Counter-Strike 2

Counter-Strike 2

Sub
DuongC 4 Apr, 2015 @ 8:14am
Sub Review
Bombsite A:

T's: 12 seconds, 17 seconds to plant
CT's: 22 seconds

Bombsite B:

T's: 20 seconds, 25 seconds to plant
CT's: 27 seconds

Rotating Times between sites: 20 seconds


My Opinions:

Overall this map has plenty of details, and looks cool. That is for sure. But I have several problems with this map. I will list them in order.

Cons:
-T's get to the sites before CT's (unique, but it doesn't seem to play well)
-Getting stuck on things (add more player clipping)
-Confusing layout (Lots of ladders and buttons required to open doors.)
-T's can plant bomb before CT's even manage to get to the site
-Skybox is clearly visible (grenades bounce off the skybox, and you can see the lighting difference).
-Crouch spaces (although it is fine to have some, it is not okay to have main routes into bombsites requires the player to crouch, especially on the CT side)
-Unnecessary dead space (Lot's of extra room, and unused space which will probably not be used if ever played competitively, and lots of dead space.)
-Long rotate timings (It is best to have the rotate time to be 15 seconds, as the bomb takes 45 seconds to explode or 35 in MLG matches)
-T's can watch almost the entire map from their vantage point on A site.
-Grenades can go through things (I suggest you add clipping to prevent this, or just set the prop back to solid)

Pros:
-Very unique layout
-Nice asthetics
-etc

Now for all of you fans of this map, please don't spam in the reply that boo, I suck, I don't know anything about mapping, etc. I have actually mapped before in CSGO, less than the creator of this map, he has way better visuals than my maps could ever accomplish, but the gameplay just doesn't work.
I can see this map possibly working for deathmatch, armsrace (a little too big), etc.

I like this map and how it is unique, but it just won't work.

Rating:
6/10 (Average)



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Showing 1-1 of 1 comments
not-a-ninja  [developer] 4 Apr, 2015 @ 9:05am 
Hey man, thanks for writing up a review! I appreciate positive and negative critiques and want to use player feedback to help improve the map as much as I can. I do realize though that it will never play as well competitively as maps like Cache or Dust II, which were built from the ground up as competitive. This map was more a compromise between the novelty of a full-size submarine (I don't know of any other games that have a map like this) and trying to slice it up into a good layout.

Could you tell me which props weren't working right or where you think more player clip should be? I plan to do an update and adjust some lighting I think is too bright, I might as well fix the props while I'm at it. I'm thinking on a way to balance out the timings too, thanks for listing them, this will help when I get around to that.
Last edited by not-a-ninja; 4 Apr, 2015 @ 9:06am
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