Counter-Strike 2

Counter-Strike 2

Thrill
Various Suggestions and Feedback
Fun map once you learn it. Here's some suggestions and feedback that I have :).

The clipping here is a bit misleading, it looks as if you could easily cut through there when rushing A Ramp as a T, but you get blocked by the clipping sticking out from the ladder. Perhaps adjust the clipping / move the ladder to improve movement.
http://i.imgur.com/Khjqj1c.jpg
http://i.imgur.com/CR1twBx.jpg

The plants on top of the cube outside of A site offer some silly "1 way" visibility for scoped weapons. In the screenshot I'm ducking on top of the ATM machines. Technically you can see through it from the Bot's position but it could prove quiet annoying to deal with.
http://i.imgur.com/EwVb4ZT.jpg

This area feels cramped and very restrictive movement wise, perhaps widen the door. Currently going through this door way on a retake is a death trap if the T's have a forward post-plant position. The whole loop with this area and the outside fence just seems odd and doesn't feel right. The fence route feels much safer but is a longer rotate, so perhaps this is intended.
http://i.imgur.com/noKKqeb.jpg

Mid currently feels very awkward to play, smoking the left side and peaking into locker room to watch A short is very restrictive movement wise, I can peak in and out of the door way and that's about it. Maybe I'm not playing it as intended but the whole area as a CT feels weird.
http://i.imgur.com/3xU5p5r.jpg

Widening this door way would make movement here feel a lot better.
http://i.imgur.com/1hd0ILD.jpg

This whole room feels cluttered and cramped, it's supposed to be a room but due to all the shelves in the way it just feels like another hallway, the shelves don't offer any real form of cover and instead just create cluttered visuals if a player were behind them.
http://i.imgur.com/OTzNY4v.jpg

As mentioned above, a player can duck behind the shelf here for a pretty annoying angle.
http://i.imgur.com/JvBqgjK.jpg

This window can be frustrating to deal with as an aggressor pushing A site. You're forced to jump through / into the window and then land. A player defending Upper A has a huge advantage vs anybody coming through this window due to the inaccuracy they suffer. Not to mention the reaction advantage they are given. I suggest adding something on the floor to act as a step, allowing one to simply walk through the window from inside the room.
http://i.imgur.com/B5tkGl0.jpg

This seems to be a common engagement spot between 2 players at B site. A player on stairs and a player coming out of squeaky. There are quiet a few props between both players here, it's not too bad compared to other scenarios(old inferno) but it does create a bit of unneccessary visual noise for a common engagement. I suggest moving or deleting the bench+trash bin, and maybe raising the wall slightly to match the bench height.
http://i.imgur.com/fFaC6Fy.jpg
http://i.imgur.com/pGuEzgB.jpg

There's no clipping to smooth out movement along this door frame. Perhaps also clip it in such a way that it lines up with the fully opened doors too, so that you do not collide with the side of the door where the hinges would be.
http://i.imgur.com/S5u9Kgk.jpg

These props here cause a bit of visual clutter as well. Combined with the ride poster behind the player its a mix of colors making a T difficult to spot.(I had a CT in the picture, sorry :))
http://i.imgur.com/EmsLVxL.jpg
http://i.imgur.com/a6PPOHV.jpg

Some more visual clutter, creating extremely hard to see terrorists. The trash bin is a similar color to the terrorist, the bench adds some visual noise in front of it, and the gate itself. I realize I'm playing on a low res and that may contribute to the problem, but the issue is there regardless.
http://i.imgur.com/2DwccQc.jpg
http://i.imgur.com/VFcvoQD.jpg

If for whatever reason you find yourself in this position, jumping over this railing is annoying and often blocks you if not done right. Perhaps add something on the floor to make jumping over easier, or move the ramp further back so the extreme height starts further down past the bush.
http://i.imgur.com/w8OEgKE.jpg

There's a crack in the wall here at Upper A
http://i.imgur.com/ZfR9xdB.jpg
http://i.imgur.com/ILumlq8.jpg
http://i.imgur.com/9dwLfuo.jpg

And another one here
http://i.imgur.com/BF04qmD.jpg

These cinder blocks on the ground allow one to gain some vertical height instantaneously, sort of like a player duck spamming because they are such large steps. Perhaps add more blocks to match the wall height and remove the "stair step" effect or remove the blocks altogether.
http://i.imgur.com/3sqR3l0.jpg
http://i.imgur.com/f5v39vV.jpg

This clipping here seems unnecessary, you should be able to tuck yourself all the way into this corner, but the clipping prevents that. I understand why its on the opposite side of the door frame, as the wall over there sticks out, but on this side that is not the case.
http://i.imgur.com/FcAwdVI.jpg
http://i.imgur.com/PBEbyvx.jpg
http://i.imgur.com/TPFZ3p0.jpg

Rotating from T side B to T side Mid is a bit cumbersome. Raising the left orange pipe slightly to act as a step would change it from 3 jumps to 2 jumps.
http://i.imgur.com/kFPHKRM.jpg

A Site doesn't offer much in the way of smokes. Long A players can't really do anything without exposing themselves to an AWP. They could smoke the arch way allowing them to cross but that would give away their position. Upper A has a neat smoke my friend found, and Upper A can also assist A Ramp with flashbangs over the tram. But overall there doesn't seem to be much you can do without just running out and taking aim battles. Swapping the ATM wall with the open arch could add a bit of cover for the T's, allowing them to throw smokes/flashes through the opening above the ATMs without the need to cross first. If this was done, the wall on the right side would probably need to be shortened, blocked off or changed as the Ts would then be able to run all the way over there before being exposed.
http://i.imgur.com/5DO2dl2.jpg
http://i.imgur.com/wlLjPpI.jpg

B Site has a lot more to offer for T's performing an execute, the main obstacle to deal with is the castle tower in the center of this screenshot. But it seems like there's a lot of viable smokes on this site.
http://i.imgur.com/WURweFA.jpg

Smoking the arch way effectively at B site as a CT can prove challenging, especially if you need to get it down fast before a rush. The easiest way is to run all the way into site and bank it off the side of the arch way, but if you do this the Ts will already be pushing in and perhaps catch you mid weapon switch depending on if you had a good/bad your spawn was. A fast way to do it is by just bouncing the smoke off of the wall where the tree is as you run in, but if not done right it will fail very easily. The main culprit here is the stair case leading into the arch way. A CT cannot easily just throw a smoke down from any position as more often than not will bounce off the stairs and land at the bottom, allowing Ts to view over the top of the smoke. I don't have a good suggestion for this one but I do feel something should be changed to make it easier for CTs to throw the smoke in the position shown.
http://i.imgur.com/v9MmrQQ.jpg
http://i.imgur.com/VBY9LK0.jpg

Literally unplayable
http://i.imgur.com/n1pVVwQ.jpg
http://i.imgur.com/2OOdOLB.jpg

I don't have a screenshot of this one, but sometimes the displacement brick textures on B site have an extremely tiny scale(As well as the blue-green roof textures around Banana) I'm guessing this is some kind of $seamless_scale bug in the engine with it not loading the correct value.

Minor Sound Issues:
Squeaky is sometimes very difficult to hear on B Site due to the loud ambience. Especially when combined with other noise going on, such as flashes / smokes / shooting etc.

Sometimes I confuse Lower mid footsteps(After the metal) with Short A, but this is minor and probably won't be an issue with more experience on the map.




Overall I really like this map and hope to see it played more. I hope you consider some of what I have written. Good job!
Sidst redigeret af a skeleton jelly; 29. maj 2017 kl. 16:12