Counter-Strike 2

Counter-Strike 2

Bureau
 This topic has been pinned, so it's probably important
stefftek.de  [developer] Apr 13, 2021 @ 9:44pm
Bugs, Feedback & Suggestions
If you have any ideas, feature requests or want to report a bug, you can do it here!
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Showing 1-15 of 15 comments
Confused medic Apr 14, 2021 @ 4:41pm 
The various tall grass pots in the map can easily be hidden in with CT player models, The green waterfall outside of elbow with the plants on the wall can also be easily hidden in. sidehall's crates in the back allow someone to peek over the crates and barely be seen by anyone pushing in and it can't be mollied by pushing CTs. And the garage is TOO DAMN DARK. Any place in that garage that any player can stand in is barely visible.

plz fix
stefftek.de  [developer] Apr 14, 2021 @ 9:21pm 
Originally posted by DaSyrian:
The various tall grass pots in the map can easily be hidden in with CT player models, The green waterfall outside of elbow with the plants on the wall can also be easily hidden in. sidehall's crates in the back allow someone to peek over the crates and barely be seen by anyone pushing in and it can't be mollied by pushing CTs. And the garage is TOO DAMN DARK. Any place in that garage that any player can stand in is barely visible.

plz fix


Firstly, thanks for your Feedback. Coincidentally I'm currently working on most spots you have mentioned. Mostly garage will have the biggest changes. I'll test visibilility before the next update.

About backhall/the crates: You do mean the tall crate shelf, do you?

Kind Regarts
Confused medic Apr 14, 2021 @ 11:16pm 
Originally posted by stefftek.de:
Originally posted by DaSyrian:
The various tall grass pots in the map can easily be hidden in with CT player models, The green waterfall outside of elbow with the plants on the wall can also be easily hidden in. sidehall's crates in the back allow someone to peek over the crates and barely be seen by anyone pushing in and it can't be mollied by pushing CTs. And the garage is TOO DAMN DARK. Any place in that garage that any player can stand in is barely visible.

plz fix


Firstly, thanks for your Feedback. Coincidentally I'm currently working on most spots you have mentioned. Mostly garage will have the biggest changes. I'll test visibilility before the next update.

About backhall/the crates: You do mean the tall crate shelf, do you?

Kind Regarts

I meant in back hall. The crates right at the end of the map allow whoever is standing on it to headglitch above the tall crate shelf and it's super overpowered. And no molotoves can reach back there from the entrance to back hall.
I posted some images here.
https://imgur.com/a/9EWGSgd
Confused medic Apr 14, 2021 @ 11:28pm 
Also I'm pretty sure the playground sign outside of the back yard is facing the wrong direction. The only way to read it is to get out of the map
stefftek.de  [developer] Apr 14, 2021 @ 11:34pm 
Originally posted by DaSyrian:
Also I'm pretty sure the playground sign outside of the back yard is facing the wrong direction. The only way to read it is to get out of the map


Thanks for clarification on the crate thing. I'll work on it!

The Playground sign is facing away from the Bureau, to the playground entrance. So yeah it does face away from you, but only because it makes more sense.
Confused medic Apr 14, 2021 @ 11:41pm 
Originally posted by stefftek.de:
Originally posted by DaSyrian:
Also I'm pretty sure the playground sign outside of the back yard is facing the wrong direction. The only way to read it is to get out of the map


Thanks for clarification on the crate thing. I'll work on it!

The Playground sign is facing away from the Bureau, to the playground entrance. So yeah it does face away from you, but only because it makes more sense.
Thank you for the quick response. It just seemed odd to me to have a bit of text outside the map that no one would read without using noclip

And I'm sorry for the many comments. This is all coming to me step by step as I'm replaying the map.

My only real suggestion to the layout right now is that back hall be shortened somehow. I can't figure out a way myself that doesn't mess with the sight-line between it and toilet or give the CTs a sight-line from mid to the entrance of back hall. But the way it is right now is too long. And while I haven't played a full competitive match on it yet. It's my belief, having played a ton of office and other hostage maps. That the Ts would be able to defend side hall from long way too easily. Without any real way for them to be smoked or mollied off. My opinion may change if I play the map more but as it seems right now it looks OP.Tried it with a friend and it felt impossible to push through it even with full utility
stefftek.de  [developer] Apr 15, 2021 @ 12:26am 
Originally posted by DaSyrian:
Thank you for the quick response. It just seemed odd to me to have a bit of text outside the map that no one would read without using noclip

And I'm sorry for the many comments. This is all coming to me step by step as I'm replaying the map.

My only real suggestion to the layout right now is that back hall be shortened somehow. I can't figure out a way myself that doesn't mess with the sight-line between it and toilet or give the CTs a sight-line from mid to the entrance of back hall. But the way it is right now is too long. And while I haven't played a full competitive match on it yet. It's my belief, having played a ton of office and other hostage maps. That the Ts would be able to defend side hall from long way too easily. Without any real way for them to be smoked or mollied off. My opinion may change if I play the map more but as it seems right now it looks OP.Tried it with a friend and it felt impossible to push through it even with full utility


Don't excuse yourself for helping me making the map better to play ^^

There are some eastereggs outside the playable area, too. The sign that says (in german) "100% Beef Burger, literally everything" is made out of beef itself. You can't hear it inside the map due the distance, but I always loved inserting little things like that.

I understand your concernings with backhall. In my playtesting sessions, ct's could easile push long hall to backhall/storage. I might flip the entrance, extending longhall a bit and shorten backhall in the process. so the Doorframe is inside the current backhall. (Like seen on the original office). So they cannot hide well there anymore.
Last edited by stefftek.de; Apr 15, 2021 @ 12:26am
stefftek.de  [developer] Apr 15, 2021 @ 4:59am 
Originally posted by DaSyrian:
EVERYTHING ABOVE

Check out this Imgur Album of Long Hall. Nav & Radar currently not updated btw. https://imgur.com/a/IngPhYv
Confused medic Apr 15, 2021 @ 8:11am 
Originally posted by stefftek.de:
Originally posted by DaSyrian:
EVERYTHING ABOVE

Check out this Imgur Album of Long Hall. Nav & Radar currently not updated btw. https://imgur.com/a/IngPhYv
It looks like it's better streamlined. I'll have to try it out in game to see if it makes a difference. But from the looks of it it'll be easier for pushing CTs to chuck nades and mollies into there.
And I did enjoy some of the easter eggs I did see. Like "0 sugar. 0 taste"
Thank you for the quick response.
Limbo Apr 16, 2021 @ 7:48am 
Interrios of the map are cool , but i don't really like how you did outside space , a lot of same trees , just coppied 20 times , also disable grass shadows , it look weird in source engine
stefftek.de  [developer] Apr 16, 2021 @ 7:54am 
Originally posted by deffi:
Interrios of the map are cool , but i don't really like how you did outside space , a lot of same trees , just coppied 20 times , also disable grass shadows , it look weird in source engine


Thanks for your feedback and comment! I'll test out that grass shadowing.

About the trees, it's common in business areas that the tree's are planted and not grown naturally. I'll consider mixing some other in.
Confused medic Apr 25, 2021 @ 1:44pm 
The white cars in CT spawn have no windows when you hit them with a rifle. So when you shoot through them they do full damage.

The blue and grey car are the opposite. You can not shoot through their windows
Confused medic Apr 25, 2021 @ 2:01pm 
Also, invisible wall in the top left corner of garage that stops you from jumping on the boxes from the middle
Confused medic Apr 25, 2021 @ 2:03pm 
And the blueprint in conference room still shows old long/sidehall lol
stefftek.de  [developer] Apr 25, 2021 @ 9:22pm 
Originally posted by DaSyrian:
And the blueprint in conference room still shows old long/sidehall lol

Thanks again! I'll work on the cars and boxes. The Problem with the cars is, that i use different versioned models (Old and new Nuke Models to be exact). Probably wont fix the blueprint because my designer lost the file lol.
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