Counter-Strike 2

Counter-Strike 2

Factory
McMessenger 30 Mar, 2014 @ 1:37pm
Map Issues + General Gamplay Fixes
Just some technical problems I've found after playing this for a while:

1. Buyzone in T Spawn doesn't always work for all spawn positions.
2. The crates rack in B Site has no clipping on grenades (hence grenades going 'through' it)
3. The crates rack(s) in Long A also have no clipping on grenades.

Some other stuff I wanted say to better the gameplay competitively on this map:

1. Get rid of the ladder section from Connector to Office.
-- I say this because this section is EXTREMELY easy for CTs to rush to and gain not only the upper windows, but also guard the stairs section towards Radio, which is the only other route for Ts to use if they want to go A, besides the Long A route. Having that vantage point from the windows available to CTs from the start will make it much harder for Ts to rush in and take Site A, as there is already more camping spots on A than there is B. Removing this section would also make Mid a much more valuable section to control on the map at the start, since the only way the CTs will have a chance at stopping a rush from Radio from the start would be rushing the ladder in Mid. This is generally a pretty small map, so fast starts are to be expected.

2. Remove the connecting section of Tunnels to Mid.
-- To be honest, it's probably the most pointless route in the map. If CTs are rushing Mid, that would be the only route they could rush, since they would already have control of the connector/ladder area from Site A. The only problem with rushing that is if the Ts rush from their spawn towards Tunnel Stairs, they could immediately stop any kind of rush from CTs, not to mention the openable sliding door that completely exposes the whole section, with only some cover in the back. While it might make if faster to rotate from A to B towards Rafters, the middle walkway and a rotation through CT Spawn are faster, and also generally safer ways to rotate through.

3. Cover up opening on Bridge (middle walkway).
-- I'll try to explain this as best as I can, but there is a HUGE issue with part of the middle walkway that makes a T push from Office to B Site nearly impossible. In between the wall of the B building and the blue container is a small opening. This WILL be a huge advatange for the CTs, as 1 of them (with an AWP) could camp inside of Garage and halt just about any attempt to enter B Site from the walkway. Having said this, Ts will then have only 1 real way to enter into the site from their spawn and will make it that much harder to take over. The camping spot in Garage also has cover to hide behind as well (ramp barrier), which makes the camper even harder to try and kill.

Besides the map being slightly unoptimized, it's very CT sided at the moment. CTs can control a large portion of the map right at the start, so giving the CTs less routes to take at the start would be the only real way to fix this. This is a pretty small sized map, so fast games are to be expected, but will get held up by the lack of routes that the Ts have at their disposal.

Visuals looks great, and I can tell that this was thought out in a way. Really like the idea of the windows being breakable for flashbang entrances! Other than that, I can't really say much else.

Keep up the good work!
Last edited by McMessenger; 30 Mar, 2014 @ 1:45pm
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Showing 1-10 of 10 comments
N!kO  [developer] 30 Mar, 2014 @ 6:34pm 
The ladder at Offices and Connector is like de_train, it has the same time to reach to CT and T and can be dangerous for both to take over. As T you can smoke the Offices and jump through the windows to the BombA and dominate CTs if you split up with a team at LongA

The gap between the containers and the Garage are a advantage spot to both sides, a smoke on the Bridge B entrance can easily prevent any sniper shot.

I'll make some changes that you pointed out and test if it enhances the gameplay (Tunnels to Mid connector and office stairs)

A update will be released soon today !

Thank you !
Last edited by N!kO; 30 Mar, 2014 @ 6:36pm
dap 1 Apr, 2014 @ 7:43am 
Would be nice if you removed the chairs by the desks in office, as they do not allow that "free movement"
Rechazar 1 Apr, 2014 @ 7:57am 
there are a few annoyances with the chairs by the desks in the office
N!kO  [developer] 1 Apr, 2014 @ 8:53am 
Thanks ! There's still a bug with bots in the stairs connecting connector and offices, I'll work on a fix soon.
GiXeR 1 Apr, 2014 @ 10:03am 
:)
Gorilla 2 Apr, 2014 @ 5:44pm 
Another issue I noticed is that the doorway from CT spawn into mid gives you allows you to see most of the middle area while the doorway into T spawn doesnt give you very much angles to work with. Someone can also pretty easily hold down that door while its alot harder to hold down the door to CT spawn. I think that either the other doorway in T spawn should be opened up, or that the doorway should be moved to the center. If you moved that door to the center, you would also have to move the CT door a bit so someone with an awp has that huge line of sight into T spawn.
N!kO  [developer] 3 Apr, 2014 @ 12:26pm 
The doors positions at Middle are intentional, you can always use smokes.

Thanks !
Hrairoo 9 Apr, 2014 @ 5:27am 
The hitboxes for the truck in A site don't seem perfectly aligned. The cab in particular, I can't seem to stand on without floating. And there are certain angles you should be able to jump to the truck from box but are stopped because of the same hitbox problem.
Sgt. Daniel G. 7 Dec, 2015 @ 3:53pm 
This is my favorite map in CSGO.

It reall works for me. There are multiple paths to things. It is a short map with places where you need to be able to do long range and places where head shots are needed to work.

Good stuff.
wubsuffer 30 Nov, 2016 @ 4:32am 
rule number one of map making -- the CTs get to the bomb site first !! it's possible for Ts to rush to both bomb sites from spawn and get there before the CTs do ... so there is no way for CTs to 'retake' the bomb site after the bomb is down because they never had the bomb site in the first place for them to retake! it's just take, no retake! the balance of the teams relys on the CTs having the element of surprise and being able to set up positions on the sites before the Ts get there... so now the Ts have the cheaper, more powerful weapons AND the element of surprise when defending the sites! bad map design dude, i'm sorry. and i find that the mid is far too open and is pretty much inaccessable except for snipers. sorry but this is a pretty poorly designed map and i have no idea where the comments are coming from saying that this should be in the official map pool... that is just ridiculous
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