Counter-Strike 2

Counter-Strike 2

Treatment Playtest
BORT | Mythix13  [developer] 17 Apr, 2023 @ 3:11am
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Showing 1-9 of 9 comments
woodedcrawdad 17 Apr, 2023 @ 4:19am 
i think on b site the office area you should be able to crouch jump through the window and use the door on the back and you should be able to get up to the higher point on b site through parkour instead of invisible barriers on the forklifts like how on cache you can get to the higher point of a through the forklift
woodedcrawdad 17 Apr, 2023 @ 4:36am 
also less invisible barriers use something like fencing or something to show its blocked off
BigBoyMeX 18 Apr, 2023 @ 2:05am 
on A site you can climb the stairs and get on the roof of the building so maybe fix it if it wasnt intentional (get to the left of the stairs, stick to the wall and jump crouch, then you can use the ventilaton system to get to the top)
BORT | Mythix13  [developer] 18 Apr, 2023 @ 6:59am 
Should've figured the clipping wasn't enough.
Clipping around the whole map should be better now.
A Z 19 Apr, 2023 @ 11:49am 
- I feel like this map is very fast paced and maybe it should be little bit larger. Like CT and T spawn pushed back a little.
- It feels very strong to hold middle from CT spawn with so some kind of blocking would possibly make it feel less op if you couldn't hold from so far away.
- Maybe another way for terrorists to get closer to B site because they have only one choke point and from middle/CT. Another point next to doors from the road to B would make it better for terrorists. (Little choke point far too easy for CTs to hold because so many different angles you can use.
IMO
Tharsis 19 Apr, 2023 @ 8:44pm 
I posted this in the comments before seeing this discussion, sorry for the redundancy. hopefully this will be a little easier to follow when it isn't broken into 3 parts.

I love the map! the time and effort put into it is clearly evident. even with the white textures, it still has a large level of detail that I think makes the map look very visually interesting. an example of this would be the CT (and T) route to A, the separated planks on the floor add character. also the little computer and chair at A, and even the detail of the boxes being used for cover give a very nice feel. the one area that was a little bland was the room on the way from T spawn to B. every area of the map has been polished to a high degree, including invisible surfaces that smooth out the routes.

I love the elevation throughout the map. there are no dramatic one way drops or ladders, which are annoying at best, but displacements and planks throughout the entire map make the gameplay much more interesting than if they had not been there.

Bombsite A is well designed; I love the unique bombsite shape and the compact layout, giving many interesting angles and cubbyholes. the side corridor on the site connects from both sides, giving some great potential for multi-lane fights. I think the bombsite itself is the best part of A, because there are many options for where you want to plant.

Mid is very unique as well. it has less long angles and straight walkways like the majority of maps in current rotation. while it has one major angle that snipers can hold, rifle (and maybe even shotgun) fighting seems more likely, as the mid range angles' unique elevation changes block a single overpowered sniper holding mid all game. the second route from T spawn to mid is a nice touch as well; it improves mobility throughout the map.

While site B is not as unique, it still feels great to play. I love the angle you get when you stand on the back of the bulldozer in particular, it provides a great angle into the rest of the site. I also like the retake from CT spawn to B, the corridor gives a fun peek for retaking the site.

Overall, amazing map! I can't wait to see until it's textured. definitely leaving a like on this.
I like it
Frogger 19 Jun, 2023 @ 9:07pm 
Haven't played much since I don't have friends,

I don't really like how close A site is to T spawn, especially when there's a shortcut to each site straight from T spawn. There's also a long strip that's part of A site, when I think it shouldn't be; somebody could just plant on the strip while camping the T's A route from the other side of the building. I like the map overall but I think its too small for T side to have direct shortcuts to the bombsites, A in particular. Theoretically, if T rushes A (and camps) then CT can't do much if they go mid or B. Though I liked the indoor route to A a bit more, it can just devolve into a shootout if CT is there.

Overall, pretty good and promising, would wish the spawns where a bit farther from A if that's no hassle. I like it.
Elessar2 12 Aug, 2023 @ 7:35am 
One of the T Spawnpoints is partially in the floor.
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