Counter-Strike 2

Counter-Strike 2

de_peachtrees
BrainDead 11 May, 2015 @ 11:06am
Love the map but some problems.
After playing a few rounds with bots I have to say this map is amazing (I know I can't comment much on gamely without playing with outer people) . The attention to detail is incredible, I have been a fan of the DREDD comics for years and have seen the film this is based off, although I have not seen the film in almost a year I could recognize a lot of the places from the film. I also like how you took an interesting path with the two gangs instead of just the obvious judges vs. a gang.
A few things I don't like about the map however, the invisible wall on the fall down (I understand why this could be in place but I feel it would be cool if you could fall to the floor)
next is that the areas all look alike, I know this is to fit with the source material but it makes it hard to distinguish places from outer, I also found it hard to rotate to different bomb sights however this will speed up with more play of the map.
The only majot problem is the invisible floor down the middel of the map can get the bomb stuck. This makes the A.I. jump the there deth in an atempt to recover it.
Overall this map is really good and my problems are only minor, I hope to see this map updated in time and I look forward to more maps from you in the future.

(this would be in the comments but its too long for the comment box)
Last edited by BrainDead; 11 May, 2015 @ 11:21am
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Showing 1-13 of 13 comments
NIPPER  [developer] 11 May, 2015 @ 11:50am 
It’s actually not an invisible wall but where the world transitions from regular scale to 3dskybox. I mainly did that to save on compile time and hopefully it’s cheaper to render that way.
Demon Baby 11 May, 2015 @ 3:25pm 
Also the shadows on the doors are really bad because you can easily hide in them and snipe. I have a 4k monitor and still couldn't see my friend in the shadow. I was looking right at him and he was looking right at me.
BrainDead 12 May, 2015 @ 9:54am 
Originally posted by NIPPER:
It’s actually not an invisible wall but where the world transitions from regular scale to 3dskybox. I mainly did that to save on compile time and hopefully it’s cheaper to render that way.
I see now that makes sence however the bomb can still be stuck down there. Im new to map makeing so im not sure how but is there a way to bring the bomb back up to ground level like in vertigo?
I do find the Ai's suiside pacts kinds funny however.
Last edited by BrainDead; 12 May, 2015 @ 9:58am
NIPPER  [developer] 12 May, 2015 @ 12:32pm 
I didn't even know Vertigo did that! I'll look into it if I ever do an update.
Seems the kv file has t skins set for CT's. I tried to change it using a second kv file without luck. Players are starting to dislike the map due to this. Guess they cant wrap there heads around seeing a second t skin. Lots o team killing and missed kills have cause them to avoid the map. Here is the kv file I tried if you want to make an update.

"de_peachtrees"
{
"name" "de_peachtrees"
"imagename" "de_peachtrees"
"t_arms" "models/weapons/t_arms.mdl"
"ct_arms" "models/weapons/ct_arms_st6.mdl"
"t_models"
{
"tm_pirate" ""
"tm_pirate_variantA" ""
"tm_pirate_variantC" ""
"tm_pirate_variantD" ""
"tm_pirate_variantB" ""

}
"ct_models"
{
"ctm_st6" ""
"ctm_st6_variantA" ""
"ctm_st6_variantB" ""
"ctm_st6_variantC" ""
"ctm_st6_variantD" ""
}
}
NIPPER  [developer] 15 May, 2015 @ 9:21am 
I’m not changing the KV file, Anarchists and Leet Crew models look nothing alike. There’s no reason to restrict myself from doing something different and fun on a map that has no chance of being played competitively anyway.
Nick 16 May, 2015 @ 2:49pm 
This map is amazing, but the only problem i see is the callouts, as saying something like "2nd floor long!" is not going to be used if it is taken into MatchMaking or CEVO or ESEA, but something easier is going to be said, as people prefer to abbreviate, but great map! Im a big fan of the whole Dredd Lore and i always wanted a map from it =D

EDIT: Rotate time for the long way from A to B is wayy to long, and rotate time for short A to B is too long, so it does cause some problems, but a lot of potential in this map
Last edited by Nick; 16 May, 2015 @ 3:19pm
quiet 16 May, 2015 @ 4:54pm 
2nd Long... easy.
ТЫ ЧУРКА 16 May, 2015 @ 11:49pm 
The best map!
tyler 17 May, 2015 @ 2:39am 
BUT ROTATE TIMES NIPPER!!! ROTATE TIMES!!!
FENCER 17 May, 2015 @ 2:58pm 
Originally posted by DCP:
2nd Long... easy.
Technically there are more than 2 longs, because you can cross each way / 4 longs per floor, and the second floor also exist Kappa
FENCER 17 May, 2015 @ 3:00pm 
And as Freeze said, if you get to B at a certian time and just watch short A-B, you can still win, because Long way takes too long
BrainDead 18 May, 2015 @ 7:39am 
NIPPER has said its just a fun map not really meant for comp but i see what you mean, It would be nice to see it working vs bots in deathmatch however.
Last edited by BrainDead; 18 May, 2015 @ 7:40am
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