Counter-Strike 2

Counter-Strike 2

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Lyren 24 Feb, 2017 @ 5:20pm
Feedback.
Alright I say some main points here. So, first off, you should be more careful when you make the map, and add the props carefully and check that you don't mess something up, and if you do, clean the mess off. This contains i.e. too obvious player clips.(unrealistically invisible walls) And don't use nodraw at borderlines of the map, use player clips instead. Some windows are breakable, but same kind of window again, is not, which doesn't make sense. There is also some nodraw textures that you can look through, in example, the ladder at B, (the one more near T spawn), has a nodraw wall behind it. - minor points like the middle house, roof has same texture below inside and outside. And there's way too many windows at the walls. School is understandable and realistic, but not all houses has windows that many.

Second point is that you have done the idea of the map pretty well, being a small town with a neat school, but you should fit the map to only one theme. You can't have a club house at castle-themed map. This same problem occurs in your map: You have pretty modern school, but the stairs leading to backdoor of the school are pretty old. And then there's cranes and cars everywhere, even though if it's not a road or there's no way that the cranes could be transported there or even needed there for that matter. I like the underground -> B area the most, just small con, the logs doesn't make any sense. And for the roofs at the middle, you should combine the textures to match each other, as now it looks pretty disorted.

And now for the gameplay. Unfortunately, you have to move the spawns to fit the CS mechanics. As T can get roughly 5 seconds earlier to B site than CT can. this created some issues, as CT needs actually to get earlier, for the preparation. And another problem though, if T comes late, is that they have only one viable entrance to come from. This is why because CT can watch the middle pretty easily with one AWP, so it's difficult to go into the middle house. I don't even want to talk about the vent. One guy can just check vent every 15 seconds and get easy headshot, it's way too slow way to go, so nobody would ever use it. Though the door is pretty nice, but you have to think, how the Terrorist could get there more safely. Same problem is with A too though. So whole map could be watched by only 3-4 CT's, and it's a no-go to a competitive 5v5 map.

For the final words, I don't mean to be attack you or be harrassive, It just looks like a rushed map. You should work more on your mapping skills, practice makes perfect. The school has this modern Mirror's Edge feeling which is really nice.
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FS  [developer] 3 Mar, 2017 @ 12:59pm 
Firstly , I want to thank you for interesting our work and writing a detailed feedback.

Before we started, our point is making our school for CS :GO and All map same as real except B bombsite . For strategy I add B bomb site, It's has same design with terrorist spawn at cs_assault.

You touched on good points, optimisition; I wish I had a lots of time for optimisation. I can say that this map has nothing for optimisation.

Strategy; I tried to add some different ways for changing gameplay direction but I don't think these are perfect. I have to improve ways for 5v5 comptitive map with time calculations.

We will make a CS:GO tournament at our school, I will add new things, line up props and textures, and maybe make an optimisation (map is so big and isn't clean) :)

Thank you again!
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