Counter-Strike 2

Counter-Strike 2

Brewery (Work In Progress!)
Oliver :^)  [developer] 3 Dec, 2017 @ 6:03am
FEEDBACK THREAD
If you have concerns or suggestions in regards to layout please share them here! We want to improve the balance overall on the map. We have a very critical eye on Middle and B and we are open to make big changes to those areas.

Thank you to the people who already provided their feedback in the comments on the workshop page.

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Showing 1-10 of 10 comments
Giraffe 3 Dec, 2017 @ 3:16pm 
I think one thing you should capitalize on is the verticality element at the bomb sites. The whole map is really narrow with a lot of corridors. If you don't want to widen the areas out, then do something unique and make the vertical 2 tier leves at the bomb sites the main appeal of this map. It'll be your unique feature that is different from other maps. Make it easier at bomb site A to get from the bottom level to the top level with crouch jumping and so on. Also, at B site, i would suggest making some ladders or stairs so people can hide in that loft type area(maybe make a more pronounced loft type area on B. I still think there is a lot of walking to do before there is any engagement as well. Maybe make a shorter pathway to MID, so mid control will be important. I really wouldn't see anyone going to mid for any reason right now because it just feels like a killbox at this point.
Giraffe 3 Dec, 2017 @ 3:21pm 
after walking the map more, i would suggest putting some catwalks in MID. That would really make mid a fun place to play. Also, the B site just seems so set up for using the AWP on both sides with that long view to both the CT entrance and both T entrances. Maybe put more boxes and clutter in the middle to mask the entrance into B from both teams. This will make the B site much more viable for CQC weapons and make the shotguns and smg's more viable on this map.
Oliver :^)  [developer] 3 Dec, 2017 @ 11:41pm 
Thank you Master Chief. Grade-A feedback! I like your suggestions for middle and B, they are lacking right now.
Bungalow 4 Dec, 2017 @ 1:10pm 
Great map, but still needs some work gameplay wise.
You need to move the planting site in Bombsite A further because if you smoke the cross CT's cannot do ♥♥♥♥, you safe plant behind the big box, resmoke the cross, and only watch for flanks which have a long rotate time. If you do that i suggest removing the window room because CT's have to watch so many angles. Also in A the sandwich area is weird, the nade bounce of the big canister instead of the wall, pls fix
Last edited by Bungalow; 4 Dec, 2017 @ 1:11pm
Bungalow 4 Dec, 2017 @ 1:10pm 
Mid is T sided, even you get there at the same time as CT's does, they dont have cover, and if you smoke it you can easy split to B or A
B is a hard site to take since it has no cover for T's to enter and not die very fast, unless you have mid control as a T, which you have 100% and split into B for a kind of easier take. If you take the B bombsite, it is impossible for Ct's to retake because they only have one way to B and the mid connector. I suggest adding a upper area from CT mid into B for easier retakes from CT's
Overall, great map, looking forward to seeing it finished and playing it
Last edited by Bungalow; 4 Dec, 2017 @ 1:12pm
Oliver :^)  [developer] 4 Dec, 2017 @ 1:12pm 
Thanks Bungalow, I agree with you!
Bombside B seems a little CT sided because of the entrances. I would like to see a safer way in when you're going straight from T spawn to bombside B without having to go through mid (B main?). As soon as you walk through that entrance you're out in the open for CT's. The upper area doesn't have a lot of cover either, but I think that should remain roughly the same if the lower entrance has a bit more cover. Overall an awesome map, really excited to see how it turns out.
Nova<3 5 Dec, 2017 @ 8:10am 
I really like it

Oliver :^)  [developer] 5 Dec, 2017 @ 10:19am 
Thank you Mikkel, I think B needs a little rework. Especially since the first engagement is so very awkward and long. I will see what I can do with verticality for B. I started with the idea of an upper level as a way to get more out of the space, but I have yet to use it in an interesting way. Thanks for your suggestions
MANN from TF2 5 Dec, 2017 @ 3:13pm 
can u smooth out the stairs from t spawn to B? add some player clips or something
Last edited by MANN from TF2; 8 Dec, 2017 @ 2:43am
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