Counter-Strike 2

Counter-Strike 2

wallhack_cache
spoon 28 Jul, 2016 @ 2:55am
Feedback for "Improvements"
Hi there, just wanted to give some of my initial feedback to this great map. Keep up all the nice work for the community.

1) Missing Walls
Depending on the reason you have for playing this map (training wallbangs vs. actual playing), I'd propose certains walls to be made transparent as well.
a. (wallbang) Squeeky metal doors. There are two metal doors from squeeky that you could bang either way towards A-main. This is where people hide usually.
b. (wallbang) The hallway from A-main towards T-Spawn/Booster can be banged from mid. Would be awesome if the actual wall is transparent (maybe as little as the wall next to Squeeky door).
c. (wallbang) White Truck towards T-Spawn is bangable. People hide there to save.
d. (gameplay) T-Spawn to the left, there is a big container that is currently opaque, as well as the little box in front. People sometimes hide there.
e. (wallbang / gameplay) Big white and red box in mid (T-side) should be transparent.
f. (wallbang) wooden planks / windows in mid-area (above mid entrance and next to the white box) should be transparent. CT love to be boosted there and they are pretty much spammable.
g. (wallbang) walls around the mid entrance should be transparent
h. (gameplay) second sandbag should also be transparent
i. (wallbang / gameplay) vents area should be transparent (if you are e.g. looking from mid)
j. (wallbang) the whole Toxic wall towards B-Spot might get transparent (slightly) as this wall is bangable with AWP.
k. (wallbang) wall towards Checkers / vent-room from "under-heaven" (b-spot) should be transparent to see anyone hiding in the sneeky corner - it is also bangable with AWP.
l. (wallbang) wall from ct to b-spot-entrance (next to the stairway to heaven) should be transparent, as people love to hide there
m. (wallbang) walls next to metal door in front of heaven (facing checkers) is even more spammable than the metal door itself. It should therefore be transparent as well

2) Bugs?
a. T-Spawn to B-Spot. The wall entering into the halls is actually only one-way.

Hope you do not feel overwhelmed and not sure if anyone already suggested some of these. I am also not really sure what your intrinsic motivation behind that map was. However, I just wanted to drop these ideas when they came into my mind. I was looking for a map like this for quite a while already.

So thanks again for all your work
Cheers, spoon