Counter-Strike 2

Counter-Strike 2

Guild [WIP]
 This topic has been pinned, so it's probably important
Rump3L  [developer] 16 Dec, 2024 @ 4:51am
FEEDBACK / SUGGESTIONS
If you got something on your mind, don't be shy :P
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Showing 1-4 of 4 comments
z0ro4rk 18 Dec, 2024 @ 12:23pm 
Feedback

Now that the initial hiccups have been resolved, it's time to evaluate the map. :)


LAYOUT

My first impression when I saw the radar was that this map is huge. And the first impression was not wrong, this map is absolutely huge. I think the rotation times are too long. It took me about 18 seconds to rotate from one spot to another. The many pathways offer plenty of potential for strategic complexity. However for new players it might take some time to learn the layout.


BOMBSITE

I don't have much to criticize about the sites.

A site has a lot of single scan corners, which is great, as it allows players to clear each corner without being exposed from two sides at the same time. However the site has too much cover. Less cover would make a better spot in my opinion. There are just too many positions to check, especially if you think of clutch situations. A site has one massive sightline that can be completely locked down by an AWPer. I like that the plant zone is protected by the crates. Fortunately, this prevents nasty afterplants. In my opinion, there should be an alternative route to catch snipers off guard.

B site could get annoying in afterplant situations. I like the little back room. I attempted something similar on A site of Monastero but this one was way better executed. I would make the right wall of the back room angled too, to allow for interesting grenade throws.


NADES

The high walls create a nice atmosphere but are suboptimal for grenade throws. The Tuscan remake has a similar problem. But don't consider this one as a blocker. Once you finalize the layout you can add windows or lower certain walls to allow for interesting grenade line-ups.


VISIBILITY

It's a graybox, visibility is great! ;) The warm tones of the buildings have a lot of contrast to the player models so I don't expect visibility to become an issue. I would avoid adding to much clutter below player height generally speaking.


ATMOSPHERE & VISUALS

The high buildings create a unique atmosphere. It feels like a believable lived-in place. The 3D skybox has very distinct landmarks that help with player guidance. I like the architectural style so far. However many buildings are currently just blocked out so I can't fully imagine what style your are going for. The time of day of the map is not entirely clear. The skybox suggests either dusk or dawn, but the lighting corresponds more to the middle of the day. I'm personally a huge fan of bright sunny maps ;) Go for whatever you feel like, but please make the skybox and lighting consistent.


CLIPPING

It's a graybox, I don't care. ;) But please avoid the invisible walls in T spawn.


SUMMARY

These are my 5 cents. As always take the feedback with a grain of salt. :steamsalty: You did an awesome job so far. And the details will crystallize through playtesting.

I’m excited to see how it develops!
Rump3L  [developer] 19 Dec, 2024 @ 1:23am 
Thanks for the thorought and valuable feedback, appreciate it a lot :)

I'll try my best to shrink the map down as several people already mentioned me this, though not entirely optimistic about it.
The current version is quite good, but the mini map is a bit messy
Rump3L  [developer] 5 Aug @ 1:22am 
Originally posted by Qwert1_2_3:
The current version is quite good, but the mini map is a bit messy

Thank you for the feedback, could you elaborte further what exactly is messy on the mini map (radar)?

I have to update the one on this ws page, it is outdated in comparison to the up-to-date one ingame. But overall the radars are made with the standard Radgen tool procedure. Could it be that the overlapping part with mid can be a bit confusing?
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