Counter-Strike 2

Counter-Strike 2

COBBLESTONE Rework (de_cbble updated v.3)
Cmdr. Krabov  [developer] 27 Oct, 2019 @ 4:51am
FEEDBACK [ENG]
Please leave your opinion and suggestions here
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Showing 1-9 of 9 comments
Cmdr. Krabov  [developer] 27 Oct, 2019 @ 4:54am 
Known issues:
*bombsites switched on the map overview
*lighting bugs
*clipping issues on wall

Things that will be in the update:
*new clipping
*bugfixes
*T-spawn readjusted
*new window in the connector (you will be able to jump out, or boost player inside)
OPzy 1 Nov, 2019 @ 12:26am 
Is this boost into this little window room intentional? https://i.imgur.com/fk1d3P5.jpg https://i.imgur.com/5WB5Bwo.png
Cmdr. Krabov  [developer] 1 Nov, 2019 @ 1:19am 
No, this was fixed in the newest update. If you can - please check the map if its working on your end (the update was waiting for the moderators approval)
Cmdr. Krabov  [developer] 1 Nov, 2019 @ 1:21am 
I think they still haven't approved it, I had uploaded it like an hour ago
Last edited by Cmdr. Krabov; 1 Nov, 2019 @ 1:21am
OPzy 1 Nov, 2019 @ 3:14am 
working now :)
fa janko 1 Nov, 2019 @ 3:36am 
stuck spot here, running towards the left wall since the first version of cobble https://imgur.com/a/3zgcCfy
Cmdr. Krabov  [developer] 1 Nov, 2019 @ 5:09am 
Easy fix, I will add clipping there. If you find anything else please comment here - compile time for this map is about 5 hours, so I want to fix as many things as possible at once.
fa janko 1 Nov, 2019 @ 6:08am 
https://imgur.com/a/TJtXAk6 you can plant the bomb in the air on B
Wraeth 8 Jan, 2020 @ 10:50pm 
Hi, I hope you get to consider some of these suggested changes -
1) Maybe remove the B site door (https://imgur.com/a/iweK9qQ) and Mid door (https://imgur.com/Dy87AGX). The doors just make angles harder to clear. For Mid, you might want to add a pallet or wooden board to block the hole in the panels like so (https://imgur.com/6kBT1An).
2) Maybe use this archway (https://imgur.com/5YnFb9E) instead of the one closer to ? Infact, I would recommend pushing dragon lore further closer to the CT-rotate by using these doors instead (https://imgur.com/W5vSlf0) (https://imgur.com/5Wr2wl9).
3) Remove some of the planks at Long-A (https://imgur.com/O3Qhz8W) so people can line up nades from the corners
4) Open up the roof of chicken coop so people can throw in or throw out nades easier (https://imgur.com/lRk8aL1)
5) Block out Murderhole. Since you're adding a rotate from A to B through balcony, murderhole is just superfluous and makes the CT rotate more vulnerable. Also, you could bring back the old hut or make it larger and thus remove the large wall that blocks out balcony. You could also make the well larger so it matches the size of the old van. Check this (https://imgur.com/VlpeuRz)
6) Push this wall forming the corner further up (https://imgur.com/FagsRak). This would allow for easier smoke walls for T-sides.
7) Add steps/ramp on the CT-side of B-site as well so movement is smoother (https://imgur.com/W7hnFeZ).
8) Flip the location of the balcony entrance and the bench+pots (https://imgur.com/4JenQqN) to something like this (https://imgur.com/SbINQhO). CTs could jump peek over the connector smoke from the pots. You could remove the A-site wooden scaffold entirely.

I have more feedback but I want to leave it at this for now. I really like your version of the map and would love to help you playtest. I've also been playing around on cobblestone in hammer and have my own reworked version which you might want to check out in case you like some of my changes, especially on the A site.
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