Counter-Strike 2

Counter-Strike 2

De_Dairy
Chobge 2 Jun, 2019 @ 8:36pm
Opinions
Ok so for a first map this is pretty good, but it is very clearly made by an inexperienced mapper.

The sight-line from playground to B site is far far too long. It's too simple, which is a common issue around the map, and is unreasonable to be fought with anything other than a sniper. Picnic tables and chairs look nice and fit well aesthetically but do not work well in important areas like bomb sites, they're cluttered and awkward to navigate around. Many of the corridors around the map have nothing to really help them from just being long and bland.
A site just doesn't work, it's too small and the rotates and entrances are really strange. B site is alright if you change the CT entrance to the site, and make the doorways/windows in the large bottle statue maybe 8-16 units wider/taller respectively.
T spawn has the same issues as CT spawn, and the rotate times if you were to fake a site are insanely long. On the positive side I think the T approach to A looks really nice for a first map. The laundromat(?) on B approach is overly complex for what it is, and has too many interact doors.

Overall there's something there, but it's too simple and there are too many long wide areas.
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Showing 1-3 of 3 comments
Bits 4 Jun, 2019 @ 12:20pm 
Originally posted by Sunny Disposition:
Ok so for a first map this is pretty good, but it is very clearly made by an inexperienced mapper.

The sight-line from playground to B site is far far too long. It's too simple, which is a common issue around the map, and is unreasonable to be fought with anything other than a sniper. Picnic tables and chairs look nice and fit well aesthetically but do not work well in important areas like bomb sites, they're cluttered and awkward to navigate around. Many of the corridors around the map have nothing to really help them from just being long and bland.
A site just doesn't work, it's too small and the rotates and entrances are really strange. B site is alright if you change the CT entrance to the site, and make the doorways/windows in the large bottle statue maybe 8-16 units wider/taller respectively.
T spawn has the same issues as CT spawn, and the rotate times if you were to fake a site are insanely long. On the positive side I think the T approach to A looks really nice for a first map. The laundromat(?) on B approach is overly complex for what it is, and has too many interact doors.

Overall there's something there, but it's too simple and there are too many long wide areas.
Alex 5 Jun, 2019 @ 1:30am 
Oh and make the area around T spawn smaller.
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Showing 1-3 of 3 comments
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