Counter-Strike 2

Counter-Strike 2

Tangerine
 This topic has been pinned, so it's probably important
Harry Poster  [developer] 16 Nov, 2017 @ 5:31pm
Feedback/bugs
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Showing 1-15 of 25 comments
Crackjack 19 Nov, 2017 @ 11:32am 
The map is way too big in general as the distance you walk from T spawn to B side is roughly the same as the distance from T spawn to CT spawn in dust 2
The map itself is not so compact as it should be.
it feels more spread out with many of going paths and long distances
And mid seems very far from both bomb sites
Got VAC Banned :( 20 Nov, 2017 @ 6:07am 
NICE MAP M8
You sometimes get stuck on invisible clipping when you jump on to the platform from the barrel by A site.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1206586739
NeXi2k 20 Nov, 2017 @ 11:02am 
@Alex Jones from InfoWars.com

We have already encounter that problem in the Testing and searching for a Fix

Looks like that 2 Map Collisions are in between eachother and so it creates that bug
Harry Poster  [developer] 20 Nov, 2017 @ 3:12pm 
Will fix by making clipping further from wall by,1 pixel, thanks for finding!
DevilKingX 20 Nov, 2017 @ 6:55pm 
This map has a good start but there are things that I believe can be improved:
[Opinions]

Map --------------------
-(If possible) Smooth out some armrails on stairs etc, to help make the map seem natural instead of rigid
-Before entering window, you can see through the map looking in between the wall and the corrugated iron

Clips ----------------------------
-There is also a weird clip when going into aps on ct side and exiting out window
-There is also a werid clip when spawning as t and going through right far side, in the corner you suddenly stop, recommend smoothing it out
-In t spawn, there is a clip that could be fixed (Boarded barricades)


CT/T --------------
-In the window tutorial, at the end of the video when peeking around corner, in that corner, i believe a window could be added to help favour ct
-Make the metal walls more penetratable to help favour t side and to help ct think more when choosing to camp that position [Cause to me, it seems like a pretty op spot as nading or pushing the spot seems to be the most likely option to clear this sector]
- Place cover in long narrow areas [to help favor t side more because ct has full control because of the open area, t side will be shredded]

Sites -------------
-The sites seem a bit too open, cover may be needed to help those on offense or defense.
-The window in a (bricked up) could be used for a powerful position (mainly awp) to watch certain areas, by thinning the volume of the boarded wall/scaffolds.

Lighting/Effects -----------------
-Lighting could be adjusted [in my opinion, its too bright, some areas could be darker.]
-Some particles could be added to a more natural feel to the map


The map is great and all but to me, it seems too linear and predictable (if you know what i mean?). Cuts and corners could be added, more windows to ensure site control, enforce offense or defence.

But then again, the choice is up to you, arguing back and forth seems like another way to help improve the map if the stated points seem a little vague
Last edited by DevilKingX; 20 Nov, 2017 @ 7:06pm
Harry Poster  [developer] 20 Nov, 2017 @ 7:14pm 
Thanks for your feedback! But Valve have removed all particles from 'reserve maps' so its almost impossible to add some without making your own.
Syx 21 Nov, 2017 @ 2:02pm 
Terrorists were selling drugs disguised for tangerines. Not to be that guy but it would be disguised as tangerines.
Crackjack 21 Nov, 2017 @ 2:18pm 
Originally posted by eleven:
Terrorists were selling drugs disguised for tangerines. Not to be that guy but it would be disguised as tangerines.
Then why would they blow up their own drugs?
Apollo 21 Nov, 2017 @ 2:29pm 
to keep the CTs from getting them?
Crackjack 21 Nov, 2017 @ 3:07pm 
Originally posted by A starbound mew:
to keep the CTs from getting them?
But thats exactly what they do when they defuse the bomb
Bhoppi 24 Nov, 2017 @ 11:29am 
Thanks for the awesome map! I found two issues while testing: 1. the bots will be stuck at the window above the mid (I mean the breakable glass window on the street, do I make myself clear?) and cannot get through (from both sides). 2. The spectate overview is hard to read. The unreachable areas are lit while the routes are darkened, some routes are even invisile. Meanwhile, the radar overview is very good.
btw, you may consider adding callouts :-)
GoNo 12 Dec, 2017 @ 3:54am 
in ct spawn there is an area of rubble where if you throw a gun in it, it crashes the game
Harry Poster  [developer] 12 Dec, 2017 @ 4:55am 
Originally posted by GoNo:
in ct spawn there is an area of rubble where if you throw a gun in it, it crashes the game
Much thanks!
Bhoppi 20 Dec, 2017 @ 9:13am 
Originally posted by bhoppi:
Thanks for the awesome map! I found two issues while testing: 1. the bots will be stuck at the window above the mid (I mean the breakable glass window on the street, do I make myself clear?) and cannot get through (from both sides). 2. The spectate overview is hard to read. The unreachable areas are lit while the routes are darkened, some routes are even invisile. Meanwhile, the radar overview is very good.
btw, you may consider adding callouts :-)
Now it has added callouts, so I re-discribe my issues:
1. the bots will be stuck at the Window between the Mid and the Secret;
2. In the spectate overview (de_tangerine_b2_17_radar_spectate.dds), the routes of the Construction, the Stairs (between the Secret and the Dumpster), and the LongA are too dark to read.
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