Counter-Strike 2

Counter-Strike 2

Bastion2
Nerfmanic 19 Jul, 2016 @ 3:17pm
Play Testing Review
After play testing this map twice during one of the reddit events, i thought i might give some pros and cons.

Pro's
Variations of angles and map space. Long and Narrow Lines of sight enjoyable play experience.
Clean and Pretty map well designed and looks and plays well.
Enjoyable map with a couple of tweaks could be a real contender.

Con's/Fixes
Sky Boxes- Not Sure how the sky boxes are functioning (i haven't checked) But opening up the skyboxes for smokes and grenades would be appreciated. EDIT*Only over the mid Castle Bit thats the only part that restricts smokes and flashes

B Site- Only one entry point makes a difficult take but balanced as the A site means its a difficult hold leans towards perhaps 3 A 1 Mid 1 B Team Comp for CT's Maybe making the Snipers Nest Window accessable from Mid rather than needing a boost might improve it (SKill Jump?)

A site- Could use a little more space in my opinion its very difficult to play "site" as their is no cover. CT's can jump onto of the building and round both sides (maybe opening up the access point at the back of site, or moving site towards T spawn into the open and adding cover).
Ladder to get up onto Main Plat?

Mid/Alt Mid- A Little more cover would be appreciated but not needed.

Other Parts- Removing One Door on the back A Site Route, Lots of obstacles maybe smoothing this path might make it alittle more playable, such as removing one of the doors or widening the play areas.

Pits Seams out of place

Ladder instead of spiral StairCase? (the stair leads to stupid angles and terrible fights.)

Maybe a small door into the castle entrance from down in mid (an extra angle to watch for CT's and an extra entry point?)

Other than this hopefully useful feedback its a great map and best of luck with upcoming updates.

Cheers Nerf
Last edited by Nerfmanic; 19 Jul, 2016 @ 3:38pm
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Showing 1-2 of 2 comments
Walki  [developer] 21 Jul, 2016 @ 3:15pm 
Hello Nerfmanic! Thank you for this huge wall of feedback :)!

So let's get to it!
Originally posted by Nerfmanic:
Con's/Fixes
Sky Boxes- Not Sure how the sky boxes are functioning (i haven't checked) But opening up the skyboxes for smokes and grenades would be appreciated. EDIT*Only over the mid Castle Bit thats the only part that restricts smokes and flashes

I've had a couple of people noticing this over the course of the map release. Originally the skybox was open over Connector, but due to optimisation affords, I had to close the skybox there. However there are still many ways to smoke of both sites, mainly from 2nd mid, Villa and A-Long.

Originally posted by Nerfmanic:
B Site- Only one entry point makes a difficult take but balanced as the A site means its a difficult hold leans towards perhaps 3 A 1 Mid 1 B Team Comp for CT's Maybe making the Snipers Nest Window accessable from Mid rather than needing a boost might improve it (SKill Jump?)

The playtest showed that the map favours T's in a lot of ways. I'm afraid making the window accessable via skill jump, might tip the balance even further towards T's.

Originally posted by Nerfmanic:
A site- Could use a little more space in my opinion its very difficult to play "site" as their is no cover. CT's can jump onto of the building and round both sides (maybe opening up the access point at the back of site, or moving site towards T spawn into the open and adding cover).
Ladder to get up onto Main Plat?

I've had a discussion about this and I decided that I will remove the A-site window that allowed the T's to overlook the A-platform. This will allow CT's to move more freely and put them into a favourable position when playing from platform.
You are actually able to strafe jump from the building to the platform, just give it a try ;). No need for a ladder there!

Originally posted by Nerfmanic:
Mid/Alt Mid- A Little more cover would be appreciated but not needed.

I'll see what I can do.

Originally posted by Nerfmanic:
Other Parts- Removing One Door on the back A Site Route, Lots of obstacles maybe smoothing this path might make it alittle more playable, such as removing one of the doors or widening the play areas.

Pits Seams out of place

I will keep the double doors of Villa if you mean these doors. I noticed A-Long being a little "overpopulated" with objects, so I will probably move / remove some props to make it easier to navigate.
About the pit, well it is a thing that remained from the earlier version of this map and removing it would make A-Long kinda look weird. So I kept it and now it's a good spot to hide from the bomb explosion.

Originally posted by Nerfmanic:
Maybe a small door into the castle entrance from down in mid (an extra angle to watch for CT's and an extra entry point?)

As I stated before the map favours T's already. Although I like experimental changes, I first would like to remove the A-site window and see how that goes. After that I can still make additional changes :).

There you go, countered your wall of text with my own! (Just joking, I like well thought through feedback, it's a lot better than people saying just "nice or good job")


Nerfmanic 21 Jul, 2016 @ 3:20pm 
Thanks Man i wish you the best with coming updates and hope that you manged to secure position in the next operation :D
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