Counter-Strike 2

Counter-Strike 2

Prodigy
karthoum  [developer] 28 Feb, 2014 @ 7:37pm
Feedback/Suggestions
If you have played this map and feel like sharing any ideas, finds or random thoughts about your fat football head cat, you can post them here!
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Showing 1-7 of 7 comments
xtom12 4 Mar, 2014 @ 11:36am 
:D
Lucas Siqueira 4 Mar, 2014 @ 1:26pm 
Muito bom seus mapas. Parabéns!
RobertoLuxas 6 Mar, 2014 @ 1:59am 
Congratulations
Hrairoo 6 Mar, 2014 @ 10:14pm 
This is different enough from the original prodigy not to be a remake. Re-title it to "Prodigy II" (de_prodigy2) as it shares enough design similarities to be considered in the same family as Prodigy (in the same way that Dust and Dust II share many similarities) and will easily attract fans of the original map, yet it is still far too drastically different to warrant the title of "remake." :csgoglobe:
karthoum  [developer] 7 Mar, 2014 @ 5:06am 
Thank you for your input, so far your's have been the most constructive I've received and I'm grateful to you for that.

However, I just made a comparison between the top down view of my map and 1.6 version of Prodigy (because, let's be honest, who cares about the CSS version? It wasn't even a lab high in mountains like the original was) - {LINK REMOVED} and I have tried to keep the resemblance consistent. The original map was not that popular because of heavy blind spots and confusing layout that required too many turns just to rotate between the plants, not mentioning getting to the plants in first place..

Dust and Dust2 don't differ by just 30-40% from each other like my map does as opposed to the original, they're completely different layouts, all they have is the same art style/design and similar assets. If Dust2 was remade with Inferno design you wouldn't call it Dust2 anymore since all it had tied with Dust was just the style.

If you definitely think I took far too much risk (which may be true) in changing the layout, then look at Siege. So many new pathways and vents and yet, it's still called Siege and not Siege2. Not to mention it doesn't have the old crappy visual style as the original did either.

Thank you for input and I'm looking forward for more!
takkYu 7 Mar, 2014 @ 9:34am 
Things i don't like:

  • This office indoor. It doenst fit into the theme of the map. Make something industrial. Like Prodigy in CS:S. Thunder is maybe a good example too. And remove these green and red walls :eek:
  • Layout Changes!
    • You can look through the whole tunnel to the bunker. This sucks.
    • It's harder then before for Ts to get out the upper way. Tiny tiny door. If you change the layout, then do it here (windows, alternate route) or in the tunnel.
    • Outside of A the hallway is so tight and theres no coverage. Look at CS:S prodigy. More room for movement and stuff.
  • Saw some lighting problems of props.

I like the outside parts. Good mapping here
karthoum  [developer] 7 Mar, 2014 @ 9:42am 
Thank you for this, I was running out of ideas. I'll do some proper testing first and address these issues.

However mind you - the upper exit for terrorists is meant to be like this, when you enter the cliff area (which is on the other side of the map with all the red fencing) entrance, it's all massive since it's the only possible entrance from that side.

So in comparison on the shed/hut side you have 2 entrances which gives T far too easy options and they would never go to the cliff since they only have 1 entrance there. And therefore, due to the easy access to 2 entrances I had to create a chokepoint of smaller than usual upper exit so not all of the T would rush out and CT would have a breathing room to camp near the shed/hut.

I do agree on the A hallway not being wide enough, I'll definitely do something in regards to that.
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