Counter-Strike 2

Counter-Strike 2

De_Lush
Infarlock 18 Sep, 2014 @ 9:15am
Just a feedback
First of all the map design and quality are amazing, I have no words to describe.
There are few problems though.

1. Not enough chokes points (choke point is where CT and T meet each other) there is just one huge choke point at the swimming pool, nowhere else for the T to try and go
There is a door right under the stairs, maybe make a way from T spawn to go there and add another choke point to second floor, and also one at the far side of the dining tables.

2. Make another exit from CT spawn towards that little room near B.
It's just a massacre to exit CT spawn, 1 door and then another door, annoying as hell, just make it double doors, it'll be enough I hope.

3. Too many objects are prop_physics_multiplayer and there are some objects who are supposed to be static but they are physics.

4. The pictures in A, if you touch them - they fall down and then won't let you move
To fix it just make them not-solid, many prop_physics in this map are solid and slow you down if you touch them, it's really annoying and can be easily fixed.

5. B has only 1 entrance from T spawn (for the 2nd one, you need to go through A, but then why would I go B, if I can just plant upstairs at A?) should add another entrance.

6. One way doors are really annoying (you can only open them in one way)
You can also make them open quicker because they open very slow.

7. You can get on trees near T spawn, but I guess it's ok (this is what they fixed on inferno near B site)

8. What's the point of a jet engine inside the bed room? =D

I can't think of anything else, but I really liked the map design you can just look and my steam pictures and see how awful I am at designing maps =P so you may also give me some tips.
Looking for the map's update ^^
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Showing 1-4 of 4 comments
Infarlock 18 Sep, 2014 @ 10:02am 
btw, I also decompiled the map, I know it's pretty unacceptable to do it, but I had to see why the map spikes for me. I tried to compile it and I noticed the large amount of numportals and portal clusters, this highely impacts the performance of the map.
I also noticed that there is a wrong use of hint and skip brushes, no area portals at all, and many blocks that could be used as func_detail, there are some outside that are grouped, but it's not enough.
You also used skip and hint brushes instead of area portals, these don't work the same.
I suggest visiting TopHATTwaffle's youtube channel and see how to use them to decrease the large amount of numportals and portal clusters (you can see the number while you compile)

You can write mat_wireframe 1 and basically see the entire map from anywhere you are standing, this shouldn't be it.
Last edited by Infarlock; 18 Sep, 2014 @ 10:47am
VicRamone  [developer] 19 Sep, 2014 @ 10:40am 
Thank you so much for the feedback :) I know the layout suffers, It was planned a long time ago. I'm bad at optimizing, even worse was that Lush is 40% open :( I focused too much on the realism and visual effects than the real issues. The jet engine in the upstairs room is stolen :P Since the hotel was abandoned, It might have seem a good place to hide it. I really thought on adding more paths, but It would really not work well visually and realisticly, The building layout I tried to make it like any other building, corridors, rooms, ect. But thank you so much for the feedback, I'll remember it for my future maps :)
Infarlock 19 Sep, 2014 @ 10:57am 
Well, you can easily make a broken wall or something that leads to upstairs, then splits and you can also go downstairs, some tunnel or sewer.
Then work on area portals, they are easily done once you understand how they work.
Then try hint\skip brushes, skip does nothing, hint is the tool that separats leaf visuals from each other hint only uses 1 side of the whole brush, the rest of the sides are skip.
Just watch it on youtube or search at ToppHATT's channel.
I can't see this map thrown to the trash, really nice map.
VicRamone  [developer] 19 Sep, 2014 @ 11:08am 
I'll start working on it
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