Counter-Strike 2

Counter-Strike 2

Breach
Some of my feedback and suggestions
Hi puddy I hope you see this. I'm 院长igni. I've been playing on breach since the first workshop version and had roughly 100+ competitive games in total. The scrimmage team we put up together are in average of LEM to SM. Me and my scrim mates think this map is so very close to competitive pool. But the recent changes still lack something important to feels snap on point. We test timing, check angles, study nades and develop tricks for quite a long time now.
Here's some feedback and suggestions. I hope you may find it useful.

Problem 1 : Utility usage

- B loading bay
I can see your intention to encourage utility usage at B by adding the invisible walls on top of B roof. But after a few games I realize that those slopes/walls maybe help smokes bounce into the window randomly. But didn't make things any better overall. A vertical wall is much better in this scenario since high tier competitive game's utility usage requires precision rather than randomness. Alternatively, I would much prefer to see those invisible wall removed or partially removed(the side walls). Those side invisible walls are limiting the throwing angle greatly.

Another problem is the B roof glasses. unlike nuke which you can break the window with you bullets, there is no way to brake those B roof glasses with guns. I always carries a decoy to do that when we plan to attack B. I saw you removed mid window already. Maybe remove those roof glasses are well? It won't do much damage aesthetically.

- B site
There are two spots I wanna mention here. The first one is heaven. Maybe it is your intention to keep the width of heaven just a bit wider than smoke? It is a pain in the ass to leave a gap like that for players. And to use two smokes to cover heaven feels overkilling. Another place is the gate connecting B main and B site. The height of that gate feels rather awkward to me. I suggest to raise it to just slightly higher than smoke's height to allow utility usage and other tactical plays (two man boost etc.).

-A long and the removed A long pit
I understand why you completely removed A long pit. In my games, it is rarely used by T to set up nade because of the fast rotation time of CT. And it also offers CT a great cover/angle to defend. At current iteration(Dec.19), after taking A long, it would be nice to offer the attackers a place to pace themselves. I would suggest simply make that small iron gate area deeper
and wider. By doing so, attackers can have a not so safe cover area to quickly line up nades and defenders doesn't have any extra angle/cover at early stage of the round.

-Mid
Upper mid is a work of art, thank you. The problem is the lower-mid part + catwalk. See details down below.


Problem 2 : Lower mid & cat walk to B

During my gameplay of previous iterations, the "lower mid door" was a popular flank route that CT would rush at the beginning of the round and remain control of. After recent changes,
things do get a bit better but there is still space to improve.

After breaking the glasses, T often stand on a awkward edge fighting CT. The edge of the window is not smooth enough. Also, enemy can be spotted on radar at that metal mesh on catwalk. Place a bot on catwalk stair, go hide in that corner and you will see what I mean.

But all I said above is about the current version. From my perspective, the problem of catwalk is that CT can still make a easy rush for it and catwalk isn't a good alternative attacking route for T. It is hard to fight on uneven surface/edge. It is hard to survive the nade rains in that limited space. And at the end of the day, catwalk becomes another "lower mid door" that isn't good enough for attacking but still requires a person to hold.

What I would suggest is:
1. Keep glass window, corner with that metal mesh and height
2. Make a one way drop(CT can still boost up) at somewhere close to the stairs.
3. Remove or partially remove the railings which caused quite some visibility and movement issue at railings joint.


Problem 3: Post-plant
The dynamic of the post-plant gameplay bothers me since the beginning. There's a lot of in-door areas in this map which limit the utility usage. Back when we still have the CT Spawn window, retake smoke and nade was still an option when rotating from B to A. This is rather frustrated and same thing applies to B too. When I rotated from mid to B, I always want to throw some smoke through the B roof windows. So I'm here to suggest reopening the CT spawn window and allow nade to throw from mid to A/B site.

Secondly, there isn't many strong and secure cover when holding the bomb after plant. What I mean is, taking mirage B bench for example, it is a strong spot where you can see the bomb and cover most angles when defending.

In breach A site, that place should be behind the truck. But in practice, that place is too distant from bombsite. and other spots on A site always have an extra angle that could expose yourself. So I suggest to move the armored track closer to the site and rotate it 30 to 40 degree to the left to offer better cover and better spacing.

In breach B site, the sunroom pillar is where I usually go since It is very close to my description of a strong and secure spot. In practice, both rotation routes (heave and yellow door) are incredibly powerful themselves. The advantage of height completely cages whoever sit in the lower ground. So in my games, I tell my teammates to push to heaven after taking B site. It works greatly when the rotation isn't fast enough. The problem is the normal route to heaven takes too long to travel. If the overall length of B area can shrink a little bit and in most cases that attackers can take control of heaven before the rotation comes in, it will be perfect for B site post-plant scenario.

BTW, I love that you move that little box to allow player to quickly jump to heaven.


So, that's it. Thanks for your time and I hope what I said can be some what informative and constructive. I love the map and really hope to see de_breach make into the competitive pool. Please pass my friend invitation if you want to talk more about the map. :Rubber_Duck:
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Showing 1-3 of 3 comments
Puddy  [developer] 25 Dec, 2019 @ 1:43am 
Thanks a lot man, we will read through this thoroughly! :) Thanks for taking the time, we are in your debt!
Forget about the part about using nade from mid to A/B. just checked, it can be done. XD
Kaori愛 22 Mar, 2020 @ 2:23am 
I think this map as it is right now is perfect. There may be some unknown bugs but it is not crutial
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Showing 1-3 of 3 comments
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