Counter-Strike 2

Counter-Strike 2

Seaside
AWood 1 Aug, 2019 @ 2:47pm
Does Tanuki have anywhere to send possible feedback to if they are taking it?
I have played this map on scrimmage 6 times since it was released, I love this map but have some suggestions to make it way less T sided. Been a big fan since Operation Bravo; without this map, I doubt I would have had my Gold Operation Bravo coin!
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Showing 1-9 of 9 comments
☁︎ Yoshi ☁ 1 Aug, 2019 @ 6:50pm 
Maybe it's not really T sided and you are just garbage? :D:D
AWood 1 Aug, 2019 @ 8:40pm 
Originally posted by ☁︎ S!de St3p Yoshi ☁:
Maybe it's not really T sided and you are just garbage? :D:D
Thanks for answering my question
Tanuki  [developer] 2 Aug, 2019 @ 11:35am 
Post them here or in the comments. While the map is live bug fixes are more likely than balance changes though.
AWood 2 Aug, 2019 @ 1:13pm 
Okay, obviously I don't want to ruin your vision on what the map should be, but saying how I'm way better than I was a few years ago (and lightyears ahead of S!de St3p, who probably has made less money in real life than I have from playing this game alone) I've been able to exploit some real big cheese in the map.

1. Railings on the bridge to B
In an afterplant, I can actually cover/spot the outer B catwalk from the cart inside the building, as the railing on the bridge is really thin. Having it slightly more bulky would still allow people to wallbang it if they're in the mid/B connector and would still mask CTs rotating for a retake. At least put on some ratty sheets of metal directly on those angles, they're very cheesy but at least with some cover, Ts can still boost on the railings on the lower catwalk to see if they can pick off a CT.

2. Make the B site of CT Mid a little less wallbangable
B is such a ♥♥♥♥♥ to get to to begin with, so CTs should have a little bit more between them if they decide to cross to B. I would literally make this part of CT either have metal sheets on the wall or something else that would be an easy fix to this, as opposed to changing the layout as I initially wanted to suggest (a gazebo/awning/ceiling or something over mid that would block nades, not sure how it'd work though, maybe an addition of the building behind CT mid).

3. Extend bombsites a little bit for more varied plants
The best maps in my opinion have bombsites that aren't confined to having one or two plants. Being able to plant on/near the site signs and closer to certain entrances might spice it up a bit.

4. Extra window/extend window for the B bombsite?
Would be nice to have another spot to throw flashes out of for defending or even for safely bouncing incin nades off of onto the catwalk from the back of the site box.

5. Swap the box and the pile of logs at the start of the T bridge near B
You can see feet underneath the cover closer one to T spawn, but not the farther one? That's inverse risk and reward. Doing this will allow for people AWPing on the side entrance to B site to access danger a bit better, as opposed to wondering if someone is actually behind that box and having to worry about it all round if they maintain that angle.

Also I would love to see a floatie without any sort of clipping on the water below the A house as a joke, since every game I've been in, someone plummets to their death because they think there's a bombsite directly below it. I'll let you decide what's best for the map of course, but I figure you might want to check some of this out since you'll probably be patching those insane boosts people are finding soon. If there's anything you want me to expand upon if I wasn't clear enough, please ask.
Tanuki  [developer] 3 Aug, 2019 @ 9:42am 
Thanks!
AWood 6 Aug, 2019 @ 2:53pm 
of course, lad :B1:
Skytis 8 Aug, 2019 @ 1:30pm 
I guess I'll also leave my feedback here:
https://imgur.com/a/ft6LDhf
This image pretty much speaks for itself
sweetvex 26 Aug, 2021 @ 3:25am 
rip map :(
b0ss 30 Jun, 2024 @ 1:29pm 
best map i ever played
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