Counter-Strike 2

Counter-Strike 2

Monaco
Fargo  [developer] 8 Nov, 2016 @ 3:16pm
Suggestions and Bugs
Please report all suggestions and bugs here, I will try to respond as quickly as I can. Thank you! :chicken:
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Showing 1-9 of 9 comments
Smoke 16 Nov, 2016 @ 11:42am 
Add chickens
Beastie 17 Nov, 2016 @ 4:31pm 
on a site, found it after my first comment sorry, if you have an awp ct on stairs you can look through the cover to prefire t's it is also one way.
Fargo  [developer] 17 Nov, 2016 @ 5:05pm 
I will look into this when I can, I have a lot on my plate at the moment.

Thanks!
BikeBoi 17 Nov, 2016 @ 9:35pm 
Haven't played this map against humans yet, but I have a few suggestions. First, if you can make a custom nav mesh, that would help bots, especially at Chicken. Second, I would recommend adjusting the clip brushes on A site and CT. Right now, they feel really artificial and strange. Allowing players to jump onto the barriers and fences would feel a lot more natural. It would also be really cool to see something done with the well area, as that's a quarter of the map that's empty. The map feels a bit small and underdeveloped as it is, and trying something with that area could produce really cool results. Overall, cool concept, fun as is, and I can't wait to see where it goes from here!
Fargo  [developer] 17 Nov, 2016 @ 9:47pm 
Thank you! The nav meshes are actually not artificial, about 70% of them were re-spliced and merged by me. I've been trying to adjust the mesh at Chicken, but I can't seem to get the bots to properly jump from the bench to the fence. And if I just splice the nav mesh on top of the fence to the other side, CT bots get confused and pile up there since they can't jump over. So I still have some kinks to fix up.

As for the well being opened up, that's a great idea! I might have to incorporate that in a future update. Any suggestions are good, and I really appreciate that!
BikeBoi 19 Nov, 2016 @ 10:10pm 
Originally posted by Nails:
Thank you! The nav meshes are actually not artificial, about 70% of them were re-spliced and merged by me. I've been trying to adjust the mesh at Chicken, but I can't seem to get the bots to properly jump from the bench to the fence. And if I just splice the nav mesh on top of the fence to the other side, CT bots get confused and pile up there since they can't jump over. So I still have some kinks to fix up.

As for the well being opened up, that's a great idea! I might have to incorporate that in a future update. Any suggestions are good, and I really appreciate that!

Just played the most recent version with a friend. Haven't been able to really test the new area between CT and B, but I like the options it offers for rotates and the use of space there.
Nameless 20 Nov, 2016 @ 1:03am 
Hello! I've heard you want some feedback, huh? So here it is. Don't take it personally, there are some flaws in the map's design. In this comment I will focus on how to eliminate these by making some suggestions, although I am not the best playtester in the world.

The map has ONLY 3 chokepoints (A long, A fence, B alley).

On B, Ts can't get into Kitchen without being seen. The average meeting point is around 9 seconds for both teams. Even if Ts manage to get there, CTs can just hold line from CT entry to Kitchen - by this they can hold whole B site with only 1 member.

I would suggest making another way from T spawn to Kitchen, plus the exit of Kitchen should be opposite to the grill. This would help Ts a lot. I am also another person who wants this roof clipped. It's unsmokeable and Ts would have harsh times fighting this. If you will do, what I told you above, there would be a lot more space for CTs to hold from (inner Kitchen, spot, etc.), so removing roof will not be so drastic for them.

On A, I don't know if someone noticed this before me BUT you can see through the gaps in the fence (path where the chicken is drawen). I tried it myself in test config and the results are catastrophic. CTs can see through the gap whole body of the enemy, while Ts can't notice anything from their side of view.

I would suggest connecting chicken (fence) path with green shop on T spawn. In current state, if CTs push the Long area, they can hold you pretty much easily and Ts can't even take an alternate path.

Also, if you want the fence path as an option to backstab defending CTs on B, there should be some gate or whatever that can be just smoked and Ts can go by to B from there. Nowadays, the smokes can't be used in this area at all.

On the other hand, there are also some points which I personally like. The New Inferno visuals are used great, visibility is quite good, the wall in Kitchen area where you can jump to see if there are some wild CTs. Monaco is a great name but there are other maps with similar name, maybe you could think about something else?

Overall, you've put a great work into it and I hope it will just get better and better. GL mapping

Nofase
Fargo  [developer] 20 Nov, 2016 @ 2:38am 
Originally posted by Nofase:
Hello! I've heard you want some feedback, huh? So here it is. Don't take it personally, there are some flaws in the map's design. In this comment I will focus on how to eliminate these by making some suggestions, although I am not the best playtester in the world.

Thank you so much for the feedback! You have some great ideas, and I will see what I can do. I like your ideas about Chicken, and I can definately turn the fence into a gate. This would allow bots to properly use Chicken if I just added some nav mesh there.

As for Kitchen, it might be possible to incorporate an alternate route. This will take a lot of effort though, since Well took about 3-5 hours to incorporate alone. I have a lot on my plate, but I assure you I will take your suggestions into mind.

Again thank you so much, people like you put a smile on my face. To take time out of your day to help me out means a lot!
Beastie 20 Nov, 2016 @ 9:39am 
thanks for fixing hut and A entrance i just played it hopefully can get my friends to do a 5 v5 on your map to find further things that could be improved but overall thanks for including thanks for how you have changed the map. ill get back to you soon. Keep up the good work
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