Counter-Strike 2

Counter-Strike 2

de_construct
Jw. Jan 3, 2017 @ 9:05pm
gameplay review
I just played 5v5 comp on a ton of workshop maps with my friends. After we played each map, each player said what they disliked or liked about the map. Some of the more controversial or important responses that I heard I will share with you now:

"Once the T's take mid, the round is basically over. Mid control is everything, but not in a good way." Agreed upon with 7 in the group

"I absolutely adore A site. It is well balaned, has a sufficient amout of cover, has the "fast react" factor that I see in the Active Duty map pool." Agreed upon by 10 out of 10 players!

"I hate that once T's take middle, they have FOUR WAYS to get ino A site! When T's take mid and go A from all possible ways, we lost the round every time." 7 out of 10 people agreed with this statement.

"On a map like Dust II or Mirage, when an AWPer is scoped in watching mid, AT MOST he/she has to watch two angles, and those two angles are not far apart. For this map's mid to work, you need to have 2 AWPers watching the right and the left side at top of mid, and as well as having to deal with the sites, you're giving mid to the T's, and that just gives 'em the round." 6/10 agree with this statement.

"B site is quite bland. The AWP hole there pushes the chokepoint back to where the T's are still in the vacinity of 'blank map'" (blank map is a term we use that is just a waste of space. i.e. outside of B tunnels on Dust II. 8/10 agreed with that statement.

"Even though we pointed out a lot of need-to-be-improved aspects of this map, I think most of us agree that this is one of the most balanced community maps weve ever played on." 6/10 agree



Our group then took a vote on overall balance of the map for different aspects of it, each player chose a number between 1 and 10, and I averaged out the results.

Middle: we voted that it was 80% T sided. (if it is perfectly balanced, it is a 50%)

B Site and the chokepoints around it: we voted that it was 70% CT sided.

A site and the chokepoints around it: we voted that that it was 70% T sided. (people made comments that the site itself was a 55% T, but with four ways to get into A, it was too easy for the T's to stroll in)

Rotate times: we voted that they were 60% CT sided. The group said it was too fast for CTs to get from B through cat into A.

Every other part of the map 50%, balanced.



We then voted on how fun the map was out of ten, and I averaged the results. 6.5/10, some spots were T and some spots were CT sided, but overall, I would recommend if we had a 10 man queue going.






I will give you a list of what my queue said can be improved about the map.


1. Make snipers nest in middle much wider so that one smoke cam not fill it completely
2. Make cat taller and start farther back, and revome the quick jumps people can do to get up on cat fast. Make them all the way around, similar to Mirage, but longer.
3.T's should not be able to go from middle into snipers nest. Completely. Not even with a boost.
4. The raised area at the back of B should be smaller and in open sight, or removed completely.
5. To get to the AWP hole at the back of B, CT's playing there will have to crouch in a small tunnel, leaving that spot as a high-risk/high-reward.
6. Close off one of the sides of middle, or make the two sides closer together using boxes.
7. The raised platform at the standard point where Ts enter B should have thin, wallbangable cover on it.
8. The entry point that brings you in to the right side of A site, (the one close to that single man boost), should be closed off, but kept a wallbangable wall.
9. Add an underground tunnel, starting at the wall at B ramp, that brings you up into middle. (flanking CTs or rotating Ts could use it.)
10. A site heaven should be extended outwards more, and cover added there too.



Thats all I have for now, feel free to DM me if you have any questions. I know some of the changes I mentioned will require you to redo the radar, but they will be worth it.

Sincerely,

-sixtysevensevens
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Fuzzgun  [developer] Jan 11, 2017 @ 10:20am 
Thanks for the fantastic feedback. Very detailed, very informative. You guys are the type of people that are keeping the mapmaking community alive. This map will definitely be a continuous work in progress and feedback like this is so important.

I'm glad you guys think the map is well balanced (despite a few glaring flaws), as that is what I am constantly striving for.

The one thing that concerns me is that you guys don't think the map is very "fun". I tend to agree, but I can't pinpoint exactly why that feeling exists. Perhaps the map needs a few unique "gimmicks" and/or single definitive factor that makes it more memorable, that sets it apart from the rest of the map pool?

I agree about mid being too overpowered for T's. That has been the crux of playtesting in the most recent versions. I have tried to increase the risk/reward for CT's to push mid early, but I don't think it is enough. I love your idea of narrowing the T side entrance to mid to create a smaller vision cone for CTs to watch.

The "blank map" problems very much exist, but are partially due to me still trying to nail down spawn distance timing since adjust that after the map is filled in is a major pain.

A few interesting tidbits that might change how you guys play the map (though do not fix very many of the issues you guys had with the map in its current state):

1. The map is designed for a variety of CT setups. The setup (Format: A-Mid-B) 2-2-1 is pretty much neccesary to play the map in the current state. One mid player in window or cat, while the other is lower B entrance and/or pushing up mid carefully. However, I want to balance mid so 2-1-2 and 3-1-1 are also viable options.

2. You mention where the T's and CT's meet at B. The CT-side B player is SUPPOSED to have enough time to rush B's balcony and spot out (and pre-nade) any quick T rushes safely. They can then fall back, smoke entrance and call for rotates. I might have to further adjust spawn locations to make sure this is true of EVERY round, not dependent on spawn luck.

3. A is the "bunker" site, while B is the "retake" site. Meaning, it is alright to give up B as CT as long as you maintain mid control and don't prematurely lose any casualties.

Again, these are all hypothetical goals of the map. They might not all work in practice. I definitely need to work on mid more.

Thanks again for all the great feedback... make sure you add me so I can get some definitive change ideas, and you guys can try out the map again based on your own critiques being accounted for!
Last edited by Fuzzgun; Jan 11, 2017 @ 10:22am
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