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Hemive 3 29 Jun, 2015 @ 1:17am
de_Snow2
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=470939798&searchtext=de_Snow2

I started making this map on thursday, my first map i ever made starting to watch some tutorials on the day i started the map. I made the Rushtiming so CTs are ~2 seconds earlier onspot, tried to give every spot a pro and cons so there wouldnt be any overpowered spots.

Sadly i cant test everything alone. Sometimes i get a friend of mine on the map to give me feedback and atlest they like it alot, but we never managed to actually play 5vs5 on it, to get an actual gameplay impression of it.

My maingoal was to not leave dead space on the map, so that even the spawns of both teams would have value and made the map little enough to get more fighting (the point of playing shouldnt be running 30seconds to get from one bombspot to another *chrm* Season *chrm*).

Rushtimings for B short on the wall 9seconds if you dont suck, and B long 9-11seconds if you choose to go through the door or just the long way, so even though its not as big as Dust2, you need around the same time to engage fighting. The big pro is that you can choose alot of ways to rotate, cause of the bombspots being same distance to both spawns and not like Dust 2 close to CT which makes rotating over TBase time consuming and stupid leaving less ways open for it and giving the oponnent a higher chance to catch you.

MfG H3M1V3

PS: This map is not final, cause i only made the basic of the map as bugfree as possible. I would appreciate if some of you guys would test this map and leave a comment or add me ingame and tell me (you can test with me as well). Would love to get a 5vs5 running, to see it in action. After playtesting i will evtl change the shape of the map a bit, depending on the results of testing. The final textures and details will come later as it is a pain in the ♥♥♥ and needs alot of time to do (and gameplay is actually the important part here not how pretty the map is. I want a map which is well playable and not sth that looks pretty but is unplayable).
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Showing 1-15 of 21 comments
Hemive 3 29 Jun, 2015 @ 1:19am 
I made a few Updates after i posted this in the general discussion about 9hours ago, which i will simply copy paste here so dont wonder
Hemive 3 29 Jun, 2015 @ 1:19am 
Update:
Lowered many blocks overall (especially the one you look over from CT Sniperspot to mid to grant little more vision, still not to much).

Fixed a few minor bugs, where texture was 1 block to short (so a gap as thick as a bullet, pretty minor in areas where you couldnt walk anyway, just for the eye in the end).

Increased size of the player clip a little bit to make the skilljump near B short a bit easier (still not everyone is capable of getting on it). little platform you can reach with the skilljump got raised up a bit to increase vision from there slightly (but you are easier to spot and shoot as well so choose this position wisely)

Added a block underground in an area you couldnt reach where i forgot to fill the empty space, which could lead to problems in deathmatch (where you can spawn on every surface, where you either have the spawns on or the actual base of the map itself, as long as you can stand on it). some players got spawned underground without a chance getting up (imagine 7 CTs underground and one unlucky T spawning there afterwards :). at least this block fixed the whole problem.
Hemive 3 29 Jun, 2015 @ 1:20am 
Increased the wooden wall at the catwalk slightly, which is leading to mid from b (for the possibility to rotate more situational). Tests showed, that you can throw a smokegrenade, to smoke doors if you hit this wall close to the highest spot of the wall, which bounces of the door itself smoking it perfectly. prob was that throwing it a little bit to high, would result in a wasted smoke, which i want to avoid by increasing the size of the wooden wall slightly.

The next update will replace the Door at B (which feels out of place) with 2 Boxes on top of each other and evtl some other changes to the environment depending on the results of testing. This change will make smoking this area easier, but still you need to know how to throw it properly, cause it'll still be more space the smoke needs to cover, than other spots, so it has to land pretty much in the mid to give good cover (keep that in mind)
Hemive 3 29 Jun, 2015 @ 1:20am 
and this is from this morning

Updated the map, replaced the door at B with a tall Box and reduced the size of the wall it is directly standing at, to increase the space you can walk, to match it to the space we had with the door (the Box is far bigger)

If anyone is interested in helping me to Test the map i would appreciate it. So we can get a 5vs5 competitive match on it and see how the map turns out (CT or T sided) are the Rushtimings good enough or is little tweaking necessary, where to add cover/replace it/completly remove it, etc. If we get a group we will match skilllevel equally, to get a decent Test.

MfG H3M1V3

PS: Im AK
Hemive 3 29 Jun, 2015 @ 3:57pm 
Update:
Made some smaller things as adjusting some walls, so CTs cant aim mid after leaving their spawn (so Ts are actually first).

Added a ladder in A house in the back so this space is getting a use after all and adding a window close to it which got a use with the next thing i made.



The next thing is a bit bigger, i completly reworked A short (which is now kinda A long due to its pretty long way). A short felt pretty much out of place. Adjusting the space to it didnt rlly turn out to be that good and for CTs defending was kinda hard due to a crossfire from house bottom, house top and A short from the same time.

The only chance for CTs to actually survive this (if Ts would go A) was rushing A short (where Cts needed 9 sec to walk from CT in the direction of A and then going A short, Ts needed 10-11sec to go around the corner at A short, so CTs could easily catch Ts by surprise, which i didnt think was a good idea.

In addition there had been dead space if you walked a straight line from A short to the wall and then right (this space was never rlly used, so i reworked A short to get an underground way leading to the wall).
You need 19sec from TSpawn to go mid, in the tunnel, run run run, till you can first peek on the spot. i know its a long time, but actually it allows for alot of good gameplay. Now the window i added comes into handy. you need ~13-14sec as T to get there, as CT if you push straight away to A and go directly into tunnels you need 16sec to get to the first stair. So if you go A you can go to that window to see a rush from the CTs and call it. In addition this placement allows you to attack the spot from 2 different entries, without being to far away or to close to make it to easy or hard for the CTs to hold this spot.

Little Hint: Both sides can make use of the walls which can be shot through and are placed all over the map. Some walls can get replaced through stonewalls, if gameplay shows that wooden walls on certain positions ruin the game more, than it helps the gameplay.

Last thing done, was actually updating the minimap. As far as i saw it, it didnt bug, but if it does i will fix it tomorrow. Pretty tired right now :)

MfG H3M1V3
Hemive 3 29 Jun, 2015 @ 11:14pm 
Update: Fixed a few minor bugs
Hemive 3 1 Jul, 2015 @ 6:15am 
Little Info for you guys, this map plays in a far away town. It's a while to get into a modern town from there so you only see old technology and rusty/old lamps. Still there are 2 important targets for the Terorrists which i add later (no spoiler see it for yourself in a future update xD).

Update:
There had been an invisible ladder you could climb up the house from outside which wasnt even in the editor, so i couldn't remove sth that didnt even exist in editor, so i simply used player clips to fix this problem).

Added a few more lights and added the textures for the lamps and adjusted their position. The additional lights are needed, to make the whole scene look more complete and to lighten up darker areas in buildings, due to me doing an all around adjustment to the light settings, skybox, etc.
Big lights are brighter then tiny ones, though you can see everything fine. Lights in the buildings have a bit of yellow in them like old ones had a century ago.

The map now is not playing in the early afternoon anymore, it's now early evening with the sun got lowered a bit and the colour from the sunbeams have an orange touch (it looks pretty, you can see everyone clear and your eyes won't hurt so much anymore from a to bright environment).

Talking about not hurting your eyes to much, i replaced alot of textures from the walls, so its alot more comfortable for your eyes now to look at them (these are not final though i just added them to have a contrast and see how the textures influence gameplay). i painted some of the blocks differently out of contrast reasons as well.

Added a block below CT spawn which i forgot and let me spawn alone under ct with no chance of getting up. a problem in every game which lets you spawn on a rndm spot (like deathmatch).

Readjusted CT Spawn a little so they are 1 sec faster on B and give time for setting up a defense, due to the longer time you need to get to A, i added some wooden walls right before A house, only affecting the lower way to delay it by 1 sec to match it with the new arrival time of CTs (yes you can shoot through them).


Hemive 3 1 Jul, 2015 @ 6:19am 
if you have any suggestions, bugs or you simply wanna tell me what you think of this map, right it here or pm me. Still searching for more people testing with me (you can add me ingame and plz send me a pm as well so i know why you want to add me)
Hemive 3 1 Jul, 2015 @ 9:09am 
Update:
A few Bugfixes like a graphic glitch on the platform between B and mid or the bug with the ladder on the outside, but hey it worked on the inside as well, so i used my almighty playerclips to handle that. And a few things i painted wrong or simply forgot -.-
Hemive 3 2 Jul, 2015 @ 7:13am 
Update:
Featuring the first real textures ingame. I made a church out of the block between CT and A house. The 2 windows it has are for the sole purpose of shooting through from 2nd window CT Sniperspot to A house. The bell at the top makes a sound if you shoot it. Gravestones will get a signature with the next update.

I changed some of the wooden walls on A and made brickwalls out of them. You cant shoot through them anymore. This allows Ts to setup before A if they come out of the tunnel and not get wallbanged by the CTs asap.

Added alot of player clips to prevent players to get on spots they arent supposed to get.

Changed the platform between B and mid back to a snowy ground, the ice made to many graphical issues even though it looked cool.

Replaced the models of the crates on B and of the crate right before the church (this one got its position adjusted as well to give cover from the way to A if you sneek in through mid and walk right path. Otherwise this area has to many spots you can get shot from (and i dont want to have a second nuke on the mid area which would be kinda depressive).
Last edited by Hemive; 2 Jul, 2015 @ 9:45am
Hemive 3 2 Jul, 2015 @ 11:29am 
Update: Just watch at the right tombstone
Hemive 3 6 Jul, 2015 @ 3:22pm 
Update:
Added more textures, now the CT Spawn (House) received a little bit of polishing. As well as something to fill the emptiness in CT Sniperpost (It should look like a working place for the CT forces).

The other thing that got polished a bit was the church. I added more windows, which have no strategical use. They are only there to let the church look a little bit more complete (which church has only 2 windows?xD)
Hemive 3 7 Jul, 2015 @ 1:46pm 
Update:
added 2 signs for both bombspot A and B to make it even more clear on which spot you are (fixed a bug where the bomb could get lost behind the sign).

added a sign on the wall to B so you have sth visible blocking you, if you try to jump from the wall which is intended to use to the slightly raised differently coloured wall, which is only that low to give window 1 in CT sniperpost a little gap to shoot someone who wants to get up the wall (before it only has been invisible player clips).

moved the tall box at B closer to the wall so there is no gap anymore you can shoot through.

last thing is, if you make the skilljump from the wall at b to the little platform. before the player clip wasnt 100% on top of the slightly raised wall, which made it possible to stand on that wall and have better sight of the area, which wasnt intended. fixed this.
Hemive 3 9 Jul, 2015 @ 6:29am 
Update:
Added more rooftops.

Increased height of the outer wall so the house at blong doesnt look so ♥♥♥♥♥♥.

Added a little part to the rooftop from the house at ct spawn, so its not looking to abstract.

Experimented with the textures and gave the map a new look (not everything but still a large amount). Sorted the textures out which look good but dont have such a depht in it so its not so hard to actually see a player in front of it (gameplay is the mainreason a map should fullfill and the look is secondary, but still important).

Edit: Forgot to mention that i made the low roof right beside CT Spawn house bigger and changed the ground from snow to stone

PS: I will have a look at the map and will have some tests on it and will evtl change the textures depending on the feedback of how it influences gameplay. if its clearly not working out i have to figure out other textures (textures can change always lateron if i want to change the look of sth completly).
Last edited by Hemive; 9 Jul, 2015 @ 6:44am
Hemive 3 10 Jul, 2015 @ 6:51am 
Update:
Fixed a few textures.

More importantly, added a basic Naviagtion Mesh for the bots, so they dont run like headless chickens against a wall. Currently working on an advanced version so gimme some time (lot of work right now so be patient xD)
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Date Posted: 29 Jun, 2015 @ 1:17am
Posts: 21