Counter-Strike 2

Counter-Strike 2

Anubis
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Roald  [udvikler] 29. mar. 2020 kl. 9:55
Feedback on Gameplay & Visuals
If you have any feedback relating to the gameplay and/or visuals then please post that here!
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Viser 1-15 af 37 kommentarer
Joe Fajita 8. apr. 2020 kl. 15:58 
I made a navmesh that should improve bot navigation for de_anubis. This should make them jump around much less, keep them from getting stuck in the canals and whatnot, and fixes a few paths that weren't properly connected. You're free to use it as you see fit! http://www.mediafire com/file/9oqr7ngqi1xlq07/de_anubis.nav/file
I am wondering if having the small hole by the entrance to A was intentional, and if you considered opening it up to allow for more nade possibilities?
Nik0 0 Majors 10. apr. 2020 kl. 22:23 
Hi Roald, firstly i quite enjoy this map and have had a great time on scrimmage and now MM. one change that you could look at would be some of the unnecessary height changes on B site as this makes alot of gunfights feel like just random chance someone moves up or lower from your headshot height.

Also please dull down the ambient noise of the water as it currently sound like people are dropping in and out of it when noone is around. and makes for a really awkward and unpleasant experience when trying to clutch or rotate
Thunk 12. apr. 2020 kl. 5:59 
Hi Roald, I really enjoy playing Anubis and I tried to get better on it in an offline World... There I realized that this map doesnt offer any Wallbang Spots (except for the Wood on Bridge). I think it would be really cool if some walls were bangable with AWP. Also I would really enjoy if you added some boost spots (for example on A-Site the Boxes in Front of Walkway).

Thanks for the map and sorry for my non-perfect English :D
Kind Regards Lukas.
ᴊᴊ 12. apr. 2020 kl. 13:16 
Having very bad performance issues. getting at average 40 fps but drops as low as 15 fps. I get around 120 fps on dust ii, inferno, mirage, etc so i don't believe its strictly my pc. all settings are on low and ive tried 4:3 but i play on 16:9 1366x768
Bluellama 12. apr. 2020 kl. 13:24 
Try to smooth out the whole map. Its really difficult to point out all the irregularities but there are many props and models sticking out of flat surfaces and it makes for a very janky map traversal.
theelicht 15. apr. 2020 kl. 11:13 
Hello there! After having played my second match today I feel like I have a few things to say about the gameplay on the map.

Let's start with T-Spawn to B, the first thing you come across is the little indent. Personally I've been struggling to not walk in there on my first play. From what I saw I seem to be the only one having this issue though. As of right now I don't have a lot to say about mid.

However, now comes my biggest complain which goes for both A and B. When taking the default route to both sides there is only one way for the terrorists to enter the site. If you compare this to other maps like Inferno it is not that big of a difference. The problem arrives when a rotation is required. Once on B long or A main it takes ages for the terrorists to go to the other bombside.
In order to give a bit more flexability to the map I either suggest more entries to bombsites or make it quicker for terrorists to rotate if CT's overpower them on the site.

As for the CT's, I think they are given too much opportunities to block every possible route the T's can take. Also their rotation times seem out of balance with the T rotation times.

I hope this feedback helps a little. Overal the map looks great and I feel like it could have potential for proper competitive gameplay.

Greetings,
theelicht
I really like the map but maybe the map has tu much steps (specially in the conectors and sites). Making the map more "flat" maybe it will make it more competitive i guess. It has tu much potencial
Hentie 4. maj 2020 kl. 12:47 
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2084915915
it feels kinda unnecessary that there are two entrances to b and only makes the map more complicated
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2084915854
i think you should open this other entrance to A, it´s gonna punish rushing ct´s more and gives t´s another entrance to A
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2084915567
it looks like you can reach this if you jump down from bridge, i understand that you can´t do that for gameplay reasons but i think you should remove it entirely then
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2084915504
the front bit on the boat is very annoying when you´re going a and i think you should remove it
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2084915445
i noticed a severe lack of boosting spots on this map. there are many places where it looks like you should be able to access it but this one is by far the worst
L4Z10 5. maj 2020 kl. 14:17 
Dear Creators!

Please consider putting in music (or a destructible radio) to somewhere (T spawn for example) as it is a trademark feature of the best cs maps and could really add to the already special feeling of this fantastic map!

My suggestion is Hicham Chami - Bashraf Nawa Athar

https://www.youtube.com/watch?v=LtkBfxeHkbs
fae 9. maj 2020 kl. 9:46 
could you guys please add something to increase visibility in the water by a? certain models are very hard to see against the dark background. (there is a ct in this image https://i.imgur.com/mUbVTau.png)
I really like the changes on B site of today, I will wait for a game update to play on it
fae 1. juni 2020 kl. 14:51 
hey, i was wondering why you guys blocked up the windows into b site. it makes in incredibly difficult to get smokes into site as t's now. any chance this will be reverted?
Roald  [udvikler] 1. juni 2020 kl. 15:13 
Because of source being a very old engine we have to close off a lot of areas for optimisating the map
Oprindeligt skrevet af Roald:
Because of source being a very old engine we have to close off a lot of areas for optimisating the map

If Source 2 be relased, that areas could be open again?
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