Counter-Strike 2

Counter-Strike 2

de_amigo
Bingo 16 May, 2020 @ 12:04pm
My viewing on Version 1.1
It is great to see you conserving the maps spirit, and encouraging more in depth game play. That being said, the map has a few inconsistencies in its feel. This is not something I can accurately describe, maybe its ineffable, but certain locations such as the room in t-spawn, the balcony at a main and a halls feel very different and sort of uncomfortable to play through.

The room in t-spawn does not add anything dynamic to the map, it is an area that control of is not crucial, and only in certain situations does it cause any concern to the players safety. This would be fine, like how at the start of inferno you go through 2 rooms, but in this case you have the full ability to lock down any t rotation by having 1 player be there. It is an incredibly situational position that is just annoying to have to worry about.

The balcony at a main is one of my favorite parts of the map. It makes using the AWP a battle of judgement as well as skill. The position gains information and a possible pick, but at the risk of losing a man and the AWP'er. My problem with it is the ladder. Due to the inaccuracy it forces a full commitment, and to dis-engage without giving sound cues takes far too much time. A stair case or ramp that still forced you to peek a site would make it a much less risky position,

A halls, is to be frank, boring, when playing it was just a pathway to a certain death. Since there is no way out it makes the fight almost guaranteed. It becomes far safer when you add smokes and the new ct entrance makes it a whole lot more rewarding to take, but in it current state it should be shortened to allow for teams to rotate. When a map allows ct's to rotate faster than t's it makes rushes far more prevalent then thought out fakes or approaches. Its like how banana on inferno can be slow played or rushed for success. Making halls an area that's worth the commitment would be highly beneficial.