Counter-Strike 2

Counter-Strike 2

Westwood_cp
[EcG-B] KMM_STRONG_ARM  [developer] 10 May, 2015 @ 12:37pm
Update and bug reports.
This discussion thread is about future updates for the map.
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Showing 1-13 of 13 comments
[EcG-B] KMM_STRONG_ARM  [developer] 10 May, 2015 @ 12:39pm 
Reports of the swing doors and getting stuck. Unfortunatly old css stuff doesn't work well in csgo. Players getting stuck with the ball socket swing doors only need to shot the door. When the door swings away then they can move. Ive set the doors to do very little swinging at start so it shouldn't be to big of an issue.
Last edited by [EcG-B] KMM_STRONG_ARM; 10 May, 2015 @ 12:40pm
[EcG-B] KMM_STRONG_ARM  [developer] 15 May, 2015 @ 2:06pm 
Todo:
Adjust station window size. Bit over sized.
Fix a few dark skybox catcus.
Optimize
.mikeyview 16 May, 2015 @ 2:56am 
Hi, great map, but it's look to much 1.6. If u compare e.g. mirage or nuke from 1.6 to GO you'll see a lot of similarities but also a lot of differences. You should do same for westwood. I really like this map and I would like to see it in future operations

EDIT
after a few matches i can say a bit more. I see you changed a lot of map. Sorry for that.
A site is too op for Terrorist. It took only 12 s to plant a bomb from the farthest t spawn.
Nearest only 7-9s. After plant there is too much space to hide, and hold ct away from the bomb. Bird flying over site A is terribly distracting.
Plants are really annoying. Why are they solid but you can shoot through them like through the air. In real life you can go through the bushes. I think you should change this.
Tunnel to site B have barrels. They looks like they have own light. They should be darker.
I'll play a bit more, maybe i find some more things. Sorry for my criticism and my englich :<

EDIT 2:
There is a invisible path on roof from Hotel to middle house. Auto-climbing haystacks are really dumb and creating tactical play impossible. Inside house A there is too dark from outside - i can't see enemies ;< Middle path (with barrels in it) is one way road... camping there is just dumb and this path is useless.
Last edited by .mikeyview; 16 May, 2015 @ 3:54am
[EcG-B] KMM_STRONG_ARM  [developer] 16 May, 2015 @ 5:23am 
Criticism is fine. I build maps for the community and give them what they want is very important to me. The plants have they're physics remove for performance. They have just box clips for some realistic feed back. I try to optimize in other ways and return to using the plant physics. Ill add all your suggestion to the todo list. Thanks as always.

A bomb site's short run is in the open for snipers which makes it hard. CT's can run behind the boxes and get into A site plus top the roof just as fast. I'll watch more 32 player match of the map and tweak it a bit for perfect balance.

The invisible path was for bot path creation. The area is easy to jump across. I'll remove it in the next update.
Last edited by [EcG-B] KMM_STRONG_ARM; 16 May, 2015 @ 9:16am
Tynnyri 17 May, 2015 @ 8:34am 
Please, can you make bombsite B have sealed or smaller windows, so people don't rush there and plant bomb in couple seconds, they can even throw one smoke so CT:s cannot see that rush before it is too late. I mean only windows at Terrorist side are "broken"

EDIT: please fix haystacks, they are anoyingly easy to climb, which makes no sense in tactical or technical ways
Last edited by Tynnyri; 17 May, 2015 @ 8:35am
[EcG-B] KMM_STRONG_ARM  [developer] 17 May, 2015 @ 8:50am 
Will do. Im looking at changing the haystacks physic to boundbox. If that fails I'll use clip. I'll look at changing the windows. Maybe a breakable window shutter. The update should be up around a month.
[EcG-B] KMM_STRONG_ARM  [developer] 15 Jul, 2015 @ 12:50pm 
Version 2 change log:
- Added breakable shutter to A bombsites nearest window over terrorist spawn
- Removed 5 displacements not visible from within the play area.
- Fixed the water tower joists being shadow black and gave them a bit of a blue water lighting.
- Reduced the windows open at A bombsite over terrorist spawn to balance for smaller number of players.
- Optimized the map gaining 25+ fps.
- Changed beam ledges func type and clip them from being walkable.
- Added beam ledges on barber shop.
- Added bloom effects to make the outside look more desert bright.
- Added sum effect.
- Cleaned up the outer parts of the map to make it more visible.
- Fixed draw distance of a mattress to ensure players cant see though the cells in sheriffs.
- Pro clipped just about every corner to keep players from getting blocked on windows, doors, and roof corners.
- Removed one swinging door at A bombsite to balance low number of players.
Tynnyri 16 Jul, 2015 @ 4:28am 
A area has too much cover as CT and everything gets in way, making it hard to navigate there, on top of A site, you can jump on the walls, and see A site and enemies too easily.
And there is little spot where you can see T spawn, not OP, but surely just made in mistake.

Move that windmill at A area so you cannot jump on it and see enemies from one pixel big spots, while enemies cannot even see pixel of you.
[EcG-B] KMM_STRONG_ARM  [developer] 16 Jul, 2015 @ 6:43am 
In westwood A bombsite is the hard win. Much like that map t's have to draw attention away from A with B bombsite wins. Terrorists have 2 great sniper spots in upper barn + backside of barn. This helps keep the CT's from rushing the wall. I'll add a player clip to the windmill in version 3. I'll watch the balance of the teams and possible implement your other suggestions. Thanks for the report.
Last edited by [EcG-B] KMM_STRONG_ARM; 16 Jul, 2015 @ 6:45am
Tynnyri 16 Jul, 2015 @ 7:03am 
It is still annoying to navigete in that A area due those weird invisble wall like boxes, You get stuck so easily, make it soplayers can run for middle of two boxes. Just little thing that would make this map more fun to play, and as everyone knows, if map is fun to play, it is good map!
[EcG-B] KMM_STRONG_ARM  [developer] 16 Jul, 2015 @ 9:59am 
kk Ill take a look at the distance between the boxes to allow players to move between them. There placement was to block view from one spawn to the other spawn areas. I should be able to get the set to work for both issues.
[EcG-B] KMM_STRONG_ARM  [developer] 16 Jun, 2017 @ 8:13pm 
Version 3:
- Added alot of custom models to replace old texture details.
- Added more custom bump map textures.
- Added train and model railroad tracks.
- Replaced some displacements with models.
- Reduced the size of boxes CT side to bombsite A to balance the A rush.
- Slowed down dust and water drip by half.
- Reduced edge models visable range to enhance map performance.
- Detailed broken down porches so better visual effect.
- Removed some static dust triggers to clear visual area.
- Added card tables with playing cards.
- Slowed windmill because its to old to be spin so good.
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