybe make it playable offer a ninja spot that's easily naded
- maybe make appartments more like squeaky and let the door open right onto b-site

Fargo  [author] 7 Dec, 2016 @ 5:49pm 
Thank you so much for the recommendation! It's been a while since I've gotten any feedback so this is tons of help! I'll see what I can do.
Penis Scout Gaming 7 Dec, 2016 @ 10:11am 
After just some testing on your map you need to re-evaluate bomb-site B. The CTs cannot make it to site and set up in a realistic amount of time, the Ts just have so much of an advantage there. Second thing on site B is that there needs to be more cover, its very scarce and when it is there it's weak. Next it needs borders, it's a little unsettingling, just make the walls higher or something. The appartments off of site B are almost entirely useless, and if you want to keep them raise the ceiling. Bombsite A needs to get some more cover as well. The map needs more ways to rotate for the CTs. theres my help
Epicismylastname 22 Nov, 2016 @ 6:36pm 
PUT MY YT CHANNEL ON THE WALL OR SUM YOUTUBE.COM/GameEgressive
Epicismylastname 22 Nov, 2016 @ 6:36pm 
DAAAAAAMN NAILS
Fargo  [author] 21 Nov, 2016 @ 3:27pm 
Thank you for 2,000 subs! More updates coming soon!
Jcraft153 21 Nov, 2016 @ 6:10am 
Lookes like a cool map, ill download + bugtest W/ freinds!
Fargo  [author] 16 Nov, 2016 @ 6:56pm 
I might clip off B Roof in an update if I get enough complaints about it. Yes it's true that it's a very overpowered spot, but since there is little to no cover, I see it as being fair. In my eyes I see it as a sort of Goose like in Dust II, just with less cover from any boxes or barrels. B Roof was never meant to be a hiding spot, but more of an unsafe and risky sniping spot.

I have been trying to adjust this spot to be less reliable, like adding additional cover from CT to B, giving players a better chance at peeking to get a shot. Not to mention the dark alleyway outside of A (Chicken), which is a safer and quicker path to B avoiding CT almost entirely.

As for the bugs, I will fix those in the next update as soon as I have free time. Thanks for the concern and suggestion!
ihatetrolling 16 Nov, 2016 @ 5:56pm 
it's possible to boost out of B site, all you have to do is jump up onto the roof and run boost. you can get onto various rooftops, as well as snipe A.

honestly, i would just clip it off. it doesn't seem to have much purpose, it's not a very good hiding spot.
УНИТАЗ 1337 АУЕ 16 Nov, 2016 @ 10:37am 
Very small
Fargo  [author] 16 Nov, 2016 @ 12:13am 
I've had some people tell me to do something with A Shack, I'll have to see what I can do with it. As far as viability goes, I'm still trying to see what works in terms of cover at CT. I have some ideas, so expect some experimental updates in the future.

Thanks for the suggestions!
Beastie 15 Nov, 2016 @ 4:30pm 
i like the way it feels maybe put more cover on a it felt too open and the hut in the corner put a second window and open it so people can sit in that corner and shoot at the t's steam message me if you want any more feedback, but that is everything for now. Good Work so far.
Fargo  [author] 14 Nov, 2016 @ 11:38am 
As far as skybox goes, the light_environment doesn't effect gameplay. I actually prefer the new inferno skybox texture for this map in particular. Although, I could make some adjustments in terms of visibility if that is what you're concerned about.

Thanks for the suggestion, I appreciate it!
snipermonkey 14 Nov, 2016 @ 11:08am 
:csgoglobe:
snipermonkey 14 Nov, 2016 @ 11:08am 
also change the skybox so it has clouds.
snipermonkey 14 Nov, 2016 @ 11:07am 
All i would do is add more buildings where you can see it cut off.
Fargo  [author] 7 Nov, 2016 @ 11:11pm 
Alright, I'll look into that. Thanks for the suggestion!
Common Commando 7 Nov, 2016 @ 11:08pm 
Suggestion: On the B bombsite (marked A on radar) you can jump up to the top of a roof and have a sightline straight to ct spawn and parts of A bombsite (marked B on radar). I suggest adding some cover to the surrounding area of ct spawn. This could be in the form of an archway that would extend over a small portion of the area. The archway would act as a small bit of cover to rotating cts and block the overpowered sightline from the roof to A bombsite (marked B).
Common Commando 6 Nov, 2016 @ 11:25pm 
Great map so far!