Counter-Strike 2

Counter-Strike 2

Canvas | Defusal Map | v8.1
Brbg  [developer] 11 Nov, 2016 @ 2:35pm
Suggestions
If you want me to remove / add / change something on the map please tell me here :steamhappy:
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Showing 1-7 of 7 comments
Sloppy Kisses 11 Dec, 2016 @ 6:45pm 
I'll start with the spawns.
There's not much to say about the spawns, they're kind of bland, but you're not supposed to really spend much time on the spawns, as they're usually only small places you spend a 10 second buy time in. CT spawn and T spawn look very similar, but as I said before, spawns aren't very important. CT spawn has three main different paths, one to A, B, then Mid. There's only one single path to B, which is okay since it's a 3-4 second run to it with a knife. I counted, and there are 2 and a half paths to A. You're probably like, "What? How can there be half a path?" I count the path from mid to A half a path, since it's kind of complicated. For the paths from T, there's pretty much 4 paths. One straight to A, one straight to B, and one to B from mid and one to A from mid. That's pretty much all I have to say.


Now, for A site.
As you have maybe heard, or as you might know, there are two spots on A where you can "escape" the map, but you've clipped it off. If you removed them, it'd make it more plain than it already is, but you could just clip the opening or just add a top canvas thing there. A site has okay cover, but it's really hard to hide or camp. It's REALLY open in the sort of "long" area of A, it's just a large open area and you'll get DESTROYED by CT awpers there. Other than that, pretty good.

B site.
I haven't really gone to B a lot becasue I think players would naturally levitate to A. I think the cover for CTs is okay on B, but should be reduced a bit due to it being so unfair that CTs get to B in 3 seconds and it takes Terrorists like 10 seconds to get there. The "catwalk" sort of thing on B, the raised thing, should have more cover, or at least just one box. It's kind of useless except to maybe get one kill, since it's really open. It's fair for CTs, since they already have a great position getting to B so fast, but it's unfair for Terrorists holding the site when bomb is planted because the cover is based on CT side, so it's hard to defend against them when they're coming from that side.

Overall.
I REALLY REALLY REALLY like your idea. I can't stress how awesome your idea and map is. It's really bland and boring in some areas, but it's still a really awesome idea. Your map lacks a theme, because it's just a random building made out of canvas-walls. For an example of theme, look at de_sparity, a map by 3kliksphilip. The theme is that it's some kind of ancient town that's taken over by an evil corporation. Your map doesn't really have a theme, other than canvases. I really like the wallbang on your map, since EVERYTHING is wallbangable. I also love the grenade spots on your map, it's really easy to pop flash, pop smoke, etc. You can smoke almost any place from anywhere on the map, I even sucessfuly smoked B from A site, and mid from T and CT spawn.

In conclusion, your map is really awesome especially because you said it was your first real project. With some of the suggestions I said, which you don't HAVE to listen to in any way shape or form, I think it would just be a bit better. Your map has so much potential, and it's already really great.

Sincerely,
Sloppy Kisses
Brbg  [developer] 11 Dec, 2016 @ 11:49pm 
Originally posted by Sloppy Kisses:
I'll start with the spawns.
There's not much to say about the spawns, they're kind of bland, but you're not supposed to really spend much time on the spawns, as they're usually only small places you spend a 10 second buy time in. CT spawn and T spawn look very similar, but as I said before, spawns aren't very important. CT spawn has three main different paths, one to A, B, then Mid. There's only one single path to B, which is okay since it's a 3-4 second run to it with a knife. I counted, and there are 2 and a half paths to A. You're probably like, "What? How can there be half a path?" I count the path from mid to A half a path, since it's kind of complicated. For the paths from T, there's pretty much 4 paths. One straight to A, one straight to B, and one to B from mid and one to A from mid. That's pretty much all I have to say.

Thanks for spending time on my map, not many people do that and give such detailed feedback. You're a legend m8
Last edited by Brbg; 12 Dec, 2016 @ 1:05pm
Brbg  [developer] 12 Dec, 2016 @ 1:04pm 
Hey sloppy can we talk about some of those escape spots because the only one I know of is in mid.
Sloppy Kisses 12 Dec, 2016 @ 1:44pm 
Originally posted by MrP00P1E Mapping:
Originally posted by Sloppy Kisses:
I'll start with the spawns.
There's not much to say about the spawns, they're kind of bland, but you're not supposed to really spend much time on the spawns, as they're usually only small places you spend a 10 second buy time in. CT spawn and T spawn look very similar, but as I said before, spawns aren't very important. CT spawn has three main different paths, one to A, B, then Mid. There's only one single path to B, which is okay since it's a 3-4 second run to it with a knife. I counted, and there are 2 and a half paths to A. You're probably like, "What? How can there be half a path?" I count the path from mid to A half a path, since it's kind of complicated. For the paths from T, there's pretty much 4 paths. One straight to A, one straight to B, and one to B from mid and one to A from mid. That's pretty much all I have to say.

Thanks for spending time on my map, not many people do that and give such detailed feedback. You're a legend m8

Thanks. I like to help lesser known mappers, even if I'm not known at all.
TIGGY 13 Jan, 2017 @ 12:53am 
I don't have as many suggestions as Sloppy Kisses did, but I have a few that maybe you'd like to hear. Being a mapper, any feedback is good feedback because its hard to get people to help a lot of times.
First, this is kind of a bug, but at bombsite B when planting on top of the two high stack of crates, bots cannot defuse it up there and it leads to them just comically jumping up and down attatching their defusers for a split second.
Second, I was thinking that in the path from CT spawn to B, there could be a little "more." I don't really know what I mean by that, but it feels like its missing something, like its just a big open corridor. I know that very little fighting will be going on there and this map is not yet finished, but maybe it could be expanded some, such as adding a little nook/closet, or opening up that big area with the crates in it right next to it. But, you're the developer and it's ultimately your call to decide what happens with that area.
Thirdly, I think that the boxes at bombsite A that are used to jump up onto the site could use some ramping. I really like that bombsite because of its elevation and that you can come from underneath, but I feel that entrance is a little clunky when playing. Maybe a piece of plywood can be laid over top of it to create a ramp, or make it a set of stairs or mix and match stairs and ramp.
Fourthly, this isn't really a "suggestion" as it is a sidenote, but I think another window, maybe in that boarded up room with the two stacks of plywood sheets in it, would really make it. Maybe not a jump-throughable window but one that can be shot through.

All-in-all, I really really love this map and the idea behind it, I had a lot of fun playing around with bots and seeing how many kills I could get through walls. I'm really looking forward to playing this some more in the future and seeing where you decide to go with it, and for only using a small handful of textures, it still looks really nice, especially when it comes to lighting and brush work. Keep up the solid work and best of luck!
Brbg  [developer] 13 Jan, 2017 @ 4:04am 
Originally posted by tiggysmalls:
I don't have as many suggestions as Sloppy Kisses did, but I have a few that maybe you'd like to hear. Being a mapper, any feedback is good feedback because its hard to get people to help a lot of times...

Thanks! I'll definitely try those ideas out!
Last edited by Brbg; 13 Jan, 2017 @ 4:04am
TIGGY 13 Jan, 2017 @ 9:12am 
Dang, you're quick, I got up and played a couple more rounds and noticed the ramps and it really confused me. I wasn't expecting it this soon lol. The ramp feels a lot smoother, and I like the window, allows for some nice peaks and adds a little more dynamic to the middle area, especially since the middle area doesn't have a lot of value when it comes to rotation and its great for quick and early fights. The new room by CT's path to B is also nice, and I like the barriers as not to make it one wide open room; I think maybe if you put a crouch hole entrance, or maybe some exposed ducts, at the right end of the barriers by the big stack of crates, it would give the room more purpose. I was thinking about another entrance but think that would possibly speed up CT's rotation time and giving them an unfair advantage. But with a crouching hole, it will leave the CTs vulnerable if they choose to take that more direct route and slow down their entrance/rotation time. If you want to try it, go for it, but its all you, but I really like this map and the changes made were well executed. Plus, I like the pokemon card in the new room; nice touch ;) Great job!
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