Counter-Strike 2

Counter-Strike 2

Season
General feedback.
Vents
In the previous version of this map the vents weren't that high as it is now. This means that if, lets say, 2 players, 1 going mid and 1 going T-Spawn, want to reach his objetive, in the previous version they would had to either exit the vents or crouch and pass eachother in front of the vent's windows, making both an easy target.
Old vents:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332425590
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332425781
Anyways, in the current version you can pass your teammate at any point in the vents without being punished.
New vents:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332425849
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332425890

Another issue with the vents is that the T-side exit is, by default, not broken. In the old season, it was already broken to prevent extra info for the CT's. Maybe it can't be heard at the beggining of the round, but more deep into the round it can cost the round.
Old vents:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332425827
New vents:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332426062

Squeaky Door
The first problem with the current door is its speed. In previous version you could run towards the door, open it, and pass without any block. However in the current iteration you try to do that but you get blocked by the door because it isn't completely open at the time you go. I'd suggest changing the speed to the one in the squeaky door in Cache.

The second problem is the clip of the framedoor. You can boost up there and cover 3 positions without much exposure until they find you.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332426531

Tree at Mid
The tree in mid has a weird hitbox, as shown in the picture below.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332426842

Floor sounds
This map has a lot of places where you walk over a material while the footsteps indicate another one. I'll show the most important examples with this issue.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332427059
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332427477
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332427365
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332427148
All these examples show a ground with metal structures in it, yet it sounds like the default footstep.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332427247
And this example should sound like grass, but it sound like the default too (maybe it is a carpet or it has glass over it, in these cases it would be correct to have default sound).

Cover in the map
The CT-Side of Mid has little to no cover when exiting CT-Spawn, maybe raise a bit the little wall.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332426262

Also, i'd like to see the B Pit make a comeback since it provided a little extra cover for that zone.
Old Pit:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332441390
New "Pit":
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=332426949

That's it for now, thank you.
Editat ultima dată de Pastel; 26 oct. 2014 la 16:23
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BNer0 8 nov. 2014 la 15:21 
Nice work, but I like the new pit and CT-mid because at the moment almost all maps in CSGO are (heavily) CT-sided and like this the map maybe becomes more balanced?
Pastel 8 nov. 2014 la 15:50 
Good point. I guess those 2 suggestions weren't really serious.
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