Counter-Strike 2

Counter-Strike 2

Short Dust
Feedback
I have been considering doing a neo-Dust II remake of Shortdust for a while, but never got around to it. Imagine my joy when I found that someone had already done it, and to a quite high visual quality.

After playing it for a bit with bots, I have the following feedback.

  • You've made some changes to the layout compared to the original map. While not all have a significant effect on the balance of the map, such as opening the alternative route from CT spawn, I think your moving the route from T spawn to the bombsite – which used to go trough a hole in the floor on the original map – to the back of the map, might have an effect on encounter times which might make CTs able to take the bombsite before Ts get there. Consider whether this is desirable.
  • Some changes to the bot navmesh may be desirable. When I played the map, T bots would exclusively go via the "valley" route, and never use the direct route from T spawn to the bombsite, or the stairs in T spawn. Also, CT bots seem habitually unable to go on top of the crate on the bombsite and defuse the bomb if it is planted there.
  • Speaking of the crate plant position on the bombsite, it seems to be a very easy position to defend if Ts manage to get the bomb planted there, since it's visible from three out of four sightlines into the bombsite.
  • There's a bomb stuck spot on the scaffolding in the bombsite room. It's not possible to get there without a boost AFAI can see.
  • The map should be made available for Demolition mode as well, like the original Shortdust. Especially since some areas are larger now and thus even more suitable to 6v6 than the original map.