Counter-Strike 2

Counter-Strike 2

Coast
 This topic has been pinned, so it's probably important
Suggestions for improvement thread
So far, I've got one suggestion. The vehicles and some other obstacles in the map seem to all be rotated parallel to the X and Z axes. It would be more interesting (both visually and strategically) to have the obstacles rotated at an odd angle. That's my two cents, anyway.
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Showing 1-15 of 16 comments
Jonas 13 Jan, 2016 @ 4:05am 
Good map but...
You guys have to say something down here in the comments about the map. I think we should that so this creator gould get a very good career and sucess. So comment what you think.
OrnateBaboon  [developer] 13 Jan, 2016 @ 4:03pm 
Hey Ya Boi Creepachu - that is something I will definitely look into. I agree - rotating the vehicles/crates etc will look more natural/interesting, but I will need to make sure they work properly with the angles and sightlines. Adjusting the axes on these objects can definitely be done in some cases, even if only by a little bit.

The priority atm is to fix the boost bugs and the spots where you can lose the bomb, update the map on the workshop, then get onto things like this that are less "game breaking".

Thanks for the feedback. Appreciate it!
Last edited by OrnateBaboon; 13 Jan, 2016 @ 4:06pm
fElder 14 Jan, 2016 @ 2:43am 
remove the palm tree on mid man, it not fits the map design at all, and at the same time its disgusting to watch. xD
Last edited by fElder; 14 Jan, 2016 @ 2:44am
Tinbogle 14 Jan, 2016 @ 7:49am 
its a good map, thats true. but imo its a little bit too big..
Mr. Kheese® 14 Jan, 2016 @ 3:54pm 
there is a box at A site, that looks like you can jump onto it from another box, but you get stopped by an invisible wall. I think you should either remove the invisble wall, or stack another box on top of it if you dont want people there.
TheLegend711 14 Jan, 2016 @ 4:37pm 
The layout is like a more complex version of dust2 if you look carefully.
voice-♥-less 16 Jan, 2016 @ 3:36am 
The map itself seems great but the setting feels somewhat boring. I think you deffinatly have something going with the map design but again after a 10 minute walk through on deathmatch I was already sick of looking at it. I really hate to be so blunt but I can't see this making an operation with this generic feel.

I'll try to be a bit more specific with what I mean by this. There is a place for tourist to buy tickets so is this a tourist hot spot for historic reasons? Maybe that's a reason for the T's the blow this place up like cobble, or is it because of these weapon caches? If this is a tourist location why is there a completely fenced in matress and fire in the sewers? I just have no attatchment to this location and can't see myself enjoying hundreds of hours on it.

Think of maps like Agencey. It's basically an office building like Office but it has a such an interesting feel to it that helps you really apreciate the map design. A great example would be season, I'm not sure if you played any of the older versions of that map but it looks like some ♥♥♥♥ industrial building but it had a complete make over and was turned into some sort of japanese bio research facility. Check out maps like DE_SANTORINI by FMPHONE and Reef by catfood. Although Reef is lacking a little bit on the map design part you'll understand what I mean by the importance of a theme.

Good luck! I'll keep an eye on this one and give you my upvote!
T side is OP
A0D 18 Jan, 2016 @ 9:59pm 
I have to somewhat disagree with voiceless. This map has a greater feel to it than most of the Bloodhound maps (except Agency of course, which is probably the best community map ever to this point). Though it isn't my favorite workshop map, I would very much welcome it in a new Operation. It has a generic design, yes, but definitely it's just as interesting as Inferno and a lot more interesting than the Dust designs.

Made a small video about it on my channel too where I run around and check it out: https://www.youtube.com/watch?v=2TRnCAntOs0

Crossing my fingers for ya, this map is quite cool. Will see if I can get to play it competitively any time soon!
A Leaf 31 Jan, 2016 @ 5:48pm 
Only a brief look at it but I absolutely love the feel of the map. Did a few matches with it and feel the CT side should be 'simplified' or made shorter. The rotate from bombsites through there is very long. To adjust the spawn timing, you could set back CT spawn down the 'walkway' over the water. Just a thought.
leoboss 13 Feb, 2016 @ 3:13pm 
I have performance problems with the map... maybe for players with half-good pcs make the map quite a few smaller and remove some pointless object and improve the performance. Thanks :)
Pequla 4 Mar, 2018 @ 11:46pm 
ADD 32 PLAYER SPAWN PLSSS
Rouge 6 Oct, 2019 @ 10:51am 
This map was nice and one of my preferred maps during Operation Wildfire. In the current climate of the game it definitely deserves another go in the ring, but with some changes of course. Some areas are perhaps too basic with a low amount of 'action' capabilities (Banana) and others too complex, tight and annoying to move around (paths between CT, Mid to B), so I've looked to address these.

The 'House' area between T spawn and A is perhaps too much extra mapspace, and removing/closing this off could be offset with 2 changes- at the north face of this area there is an arch that lines up with the arch on the other side of the wall (there's also wooden door on each side)- perhaps make this a straight open alleyway through this area with an arched roof all the way through? It would give the T's an extra 'Banana' approach.

To offset the loss of T's having an easy east approach to mid, they could be given an extra one from the west side. Behind the vehicle in 'Mid', there is a roller door. Perhaps make this open through to the area on the other side 'Wine Cellar'. After this, the T's can approach mid from the west side and there's also a nice tight interesting angle from roller door to 'Connector' stairs.

In the 'Sewers' pocket area, it may be for the best to move the existing chain fence so that it's aligned with the green-tarped one, sealing off the whole 'Sewers' designated area itself. I feel it's too strong for T's to defend from here against rotating CTs if they went through 'Connector'

Probably best to get rid of the blue door at 'Squeaky' and the whole wall it's attached to separating Office and Restroom. The audio cue from opening the door is too harmful to CTs. Also perhaps remove the blue toilet nearby, and the double stack of cylinders next to the wall on B site (too strong for T's to defend the captured site from here). Leave the double-arch nearby though- the CTs could use this as an annoying long position to defend B from.

A multi-connecting change that may prove interesting could start by opening the bricked-up archway next to the ticket booth in 'Office' and make it into an underground service path, that leads out into the lower sewer area of 'Mid' through both sewer pipes- but this underground area could also lead directly and diagonally to a place over in 'Banana'- the lower flowerbox pocket just down from the "Volturno" signpost. This would give an extra approach and rotate pathset for a CT to go from Banana towards B, a CT rotating from B towards A, an extra CT to defend Banana early-round. And sound-wise, T's defending a captured A site hopefully would not hear much of a fast-rotating CT running through this underground area (going from 'Sewers' directly forward into the sewer pipe and coming out in lower Banana).

I feel that the raised area 'Upstairs' with the tree at CT spawn hurts CT rotate times too much. I think removing it and just having a 'grand stairs' all the way across may be better, but add in a few ornamental bollards up the center- big, but not big enough for player models to perfectly hide behind. The one at the top of the stairs could be positioned so that it's a potentially useful, optional piece of cover for retaking A. Making this change should avoid the need to tinker with the 2 paths that lead from CT spawn to B.

Adjust the middle-body section of the statue/pillar on A site so that it basically has legs/openings, it's perhaps a little too strong of a position for both CTs and T's to hide behind/defend with (the giant flower box can already provide shenanigans) and maybe the best and easiest part of A site to change- while also being an opportunity to add a interesting design element. How many legs/mini-pillars should it have? 3 might be fun, without making the position too powerful or weak. The orientation of 3-4 legged designs would be very important though.

A few repaints? 1) There's a building in 'Mid' with a round blue and red signplate on it- painting this whole building a different color would be nice- and help with viewer orientation should it ever enter Active Duty, aswell as general visual appeal. 2) The round tower attached to the corner of the building at 'Beach' on the way from T spawn to A could perhaps also get a paintjob (different color to mid building) to jazz things up. 3) Not sure if it's just my copy of the game- but there are missing textures on the large arch windows and around the general B side of the map. Perhaps a nice rich-but-subtle gold texture on these would add some color, and also goldify the fountain on the way from T spawn to B? 4) The little hut building on the west side of A site- perhaps a nice orange hue? 5) Paint the underside of the arch between 'Restroom' and B site?

Open up the sky box for smokes? (I'm not sure how open it is at present)

I can provide a diagram to help explain these potential changes, as I drew over the map as I brainstormed issues and solutions. Not sure if I can post image links here.

edit: and the flowerbox just inside A site is marked for possible removal too. I don't remember if Coast had a logo, but the fountain might be the best feature to incorporate into one.
Last edited by Rouge; 6 Oct, 2019 @ 7:50pm
Rouge 11 Oct, 2019 @ 12:32am 
http://pinwheel.byethost33.com/uploads/YWXUPedR0L.jpg

Evolved diagram with suggested large adjustments to B site, basically the yellow is implying a flat clean slate, the white on the left is the current area but sunken and pushed west a little, the blue half moon is a raised platform that gives CTs a nice high retake or defending view. The yellow and black stripes are stairs, the main feature is a new table-top stair set running up through the current structure, from which the southern side can be used as cover during the take or defend, depending on the situation and by either side. Northern wall arch connecting the west and east of B site would need to be modified or removed to make room for the 'podium' half moon raised area. West side rocks and covered area would also need adjustment/sinking along with the ground.

The main statue and boxes have been moved and shuffled, still a work in progress. It needed to be moved to make the half-moon podium area get a line-of-sight to the new table-top stairs and vice versa. New and interesting line-of-sights themselves are marked simply with red lines (intending/allowing for firefights to go either way!), they don't represent every possible line-of-sight of course. Large yellow circles denote what would need to be remodelled along the way, including the main stairset area from CT to B which would need to be opened up to allow for a new 'long' angle from around top of A stairs.

Formerly existing areas now shown black instead of red. The flat-tyres truck has been removed and suggested replaced with whatever bollard/stone block could also be appearing on the 'grand' A stairs near CT. A bollard may also be useful somewhere between the fountain and table-top stairs on the west side of the map. The stairs west of CT spawn suggested opened up to allow easier navigation, also requiring removal (or moved to another location) of the APC currently there.

With this long angle and the B site modification, the gameplay aspect I am proposing is that the T's will often need to smoke off the arch, just like players do now when T's cross to B on Inferno- BUT- the white area on B is sunken, allowing players to bypass the risk of being hit by an AWPer from top of A 'grand' stairs- at the expense of taking longer to get into the planting zone (shown thin dark red), which is designed to take a bit longer than charging through at the 'yellow' level. D is double stack box, S for single box. All still a work in progress with layout of course. A few walls around the area would also need trimming.

A bit of stipple is now shown at the North/CT entrance to the sewer pipes, denoting a squeaky door is now there, instead of the previously suggested open arch, leading down some stairs into the sewer pipes. The addition of a door here would balance things in the event T's capture the sewer pipes early or without reasonable detection- the door audio would give balance by giving away the position.

I figure you probably won't work on this map ever again but I liked the main vibe of it, so just thought I'd throw these out there in the hopes the map can make a comeback. A site is pretty much fine at this point. Rather than splitting the large flower box, maybe narrowing the top and bevelling the edges with tall slopes might ease things up a bit and make for some interesting confrontations in matches. Perhaps this area behind the flower box could become grass?

edit: I figure a lot of time and effort goes into map making, so apologies if my listing of changes sounds a little blunt and crass. I know there's a ton of custom work and it's not about
just throwing together a heap of off-the-shelf parts and segments. Anyways, bye now.
Last edited by Rouge; 11 Oct, 2019 @ 5:21am
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