Counter-Strike 2

Counter-Strike 2

de_fortress
 This topic has been pinned, so it's probably important
Thigoron  [developer] 3 Jun, 2016 @ 2:31am
Feedback etc.
Post feedback here if you want to. :)
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Showing 1-15 of 26 comments
potato 6 Jun, 2016 @ 3:39am 
Amazing and good looking
Thigoron  [developer] 6 Jun, 2016 @ 3:49am 
Originally posted by Ninja Potato:
Amazing and good looking
Thanks. :^)
Mr1de 6 Jun, 2016 @ 9:45am 
Helicopter is too loud.
Thigoron  [developer] 6 Jun, 2016 @ 9:55am 
Originally posted by Mride:
Helicopter is too loud.
Hmmm. I kinda agree on this one. Will see if I can find a better sound volume. :)
Nameless 7 Jun, 2016 @ 7:07am 
Hello! I played it only with bots for now but still I have some questions and ideas:

1) How is it meant to be played as CT? 2 B, 2 A and 1 middle??, cuz on middle this map has 3 chokepoints which single CT just cannot hold against competent people.

2) In some areas the absence of handrailings is misleading. Yeah, you will know where to go after few rounds but still. And in ladder room on bombsite A, there's a door which has the same color as the door on the other side of the bombsite so I had quite funny situation which resulted into lossing couple of seconds, nvm.

3) And lastly, if you go to the right hallway as a CT on start of round, there's really bright light entity in my opinion, but I could had some error in my settings...

To sum it up, it's pretty good looking map, even that it uses similar textures like other new maps on workshop (I mean this Nukky style) with layout that must be played with another style than that commonly used - which is good. For example, afterplant situation on bombsite A is very hard for Ts, if they will not take it agrresive.

Fully recommend of trying it. Have a nice day. :csgoanarchist:
Thigoron  [developer] 7 Jun, 2016 @ 7:32am 
Originally posted by NOface:
Hello! I played it only with bots for now but still I have some questions and ideas:

1) How is it meant to be played as CT? 2 B, 2 A and 1 middle??, cuz on middle this map has 3 chokepoints which single CT just cannot hold against competent people.

2) In some areas the absence of handrailings is misleading. Yeah, you will know where to go after few rounds but still. And in ladder room on bombsite A, there's a door which has the same color as the door on the other side of the bombsite so I had quite funny situation which resulted into lossing couple of seconds, nvm.

3) And lastly, if you go to the right hallway as a CT on start of round, there's really bright light entity in my opinion, but I could had some error in my settings...

To sum it up, it's pretty good looking map, even that it uses similar textures like other new maps on workshop (I mean this Nukky style) with layout that must be played with another style than that commonly used - which is good. For example, afterplant situation on bombsite A is very hard for Ts, if they will not take it agrresive.

Fully recommend of trying it. Have a nice day. :csgoanarchist:

Thank you for the constructive feedback! :D

The third point you had was an easy fix (and is ready for the next patch). I will also make the door in the ladder room less interesting to use. Though I will see if I can make the mid a bit more CT sided to make it a bit easier for the CT's to defend. ^^'

PS.
Could you be more specific about the absence of handrailings? Is it specific locations that you think about?
Some parts of the map doesnt look as decorated as other parts of the map. Maybe because of the Nuke style of the map.
Thigoron  [developer] 8 Jun, 2016 @ 12:00am 
Originally posted by ⎛⎝-Spongebobu-⎠⎞:
Some parts of the map doesnt look as decorated as other parts of the map. Maybe because of the Nuke style of the map.

Yup. I am currently trying to decorate the small room above "B". Hopefully it will be ready for the next patch. Later on I'll update the graphics on some of the other "less detailed" areas. ^^
Last edited by Thigoron; 8 Jun, 2016 @ 12:17am
ProfetaDeLucifer 8 Jun, 2016 @ 4:53am 
Hello Thigoron, Nice map dude, good work!!!!

I have my feedback for you:

- BOT NAV: I don't know if you made the botnav by yourself but need a lot of fixes, bots have difficulty to open doors, like the door from Bomb B, and the CTs doesnt stay defending A and B, they go almost of the time in the A open area, if u need some help with bot nav I can do it for you :D

- OPTIMIZATION: So, I have a pc gamer, de_nuke runs well , but your map need some optimizations like portal areas,hints and others to run well.

- From T Base to B the area is too open, you can make it more close quarters.

This is my opinion at all dude, awesome map :D
Thigoron  [developer] 8 Jun, 2016 @ 5:23am 
Originally posted by AlexBosquin:
Hello Thigoron, Nice map dude, good work!!!!

I have my feedback for you:

- BOT NAV: I don't know if you made the botnav by yourself but need a lot of fixes, bots have difficulty to open doors, like the door from Bomb B, and the CTs doesnt stay defending A and B, they go almost of the time in the A open area, if u need some help with bot nav I can do it for you :D

- OPTIMIZATION: So, I have a pc gamer, de_nuke runs well , but your map need some optimizations like portal areas,hints and others to run well.

- From T Base to B the area is too open, you can make it more close quarters.

This is my opinion at all dude, awesome map :D

Thanks for taking the time to give me feedback! :D

The bots should not have any difficulities opening the doors after the upcoming patch. Though I will see if I can improve their skills defending the sites!

About the open area outside of "B": I will see what I can do about that. It currently doesn't have as high priority as some other fixes and tweaks I am working on right now, though I will look into it.

And optimization is something I am trying to improve on as the time goes (mostly due to that hints isn't my speciallity) but I will see what I can do.

Again, thanks for putting time into giving me feedback! :]
WENMAN 8 Jun, 2016 @ 12:20pm 
Originally posted by NFOAK Thigoron:
Post feedback here if you want to. :)
When you jump out of the map next to A , you die instantly, you should remove this dead area so I can do 360 noscope mid-air to finish the game with style !

In the stairs next to bombsite B, if you want to pick a kill on the banister, you can be stuck in
by the ceiling in the lower room.

It's pretty difficult to get on the ladder in the elevator room especially when we are 5 rushin B
blyat !

That's all, gr8 work m8 8/8 !
Thigoron  [developer] 8 Jun, 2016 @ 12:34pm 
Originally posted by wENmAN:
Originally posted by NFOAK Thigoron:
Post feedback here if you want to. :)
When you jump out of the map next to A , you die instantly, you should remove this dead area so I can do 360 noscope mid-air to finish the game with style !

In the stairs next to bombsite B, if you want to pick a kill on the banister, you can be stuck in
by the ceiling in the lower room.

It's pretty difficult to get on the ladder in the elevator room especially when we are 5 rushin B
blyat !

That's all, gr8 work m8 8/8 !

I'll be happy to let you know that the 2 latter fixes you wanted is ready for the next update. :D
Lyfe 9 Jun, 2016 @ 1:37pm 
First off let me say I am very pleased with this map, the visuals are nice and it looks like something that could be featured in an operation map pool.
The only major flaw I found was heavy framerate drop around B site.
I also found 2 areas in which you can hide behind doors (usable ones) and be totally hidden. However they didn't all seem very useful unless you were to be met with a very specific senario.
I've uploaded the screen shots if you care to look.

Overall, great map and I can't wait to see what you do with it.
Thigoron  [developer] 9 Jun, 2016 @ 2:57pm 
Originally posted by Life:
First off let me say I am very pleased with this map, the visuals are nice and it looks like something that could be featured in an operation map pool.
The only major flaw I found was heavy framerate drop around B site.
I also found 2 areas in which you can hide behind doors (usable ones) and be totally hidden. However they didn't all seem very useful unless you were to be met with a very specific senario.
I've uploaded the screen shots if you care to look.

Overall, great map and I can't wait to see what you do with it.

I will have a look! Though I will only be able to improve on the framerate drop you've found aswell as removing hiding spots behind the doors until the next patch. This is because I will be releasing a big update tomorrow that I've been working on during the last few days! :D

Thank you for your time giving me feedback! (y)
Vowiquis 9 Jun, 2016 @ 6:22pm 
Wow, I really like the atmosphere of this map, especially on the outside portions. I think you did a great job with the skybox, and just landscape that is off-map in general (some operation maps break immersion if you look off-map in certain areas)


https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700746044


I have one question though, and it has to do with a set of doors by the elevator shaft to B site.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=700746075

I don't know if it's intentional, but the two different door handles kind of bother me.


PS. I'm glad you put the chopper in the map, as sadly its seems only CSS maps still use it, but I like it.

Great map! :csgoa::steamhappy:
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