Counter-Strike 2

Counter-Strike 2

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Game Mode: Classic, Deathmatch
Tags: CS2, Map
File Size
Posted
Updated
13.095 MB
Mar 11 @ 12:03pm
May 3 @ 10:15am
14 Change Notes ( view )

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de_vulcan

Description
First attempt at a 5v5 competitive layout, any feedback is appreciated
5 Comments
󠀡󠀡󠀡󠀡󠀡󠀡  [author] Apr 28 @ 1:40pm 
Thanks for responding once again. I noticed the issue at the redbox on A as well with bots. I think it is an issue with ladders as I have seen some other workshop maps where bots get stuck inside boxes with ladders. I will probably look for a solution in the future but I'm a bit busy right now.

I also noticed there was one T spawn that didn't allow you to buy for some reason. I'm not sure if the buy zone is too small so I will look into that asap.

Regarding layout changes, I added a path from the CT mid entrance into Short A which you probably noticed. Do you think this was a good change? Unfortunately playtesting with bots doesn't give the most accurate gameplay experience so I honestly don't know whether mid works in the favour of CTs constantly or if Ts can retake it mid round.

As for the A site, I need to find a way to improve the timings for CTs on Long A, because it's too easy for the Ts to get out, so I will be working on that soon.
Qwert1_2_3 Apr 21 @ 12:48am 
Additionally, there is one other issue

There is a red box and a staircase in Area A, and I don't know why the bot got stuck inside
But the bot will see you and be able to fire bullets, even if the bullets are blocked by the wall

Players born behind the T side may sometimes not be able to purchase items during the purchase time. They need to go ahead a bit before making purchases ,after the turn begins.
It is recommended to expand the T side's purchasing area
Qwert1_2_3 Apr 21 @ 12:48am 
Thank you for giving me feedback and continuously updating this map
Now it's more complete to play than the previous version, it's pretty good

To be honest, personally through playing with robots, I feel that the CT defense in Zone A is not too awkward
Based on the current structure of the map, it was not very easy to defend in the early stages, mainly because CT could easily face attacks from two positions on the other side
But after placing the bomb, the CT returned to surround and seize the area, which was also effective

And the current version of csbot is also very strange.
After placing the bomb, some bots will not focus on guarding the package, allowing players to use pliers to dismantle it
󠀡󠀡󠀡󠀡󠀡󠀡  [author] Apr 15 @ 8:27am 
@Qwert1_2_3 thanks for the feedback. i've made a couple changes to the map since your comment, primarily in replacing the mid-B path with a connector room, some more cover in mid for CTs to put some more aggression, and some changes to Long A that I'm still working on. I'm a little busy but I am planning to add a minimap soon. I've also added a ladder to the red box on A site as a self boost

Is there any advice or suggestions for the map, in terms of gameplay? I feel as if CT side defending A site is awkward, though I haven't playtested the map with anyone other than bots so I don't know how accurate it is
Qwert1_2_3 Mar 21 @ 7:25am 
I play this map very well and I think it has great potential and ideas

The simple overall structure, X-shaped middle road, higher stairs in Zone B, and huge C4 installation area in Zone A can all be retained in subsequent updates.

However, there is no mini map available