Counter-Strike 2

Counter-Strike 2

Labour
czaaje  [developer] 6 Aug, 2015 @ 9:06am
Flow - Layout feedback
Hello!
In this theard you can give me any feedback about main flow of map, I would ask also about the answers to the questions below.

- Should I add a walkway connecting T spawn with B bombsite outside the building (so called "Long")?
- Does the vent scheme seem adequate to you?
- Do you think that footbridges over B site spoil the balance of the game?
- What do you think about the general balance of the map? Should it be changed?
- Do you think that the map is dynamic enough?
- Do you think that the B site is too small?
- Did you find any unbalanced spots on the map?
- What you think about secondary flow of map(crates, tubes, containers, etc.)?
- Where should be added props of secondary flow or where they should be removed?
- Everything what you think about this map
Last edited by czaaje; 17 Aug, 2015 @ 3:04pm
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Showing 1-4 of 4 comments
Bulbizarre 17 Aug, 2015 @ 10:57pm 
To answer your questions,
- A walkway would possibly make it easier to allow the t's to enter the site, but it would also make it easier for the ct's to retake, due to it being another angle the t's would have to hold.
-The vent scheme seems good, but the stairs that are adjacent to both of its exits seem to make it a luxury alternate for rotations.
-The foot bridges just remind me of the rafters above A site on nuke, if taken over super easy to control the site, but unlike nuke, it seems easier for the ct's to retake them.
-The map feels like it would take too long for the T's to change dynamics of which site to take, for example like in maps like dust 2, you have cat and short for easy rotates between the bombsites, but here if you are in a position to safely rotate between sites, you have essentially already cleared the site you were going to take. I do not expect ct's to hold the a(b? the mini-map says one thing while in game its another) bombsite from that site, I expect 1 or 2 of them to be holding the extremely small bridge across the ravine, while another one is holding at bottom of stairs, and the other 2 on A, If the guys there die ( at the ravine), it'll be a quick retake of the site because the guys holding the opposite site will already be at the site by the time the bomb is planted, allowing for a full 40 second retake opposite to a 30 second retake.
-If by b site you mean cylinder room, yes, I feel like most of the fighting for that site post plant will be not within that room at all (unless the ct's rotate super quick), which is not necessarily a bad thing though.
- I feel like a person holding from the stairs is in an unbalanced spot as well as the cramped bridge across the ravine.
- All in all, it seems like it would be a good map, but not completely what people would call balanced.

Those were my two cents, have fun, if put into game, it would definitley be in my cue for matchmaking. Sorry if any of my reasons are contradicting.
Bulbizarre 18 Aug, 2015 @ 7:19pm 
I just checked it out, and I like the removal of the stairwell, and I also like the size change of the cylinder site, I like how it allows for close and longer range fighting. I also like the addition of the catwalk hugging the wall above the ravine, but I think it might make it a little bit easier for the t's if you make the catwalk from that conector room hug the wall closer to the ct spawn instead of the T spawn, or even both for an interesting set of angles to peak from. Also, I have a question about vents, because at some parts you have a ladder entity but no static prop, but in the other part, you have the prop, but not the ladder tool. Is this a design choice, or should the ladder location be flipped?
czaaje  [developer] 19 Aug, 2015 @ 1:53am 
Originally posted by BodegaTheBold:
I just checked it out, and I like the removal of the stairwell, and I also like the size change of the cylinder site, I like how it allows for close and longer range fightin[...]

Oh, i didn't know about the problems with ladders, i will improve it in next update. I'm not sure I good understand your comment about catwalk, could you draw a line on the map, i will be sure then, that i good get your comment. Here is map with spots names: http://i.imgur.com/pT0Gu62.jpg I also get feedback that on cylider site is no place to hide plant, that will be too improved in next update. I will think also about boost spots and jump spots before upload new version.
Last edited by czaaje; 19 Aug, 2015 @ 1:54am
Bulbizarre 19 Aug, 2015 @ 8:33pm 
http://imgur.com/NsuB7XF The pink path would be my suggestion, because it would allow for the rotaters from power room to be a good second or two closer to the bombsite instead of when a player from long spots them rotating on the far catwalk. Added in the red dot and purple line as an example. Red dot is location of a CT player, and purple line is his line of first contact.
Last edited by Bulbizarre; 19 Aug, 2015 @ 8:37pm
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