Counter-Strike 2

Counter-Strike 2

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129 ratings
de_atom
   
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Game Mode: Classic
File Size
Posted
Updated
42.021 MB
May 18, 2013 @ 7:19am
May 22, 2013 @ 8:09am
5 Change Notes ( view )

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de_atom

Description
Classic demolition map set in a fictive nuclear waste re-processing plant.

Current version: de_atom_rc2
This map is still WIP!
Known issues:
- nav mesh is bad
- radar is out of date

Special thanks to reacz and awltin for the mapping help/layout discussions
Popular Discussions View All (1)
1
Sep 8, 2013 @ 12:46pm
Feedback thread
succiare il puccio
50 Comments
le1t1337 Sep 24, 2014 @ 12:32pm 
I liked. +1 to your rating.
This map is added to my collection "PUMP YOUR PUBLIC |The best CS:GO custom maps from the workshop".
http://steamcommunity.com/sharedfiles/filedetails/?id=256771524
:)
Pietas Apr 11, 2014 @ 7:34pm 
Wish this one had caught on . . . it's really quite nice, even if it does look awfully bland. Good angles, clean layout, great visibility.
Gh0sT Mar 17, 2014 @ 2:52am 
Does this map stop from being developed? :( It quite promising
super_ega Jan 8, 2014 @ 10:19pm 
норм
Lex_Luthor Jul 19, 2013 @ 9:02pm 
It seems too big~
MY7H Jul 16, 2013 @ 6:40am 
navmesh is really bad, not for match with bots
Welshe Jun 27, 2013 @ 4:35pm 
This map is well...very scary..like the scary maze game. atleast for the CT's.Anyway very nice map but the bomb sites are kinda confusing to me(atleast)Another than that very nice map :)
succiare il puccio  [author] Jun 23, 2013 @ 4:20am 
One thing of note: you might not have seen much use of the A tunnels from players because they simply do not know about them, but there are a couple cool choke points in there too. They can also be used to back up from one site to another in conjunction to the outdoors route, and the timing is almost equivalent.

The map was made with competition in mind, hence the clean design and large corridors; it might not be realistic, but from what I gathered it is much less frustrating than 2man wide corridors and small doors which bottleneck rushes and general strategy.

The bots are completely retarded alas, it is a known issue. I don't really know much about nav editing so they don't use ladders or vents and tend to follow dumb strategies too. I'm not sure how to fix that!
succiare il puccio  [author] Jun 23, 2013 @ 4:19am 
Thanks for the detailed feedback! I'm glad you enjoy the map.
There are some changes planned that might solve multiple problems at once:
- I am planning on removing the second T path from B tunnels to B (the one that goes up two little sets of stairs), leaving only the big entrance. The area on the side from the bombsite will stay there, as an additionnal way to enter B solely connected to CT spawn (might make retakes easier)
- This entrance will be redone so that it is more straightforward and interesting
As a side effect this could boost the use of the A tunnels (right now there are too many spots to cover in B for CTs to bother covering the A ramp)
Gull Jun 22, 2013 @ 1:40pm 
I like the general aesthetics, and the layout around bombsite B is pretty decent, though I kind of feel the area between T spawn and any points of contention is quite redundant or otherwise too lengthy. Indeed, I think it's true for a few areas that there's a bit too much space - namely the underground corridors leading from A. I never saw anyone else use them, and I never really had any good sense of direction when I was going through. I'd recommend trying to make the map generally more compact in terms of layout, but also perhaps reducing the girth of some corridors - having long, plain areas to run through isn't all that engaging. Largely, though, this is pretty great, and probably the best I've played from this collection, so good job. One final note - on a couple of occasions the terrorists ran directly to CT spawn and stopped for a short while before turning around and running elsewhere (see my screenshots) - is this just the CS:GO AI or something to do with your nav graph?