Counter-Strike 2

Counter-Strike 2

de_newke
Uni 26 Mar, 2015 @ 2:24pm
[UPDATED 04/11] Feedback for de_newke
Hey there, I'm gonna keep it short and give you some feedback:

[-remove the left vent, so there's only the vent near hut. This simplifies vents a lot for the T's and the CT's (but don't cut the left vent completely out, just put a texture on both sides of it, otherwise the T's don't have that many spots to hide while planting on A)]

-color the 3 red boxes in the outside area in different colors, so the callouts 'blue box' and 'red box' actually make sense.

-don't make A main (also called mini) accessable for the T's that easy. Maybe the T's can boost each other to main, but a solo boost to main seems a bit too unbalanced.

-The roof of the entrance to hut from lobby should be accessible if 2 CT's/T's boost each other

BUGS:

-I don't know if it was on purpose, but there are a lot of gaps between the boxes outside, for example the red box should be connected to main, but there's currently a little gap between these two.


All in all, I think most of the changes you've done are very good for balancing nuke.
Good luck and I hope I'll see this version of nuke one day in the official matchmaking pool :)
Last edited by Uni; 11 Apr, 2015 @ 6:17am
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Showing 1-15 of 28 comments
,,, 26 Mar, 2015 @ 3:05pm 
Yard is a bit messy othervise i like it alot :D
Larry David 26 Mar, 2015 @ 3:07pm 
Yes, and please clean up the outside area. Its really a bit too messy for my taste and a lot of other people's taste. Also the ramp room needs to have the ugly brick wall removed. The wall has no use. Plus, its just too tight. Just my thoughts.
CeleryBody 26 Mar, 2015 @ 3:22pm 
I like it alot, you did a good job with it... Oh and congratulations on getting 100 000 subscribers!
Bev 26 Mar, 2015 @ 3:28pm 
I like what you have done to most of the map just the b site I think needs to be changed a little
Sakawi 26 Mar, 2015 @ 4:55pm 
- The walls behind squeaky door should be flush with the door to prevent camping, like the door on Cache.
- T side red box headglitch is a bit overpowered.
- Due to the removal of the side catwalks, the wallbang to heaven on top of marshmellow no longer works on the right side. EDIT: Only works with an AWP/Auto, no AKs or M4s.
- The garage door at the bottom of ramp with the radioactive warnings on it should be wallbangable.
- Make the B site a bit more open without the wallbangable wall shown in 3klik's video.
- Remove toxic window, as nades can easily expose this area.
- Add sandbags back to sandbags to give more cover.
- Add more boilers into the truck in T spawn.
- Remove the awkward upper ramp on ramp, just use more crates and things for cover
- A little less cover outside, but not too little.
- Shorten outside catwalk.
- Remove a few (but not all) of the various indents in the walls to prevent camping.
Last edited by Sakawi; 26 Mar, 2015 @ 5:07pm
Ben 26 Mar, 2015 @ 5:18pm 
Taking into account what people dont like about philips version...here's mine https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=411755567 lots of stuff added...some taken away.,,stiull needs alot of work and some props taking out (first time using hammer so i was excited)
Exalted Janissary 26 Mar, 2015 @ 7:23pm 
-having more than one open piece of cover creates the wonky peek-flank gameplay similar to train ex: http://imgur.com/COfrzaS
-cover at outside allows smgs/shotguns to get too close to awpers at garage, I would suggest pulling the garage wall(with the tire stack) closer to ct spawn so awpers can watch outside from more than one angle
-on A site, i recommend adding a ladder on ramp side that goes up to rafters, so terrorists can utilize the other side of rafters(which is currently unaccessible) and also be able to contest CTs at heaven http://imgur.com/LKtJAxj,CcZ8EBV#0 (2 images in that link)
Sani 27 Mar, 2015 @ 4:41am 
Outside is too messy. There are way too many crates there, so in a competetive setting it will be very very difficult to have proper call outs. "He is behind the box. The wooden box. Outside..." If you give them all specific names nobody will be able to remember all of them. Furthermore it just looks like a kid playing with legos just dropped his stuff there.
From a gameplay perspective I think outside is weird now, since you cannot really watch it alone as a CT anymore. You need to put two people outside because it's too easy to use smokes and flashes to sneak up on the CTs. That means you can only have 1 CT at ramp, which at the current design of ramp basically gives it to the Terrorists.

On the servers it still seem CT sided, but I think with coordinated takes (especially outside with good smokes) it will get heavily T sided.
peak- 27 Mar, 2015 @ 8:15am 
I have a few ideas of my own:

I think the window for toxic is pointless, either it should be removed all together, or kept the same, but the window ruins its true reason for being there.

T-Roofs are great for saving or lurking, but I see what you mean when you think they're pointless. I think having a ladder that leads towards marshmallow, but keeping that upper roof gone would be a good idea.

A site is much too open, there isn't much room for hiding, and I think this gives the CT's a bigger advantage as they can still camp from rafters.

The connection to ramps is tedious for the terrorists, but I think adds some balance. This can definitely be changed (maybe be a bit more open)

The outside changes are probably where this map shines, as they are some of the most important ones. There are so many strategies that can be done with these changes, as the terrorists have access to the entire map just with this connector. It could definitely be balanced a bit more towards the CT Side, as they have to be constantly moving and watching every possible spot.

I like how the silos block hut from rafters.

I also REALLY love the ladders in B site, they add a good tactical touch for the terrorists.

I like how ramps were changed, they give more of a stealthy feel to the map, and allow for more tactical play when pushing ramps or protecting (such as headpeaking, etc.,)

I REALLY do like the connector from ramps to b site, it gives more spots to play, and to push making it a more immersive experience.

The ramps area is a bit cluttered, and can be moved around (the boxes).

I think that the vent area (connecting to B site) can be open, instead of having that vent. It's tedious for both sides, however it obviously can give the terrorists an upside when moving into the b site, as they can hear the CT's coming from there. Since the CTs have that cover, it's fair enough that the vent can stay, that's just my opinion.

Overall, I really hope valve takes most of these changes in mind when (probably) remaking the map as they did with de_train.

Thank you for doing such a wonderful thing for the community, and providing some scaffolding for a new and improved nuke.

Ben Laden 27 Mar, 2015 @ 12:58pm 
that little ramp on ramp needs to go put the roof and the garage roof is to easy to get on
Joe Fajita 27 Mar, 2015 @ 11:43pm 
And what's up with the huge wall behind T-Spawn? Did they climb over that thing? It just looks ugly; even a chain-link fence would be prettier and more plausible.
MrSnowman 28 Mar, 2015 @ 3:20am 
Joe it's fairly obvious this is a functional redesign not an aesthetic redesign, it's just there to move the spawns. Though I don't know why he didn't just actually move the spawns. Maybe he wants more detail in that area instead of having a useless area. Never got peoples aversion towards areas that see little play unless they're simply timewasters (T spawn and CT spawn previously, you rarely do anything but run through it)

That's some very deliberate parking by the CT's also. Especially considering they exit out the back and have to climb over the car now. Then again the original was like that also.

I'm happy the owner of this powerplant decided to make security a concern. Not having boltcuttters shouldn't be the only reason terroists can't get in.
Ringo 28 Mar, 2015 @ 12:20pm 
There is currently a sound bug where you hear someone radio when there isnt.
Also I think to get up onto mini you should be boosted either from marshmellow or red (mini)
http://gyazo.com/24ab80cdd877cc92d831a5c730a3d951
Also theres a little crack between red and mini, which you might want to fill in, but to me idc really.
a kv file with gsg9 vs phoenix connexion would be nice
Joe Fajita 28 Mar, 2015 @ 6:50pm 
Originally posted by MrSnowman:
Joe it's fairly obvious this is a functional redesign not an aesthetic redesign...
I understand, but personally, I find spawns like this are more bothersome than any other contrived gamespaces in CS. Even in absurd maps, I like the idea that the combatants came from somewhere, and spawns with no doors, alleys, or hoppable walls feel too unrealistic, by almost any standard. Considering it's likely this part of the map won't undergo any gameplay changes, deliberating over aesthetics here wouldn't be too out of scope.
It's also pretty obvious the Ts are in an alleyway, and that that alleyway continues beyond that wall, making it stick out like sore thumb.
...I'm happy the owner of this powerplant decided to make security a concern. Not having boltcuttters shouldn't be the only reason terroists can't get in.
Nah, power plants totally have chain-link fences--including de_newke, which elected to put chain fences in every area but T Spawn.
Last edited by Joe Fajita; 28 Mar, 2015 @ 6:53pm
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