Counter-Strike 2

Counter-Strike 2

Decommission
de  [developer] 10 Feb, 2015 @ 11:32pm
Issues and bugs
Here will be a listing of any issues or bugs people may find.
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Showing 1-12 of 12 comments
de  [developer] 10 Feb, 2015 @ 11:52pm 
This is a reply to Phil in the comments. I decided to finally set up discussions since comments were getting long!


The fog I am looking at changing around. I would still like to know what specs and settings the folks having issues are running. This would help me decide a way in which to go with the fog settings.

A LOT of the textures are actually the new textures from the new train. The rest should be from GO. I know there's a few places that are kind of bland and I have some ideas to help. I do want to keep it so contrast is still decent and there's not many visbility issues with junk all over the place (like inferno).

With bombsite A, I might look into changing it around since the only feedback I have been getting on it is to do away with the mirage-like setup. It's a shame since I really liked that but we'll see what I can come up! :) I might be able to fix the issue I have with the area under the balcony (from the stairs to gate) with any changes also.

The timings with bombsite B I worked on quite a bit and made a lot of adjustments for. I do want more and more feedback on it however. Right now I am happy with the timings since the Ts get to the upper platform about the same time as the CTs get in the big door. If I allow the Ts anymore time to get closer first, they can destroy CTs coming in the big door (either through gunfire alone or just smoking it first). This is why I am happy with CTs getting there first by a couple of seconds. This will prevent just constant T-rushes that destroy the CTs coming into site.

As for the "connector" I am assuming you're talking about the connector between forklift and the HMMV. It is pretty contorted and I am not too happy with the way it is now. I had some ideas in the beginning about that whole area but never went with it since it would have made things more complicated in the end and I figured I already had enough paths around the map. I'll probably be revisiting this area to make some adjustments.

I had the big door between bombsite B and HMMV shut originally, but opened it up for quicker rotations for CTs (and to give another route for Ts to possibly creep up), but I am thinking about closing it again since the CT rotation might be too fast. Ts with a bomb plant can easily smoke it off also, so I'm still unsure what I am going to do with it. Would need more testing and more feedback on this before I decide anything :P
de  [developer] 11 Feb, 2015 @ 12:00am 
About the name: I've had a lot of comments about people wanting it as de_commission. I'll copy/paste something I put on the mapcore forum about it:

The map is named "Decommission" and the de_ before it is just a prefix to denote the map as a "defusal" map. If it's listed as "de_commission" then it would be "defusal commission". That's why I settled on the way I have it now.

The relevant mapcore posting:

http://www.mapcore.org/topic/18346-csgo-de-decommission/
Last edited by de; 11 Feb, 2015 @ 12:02am
de  [developer] 11 Feb, 2015 @ 12:01am 
/u/Zwizzor on /r/csmapmakers gave some good feedback about some issues and instead of just copy/pasting everything from there I'll just link to it so it doesn't need to be repeated here by others:

http://www.reddit.com/r/csmapmakers/comments/2v2co0/csgo_de_decommission_my_second_map_to_learn_about/
de  [developer] 11 Feb, 2015 @ 12:03am 
As you can see, I'm trying to centralize feedback to the workshop page now :P
Phil 11 Feb, 2015 @ 10:34am 
de  [developer] 11 Feb, 2015 @ 1:42pm 
The door there going to T-halls I wanted to stay closed off and only used for flashes/smokes through the glass above it. I wanted it this way since Ts already have 2 (kind of 3) ways into the site and are coming from above which makes it a bit easier than normal.

As for the door on the CT side, the only way that I could make that happen reasonably is from a path coming off the side of the tunnel up to it. I didn't want to add more random paths in any part of the map as it already has a lot of paths. And I wanted Ts to be able to have their 'upper' hand in the fights around that bombsite - just not too much of an upper hand :P

I may consider putting a path from CT tunnel up to that side door in the future, however, if the site becomes too T-sided.

Right now I feel there's kind of a decent balance, if not a bit T-sided due to the elevated positions and 2 (kind of 3) routes into the site. Most good maps only have 3-4 paths total to get into a bombsite, while that bombsite already has 4 (maybe even 5 or 6 if you start to count doors that are next to each other, like the 2 on the upper platform, or the 2 on either side of the lower connector).

I am hoping to get some 5v5 testing done for real after I get another version of the map up. That way I can get some good feedback on the competitive aspect of the map.
Pickle Rick 13 Feb, 2015 @ 6:35am 
This map is extremely CT sided. Here are some things you should consider:

Fog: You need to set the fog volume to a much lower setting. It's very difficult to see a player at range in the canyon. It also permeates the closest building, so you need to use a fog controlled to remove fog in that room.

Doors: You need to open this up a bit and offer the terrorists a platform to attack. Non-accessible areas are fine, it's the paths to bomb entry sights that concerns me. It's so easy to stop the Ts with a smoke and then a molotov, and then the only way to attack either site is simply to bomb through a door as 5, or platform jump. It's quite a lot like the Aztec door except without cover - it's suicide.

Layout: There's no real 2nd path to A for the Ts, so it's bomb it long and hope for the best. I know it's a bit like the path in Dust2, or banana on Inferno, but the Ts do have alternative paths to get to B without having to secure A. The internal paths inside the buildings are a bit like spaghetti and should be cleared up. There's paths that go nowhere to empty rooms or areas, and they should be blocked off so that people can't go there. Look at the new Season, as well as Office for ideas on blocking off paths.

B Site: The CTs should never lose a round here. There's 2 paths in for the Ts and both are easily blocked with a smoke or molotov. The sniper nest is a free-farm zone for the CTs.

A Site: Ditch the Mirage look and think about how the Ts can access the site. At the moment they'll just get slaughtered coming through the door (which the CTs can charge with flashes) and the alternative route is simply too long to execute. An excellent A site is on Inferno, where CTs have to watch 5 different access points. For either site it's a max of 3.

Textures: You should probably look at a different texture set. Someone did comment that it looks like CSS textures and I felt that it looked like HL1 textures. From the new train? Fair enough, but it does look bland and boring, which means you need variation and changes to your lighting, as well as prefabs and objects to break-up the view. What about crates for cover in the corridors? What about secondary routes through just a side room with 2 doors? Small changes that can give one side the advantage and reduce the slaughter-house effect.

While Ts will hold the high ground, the CTs should never lose the low ground. CTs should win each half at least 11-4.
de  [developer] 16 Feb, 2015 @ 2:13pm 
Thanks for all the feedback!

I've been busy the past few days but have started working on some pretty major changes to the map. I'm reworking both bombsites a bit and also fixing a lot of issues that plagued T-side. I hope to have an update to the map on the workshop soonish. Just a hint about the update: the map almost has a proper mid now :P

In the future after I settle on a layout I (and others!) are happy with I'll start doing some detail/graphic passes on the map so it actually looks half-decent, as right now it is still lacking detail a LOT. I very much do like the aesthetic it has now, so that won't be changing however. It will just hopefully look much better and more detailed. The map is very much inspired by HL1, and will hopefully look modern when all is finished. I've held off on doing much detailing until I settle on a layout.

I may be doing away with the sky fog as well (and in turn the distant ground fog).
de  [developer] 18 Feb, 2015 @ 4:05pm 
New version of map is up with a new layout! It's almost an entirely different map.

Please test and give feedback so I can make any adjustments before detailing!
de  [developer] 27 Feb, 2015 @ 1:36pm 
New version of map is up with slight game play tweaks and better visuals. Looking for bugs/issues still.
Phil 27 Feb, 2015 @ 2:19pm 
so now the map looks pretty fantastic but i found some gamebreaking glitches
de  [developer] 27 Feb, 2015 @ 4:35pm 
There's a few areas to boost out of the map I need to fix in a future update. I've known about them forever and always forgot to put in the clipping needed to prevent it heh. I'm finally writing it on the todo list now though...

What all have you found? Please post here in this discussion all the bugs and issues :)
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