Counter-Strike 2

Counter-Strike 2

Unsettled (Bomb/Defuse)
 This topic has been pinned, so it's probably important
Swarped 🌈  [developer] 12 Apr, 2016 @ 5:08pm
Feedback for de_unsettled - You will be heard!
Post all your ideas here! I'll appreciate this!
Last edited by Swarped 🌈; 16 Apr, 2016 @ 10:46am
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Showing 1-15 of 16 comments
Peter 13 Apr, 2016 @ 5:36am 
On each of the bomb sites, I get around 70-80 FPS when on other maps i get around 300.
Swarped 🌈  [developer] 13 Apr, 2016 @ 9:37am 
Umm, i'll try to work in Hints/Portals to optimizate better the map, thanks for your report!
alexd 14 Apr, 2016 @ 9:55am 
What type of theme will you be putting onto the layout? :)
Pontius Pilate 15 Apr, 2016 @ 5:12am 
Does this map have proper bot nav?
Swarped 🌈  [developer] 15 Apr, 2016 @ 9:04am 
@Officer Yes, why?
Swarped 🌈  [developer] 15 Apr, 2016 @ 9:19am 
-I'll be updating the map soon, the most important changes are

- Improved optimization.
- Removed all content from another authors.
- Changed and Improved some textures.
- Added proper Deathmatch spawns.


And some more changes, so please try to use this post so i can do more changes before finish the update!
Last edited by Swarped 🌈; 16 Apr, 2016 @ 10:46am
Nico 15 Apr, 2016 @ 12:13pm 
D00d ur map is so great *somehow kisses the de map*
George BBW. Bush 18 Apr, 2016 @ 8:39am 
Add a bot nav mesh
Swarped 🌈  [developer] 18 Apr, 2016 @ 8:44am 
@Hottest Mixtape, it has a navigation mesh yet.
fingerknitter 18 Apr, 2016 @ 9:47pm 
Looks pretty cool!

But no offense, not totally sold on the name :csgoanarchist:
Good map... feel it will be a bit t-sided though... the walk ways are abit too wide and there is a lack of cover for the cts when on site... b squeeky should have a noise and should possibly be closer to site... the over pass should have windows on both sides without the bars allowing the cts to see people but also allowing the ts to smoke it off. Just my opinion, but good map overall... the rotation times seem good and you used the clover shape giving the map some more dynamics... Im gonna try and play test with some friends when the minimap gets fixed... good luck with finnishing it.
ThatsRidonkulous 19 Apr, 2016 @ 12:00pm 
Although I'm not sure whether or not this is intentional, I feel as though this map is all too vibrant (for example, instances where a mustard yellow is right next to a dark turquoise). Try changing around the lighting / texture colors on your palette for a more unified / complementary feel. As you mean for the map to be versus, the lighting theory doesn't necessarily apply (red rooms to make the player feel a sense of urgency, for example). You may want to consider a lighter-toned fog for your skybox / surrounding environment so that it isn't too distracting (like the tan-yellowish one in Mirage or the grayish one in Inferno).

Ultimately, what I am trying to suggest is that you should either change some textures / lights or mess around a bit more with the color_correction point entity.

Aside from that, I love your layout (both strategically and for prop placement) and I really like your style, as it reminds me of a Rainbow Six: Vegas theme. Very nice job on the map, and I hope to see it met with much support! :csgocross:
Swarped 🌈  [developer] 19 Apr, 2016 @ 12:14pm 
@That's Ridonkulous!, When i start, i tried to make the map the most colorful as i can, in that way, sight should not get tired, but now im trying to make a solid thematic, so i'm still testing with that...

Im trying to make a great contrast with textures and lighting

Until it looks finished to me, i will not update it, so just wait.
ember 22 Apr, 2016 @ 3:25pm 
My main issue with this map is how model-based it is. I can understand when people want to create what they see in their mind's eye and can't perfect the art of scaling as quickly, but when you try to make it so that models make up most of the framework for the map, it creates 4 mapping problems:

One is that models can't always be trusted when it comes to cover. The car on Inferno's B has been carefully modeled to make sure that the hitboxes for the car don't overstretch to give players false information about players behind cover.

Two is that models slow down computers much more than brushes. You've got some amazing brushwork done, like all the bendy bits of metal and natural ground, but all the buildings feel approximate. I want walls that move in a straight line, not a frame of a building covered by sheets of metal.

Three is that sometimes it makes for unexpected clipping. Bathrooms is just supposed to be a corridor, but you can get snagged a bit of every one of those doorknobs. In Bombsite A there's this interesting situation of the raft up against the site, but you can surf on it forever and keep an awp pointed right at main hall. For the inside building, the drawing board sure looks cool, but it's seriously preventing me (a single player) from entering the building. Think about if 5 people tried to enter the same building at the same time.

Four is that you have to make the map fit to the models, rather than having the models compliment the intentional scaling and positioning of the map.

Models should exist as something to improve the existing geometry or layout of your map. When they become a fundamental part of playing your map, you have to be careful, especially when it comes to oddly shaped models.
Last edited by ember; 22 Apr, 2016 @ 4:08pm
ember 22 Apr, 2016 @ 4:01pm 
Layout is my second biggest problem. I spend a lot of time just drawing out my layouts to make sure that I'm confident with what I'm building. Even then, I make sure to make what is essentially a "prototype" map to start off with to make sure that I'm happy with what's going on. I would reccomend updating your radar image to be just an overlay of where players can, and can't go. It's just a confusing map to naviate. All the buildings and structures in the middle of the map are the same height, so I'm not directed by anything like a big building with a doorway, or the back alley behind a large building with my path laid out with the skyline.

You also appear to have more breadth without depth. It appears that you've traded in cover for connectors. I don't think tunnels and second mid are nessisary as areas to cover anything important. Lots of the map is already too open, and by closing more areas, you make battles between players meaningful. Most maps have 2 terrorist entrances (not including middle's entrance) to a bombsite. Middle's entrance should be something both teams have to fight hard for, unless you want to change up how your map utilizes middle. Your map's middle is something Terrorists immediately have control of and is essentially another connector designated to them.

I would also love to have any sort of cover (that isn't just another entrance to a new area) in Canals. In fact, as someone defending the site, I'd love to have the entrances pronounced and stick out a bit, like with a doorway or maybe a model used to mark where enemies will enter from. That would be a much more appropriate application of models.
Last edited by ember; 22 Apr, 2016 @ 4:10pm
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