Counter-Strike 2

Counter-Strike 2

Bu öğe Counter-Strike 2 ile uyumsuz. Bu öğenin neden Counter-Strike 2 ile uyumsuz olabileceğini öğrenmek için talimatlar sayfasına göz atın.
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de_planetary - Blocking test - Updated 4/3
   
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Oyun Modu: Klasik, Ölüm Maçı
Etiketler: Map
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4.674 MB
17 Mar 2018 @ 19:26
3 Nis 2018 @ 16:34
6 Değişiklik Notu ( görüntüle )

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de_planetary - Blocking test - Updated 4/3

{SCG} Jon the Friendly Fox <3 tarafından 1 koleksiyonda
Jon's Map Testing Pool
8 öğe
Açıklama
This is the greybox version of my map in it's current state. Looking to get some feedback on how this plays casually/competitively. This map currently runs on a server with a rotation of in-dev maps ("connect dual.community" in console)

Popüler Tartışmalar Tümünü Görüntüle (7)
1
10 Nis 2019 @ 20:12
State of the map - 1/1/19
{SCG} Jon the Friendly Fox <3
0
3 Nis 2018 @ 16:33
Changelog - 4/3/2018
{SCG} Jon the Friendly Fox <3
0
31 Mar 2018 @ 14:46
Changelog - 3/31/2018
{SCG} Jon the Friendly Fox <3
7 Yorum
hagrid 28 Mar 2018 @ 6:20 
The meeting points seem a little odd. I would move ct spawn into an area where it stays the same for A site, but not B
Timo 27 Mar 2018 @ 13:03 
The A spot: I think its a little bit too cramped for both teams to play there against each other. If there was more space, the teams could compete against each other in a better way.

The B spot: For the size of the spot, there are too many openings to get there from T side. If CT's had some better hiding spots and if the spot would be a bit bigger, defending it and fighting there would be alot more fun.The amount of openings would be perfectly fine if the points above are applied.

General Rating: The Map itself is really great, I've enjoyed playing on it, and if some improvements come along, i can see this map being very successful and enjoyable.

8/10
Friso 25 Mar 2018 @ 2:15 
Looks sick, ill play it soon
tok4rz- 23 Mar 2018 @ 14:49 
nice map :D
pawsume 22 Mar 2018 @ 5:22 
Glad I could contribute <3
{SCG} Jon the Friendly Fox <3  [yaratıcı] 22 Mar 2018 @ 5:21 
@traqqi I'll look into doing something in that long hallway, is likely a pretty good idea. Once I start detailing, no-go areas should look a good deal more obvious.

I think you are probably right about cover on a. I'm gonna close off two of those recessed areas and see how that plays
pawsume 21 Mar 2018 @ 12:23 
I really like this map and its ideas, the mid straight reminds me a little of piranesi, plus it feels very fluent to play.

Things I think need improving IMO:

-The A site feels like it has too many small corners to hide in, the ones that are supposed to be for displays (hope you know what I mean). Maybe some could be blocked up with something similar to police tape, so the feeling is kept but CT's cannot hide in so many places.

-The middle strecth, near the windows that can be broken, feels too empty and lacking of any sort of props. Even just one or two boxes would improve for this for me, but this may just be an aesthetic preference.

-Some of the areas that you are not allowed to get to arent entirely obvious, such as one of the barriers in the middle, below the window, the circle object connected to that. and the blocked off sides on the A site catwalk-like walkway, which look entirely strafable until you actually try and get stopped by a wall.