Counter-Strike 2

Counter-Strike 2

Luxury (Wingman)
 This topic has been pinned, so it's probably important
MadsenFK  [developer] 10 Nov, 2018 @ 3:24pm
Map Feedback
If you have any kind of feedback for the map then please post it here. Please get in depth with your comment, and make it understandable.
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Showing 1-13 of 13 comments
oceanog 15 Nov, 2018 @ 5:49pm 
When going straight to sight from T spawn, the Ts can make it to sight much faster than the CTs and can plant the bomb on the other side of the plants, where they are invisble to the CTs. Giving a huge advantage like that feels too much.
I like the layout. The textures could be a bit better though. But I approve
Foogabob 17 Nov, 2018 @ 5:25pm 
I quite like the map but, I think the plants in the planter that the Ts can crouch behind is annoying. I would much prefer somthing soild but bang-able. Also I think a player clip on the railing by the water would be better than what you have now ("what you have now" being water that does damage).
mimi 17 Nov, 2018 @ 11:34pm 
111
Ssnig222 18 Nov, 2018 @ 9:01am 
This map is great and the T start reminds me of a COD Black OPS 2 map.
I think this map is pretty good with good places to hide, good pace and the only thing i dislike anout it is the Water area: It can kill you which is bad, it would be better if it was smaller and it didnt kill you.
But this map would get a 8.8/10 from me.
Also please add deathmatch because I think it would be a great deathmatch map as well as a wingman map.
𝕤𝕨𝕒𝕟 18 Nov, 2018 @ 1:38pm 
you shouldnt take feedback from other steam players, this community is just a bunch of dumbass kids who play videogames, dont think about what people say too much because its most likely moronic and faulty
MadsenFK  [developer] 18 Nov, 2018 @ 1:56pm 
I'm taking a lot of things they say into consideration, and if I agree with it I'll most likely add it. I'm not adding every single thing they're coming up with, don't worry.
Cake 18 Nov, 2018 @ 3:31pm 
This map looks great and I want it in the game. That's my feedback
antixrist 19 Nov, 2018 @ 6:52am 
зы зыс заебись карта
Mnesia 21 Nov, 2018 @ 9:20pm 
Let me first start off by saying this map does have potential. At this point in time though, the map really isn't quite up to snuff to be even remotely playable imo. I play a LOT of wingman, rank MGE and I'd like to help shed some light on the 3 key things that are really hurting the flow of the map. For starters CT side sucks. You spawn in a huge open area with not many places to go. This layout as is on CT makes the map feel more like a 2v2 aim map with some walls. you're forced onto sight immediately and T side really only has the option to frag kills or hold really stupid angles. The main thing I think that would fix this to be honest, and I really hope you experiment with this... is to change the sides. On current T side, if the CT's were to spawn there I feel like it would be a little more natural to defend there. Now onto the second main issue... The flow of the map. At it's current state, there is no map flow. There is just "the middle" of the map, a wide open area with a pit and a few short walls. There needs to be more dynamic in where you can go. My #1 fix for this issue would be to open up a hallway on the current left of CT side spawn/ right of T side spawn. Now this could be a physical "hallyway" when walking up the building stairs from T spawn that would lead into CT side, or I guess you could have some sort of ally that comes out on the other side of the building's exterior near the parking lot just outside of T spawn. See, that already works because you have a driveway area that is blocked off leading in the same direction on the CT side as well. This would allow for map rotations and flanking making the map feel a little more open, instead of being so claustrophobic to the center of the map. And finally, for my third issue with the map... The CT's right side. The huge open building with the glass windows. I truely like where you were going with this and I see a lot of potential. That being said, this area is WAY too wide open. There might be windows there preventing people from sneaking, but the entire wall is just glass and you can see through it extreemely easily. My solution to this would just be one of two things with the ladder beign the prefered solution. Widen the pillars inside the building and narrow the glass down so it's not as wide, or make the water unharmful and open up that untextured doorway you can't get to by the water and give that glass building a second opening and room and then have it connect with the existing wall near the inside of the other end. I really hope you end up seeing this and take into consideration what I've mentioned. If you do decide to make these changes or aren't sure exactly what I'm refering to in this post you can add me up and I'd love to help support this map and help you out. I do have a list of other things I can think of that could be changed especially if you decide to switch team spawns around, because the new T side would be a little bit too open and direct to the bomb still, however I don't want to overwhelm the development of this map as I see it actually being a very viable map at some point. These were just my top 3 main issues that I think really need to be addressed and looked over before anything else can really be done. Thank you for your time and the cool map!! Keep it up!
Last edited by Mnesia; 21 Nov, 2018 @ 9:57pm
DetectedConan⚔ 22 Nov, 2018 @ 6:54am 
Originally posted by Setsuka:
Let me first start off by saying this map does have potential. At this point in time though, the map really isn't quite up to snuff to be even remotely playable imo. I play a LOT of wingman, rank MGE and I'd like to help shed some light on the 3 key things that are really hurting the flow of the map. For starters CT side sucks. You spawn in a huge open area with not many places to go. This layout as is on CT makes the map feel more like a 2v2 aim map with some walls. you're forced onto sight immediately and T side really only has the option to frag kills or hold really stupid angles. The main thing I think that would fix this to be honest, and I really hope you experiment with this... is to change the sides. On current T side, if the CT's were to spawn there I feel like it would be a little more natural to defend there. Now onto the second main issue... The flow of the map. At it's current state, there is no map flow. There is just "the middle" of the map, a wide open area with a pit and a few short walls. There needs to be more dynamic in where you can go. My #1 fix for this issue would be to open up a hallway on the current left of CT side spawn/ right of T side spawn. Now this could be a physical "hallyway" when walking up the building stairs from T spawn that would lead into CT side, or I guess you could have some sort of ally that comes out on the other side of the building's exterior near the parking lot just outside of T spawn. See, that already works because you have a driveway area that is blocked off leading in the same direction on the CT side as well. This would allow for map rotations and flanking making the map feel a little more open, instead of being so claustrophobic to the center of the map. And finally, for my third issue with the map... The CT's right side. The huge open building with the glass windows. I truely like where you were going with this and I see a lot of potential. That being said, this area is WAY too wide open. There might be windows there preventing people from sneaking, but the entire wall is just glass and you can see through it extreemely easily. My solution to this would just be one of two things with the ladder beign the prefered solution. Widen the pillars inside the building and narrow the glass down so it's not as wide, or make the water unharmful and open up that untextured doorway you can't get to by the water and give that glass building a second opening and room and then have it connect with the existing wall near the inside of the other end. I really hope you end up seeing this and take into consideration what I've mentioned. If you do decide to make these changes or aren't sure exactly what I'm refering to in this post you can add me up and I'd love to help support this map and help you out. I do have a list of other things I can think of that could be changed especially if you decide to switch team spawns around, because the new T side would be a little bit too open and direct to the bomb still, however I don't want to overwhelm the development of this map as I see it actually being a very viable map at some point. These were just my top 3 main issues that I think really need to be addressed and looked over before anything else can really be done. Thank you for your time and the cool map!! Keep it up!

King of one paragraph!!!
Durex Tingle 23 Nov, 2018 @ 5:35am 
Just a suggestion: You should probably decreases the size of bombsite. It's a little too big for the map size. Maybe just keep the vicinity of bombsite in the pool area? like where the steps starts at. And you should probably remove that bar at ct. If they could go in, it could go a camping kind of game or T's just bombard the bar with nades. Hope this helps!
the map is very beautiful, but i feel like it's too small. if the terrorrist rush, the ct wouldn't have time to preper and to take cover to defend. i think you should move the terrorrists and the counter terrorrists spawns back a little bit, so the CT will have time to preper for the attack. an exaple is that if the CT bought smoke, rushing T's will be able to kill him before he throws the smoke, even if the round just started.
and the back root of CT spawn i feel that it serve no perpose.

overall, the map, even at this stage, looks baeutiful. keep the hard work!!
Last edited by guyblue gaming | pvpro.com; 24 Nov, 2018 @ 3:56am
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