Counter-Strike 2
Nadir
laerth  [Разработчик] 20 апр. 2015 г. в 9:20
Gameplay Changes
I'm considering a few changes based on feedback:

1. Moving the CT spawns a little closer to the bomb sites. How much closer do you think would be ideal? 2 or 3 sec faster?

2. Adding another route to B bombsite. At first I was thinking that a duct from the Alley might be sufficient, something like this: https://twitter.com/laerth/status/590176544326201344

Thoughts?
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Hey there! Nadir looks really great so far!

1. Start with 2 and see how it goes.

2. Give it a shot.

A couple of comments:

-Lighting. I noticed every single light in the map is on, including 1) outdoor lights in the middle of the day and 2) several indoor lights that shouldn't be working (in damaged areas, lack of power, etc.)

-The dumpster outside of T spawn makes for a really hard-to-hit/see sniping location against CTs pushing outside. Maybe replace it with the closed dumpster model from Vertigo.
Отредактировано nx; 20 апр. 2015 г. в 18:00
Looks like an awsome map, start with 2 seconds and see how that goes, on a different note, maybe consider adding a bit more cover to hide behind around the map? Keep making maps dude, this is great.
Отредактировано a chill guy; 20 апр. 2015 г. в 11:08
I'll definitely agree with nx's post about lighting indoors. How about due to lack of power, the lights flicker?
i had a idea for the second question, a new route to bomb site B: There is a door if you go left from T spawn, that isnt getting used. if you can make a route from there to Bomb site B. http://prntscr.com/6x1quw http://prntscr.com/6x1r82
heloou ?? some1 ?? i am a troll
i like the map development :)
Currently the rotation times between the sites are a tad long, it's 13 seconds from site to site, 10 before you can actually see the site and shoot at people. In this picture I've marked a door at B-site that currently exists but can't be openned[i.imgur.com]. If you make this door opennable it'll have a threefold effect:
1. Provide a shorter route for rotation, but it can be heard by your opponents;
2. Add a new angle of approach to site B;
3. CTs are now a couple seconds closer to that site.

Other than this minor change, I think A-site has too many angles, for both teams. I wasn't able to find any good smokes that provide cover for the Ts, so you may have to consider removing some of the cover spots on the CT side.

Graphically and aesthetically, the map is on a very high level, worthy of the next operation, it just needs some gameplay improvements.
laerth  [Разработчик] 27 апр. 2015 г. в 0:50 
Thanks for your feedback everyone. I just pushed a new update with the CT spawn change, the new route from the Alley to B Bombsite, and some other fixes. Check it out and let me know what you think.

NX: Good point about the lighting. In my head, the fiction I have going for this place is that the military has restored power to the building to use it as a black site or listening station, and the Ts are not too happy about this. That said, I'll look into ways I can make it look more ruined. Also, I replaced the dumpster.

DorDIE: I added a bit more cover to B bombsite in the latest update, but let me know if there are other areas you think need more cover.

K'nd: Interesting idea about using that double-door in the pipes area to connect to B. I think the travel time might be a bit long, but I'll keep that route in mind.

VAKO: Your B-site door idea is a great suggestion. I'll have to tinker around with it to see how opening that door will affect performance, but I think it should be OK. As for A-site having too many angles, yeah, I agree, it's a bit wide open. In the past I've considered putting up walls in certain places in order to segment the space a bit -- I'll spend some more time on this.
I will take a look at the changes later today. I'm currently dabbling in dedicated servers, maybe we can think of a aplaytest at some point? Server will be based in Europe.
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