Counter-Strike 2

Counter-Strike 2

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Lonelab
   
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Tags: Map
Tags: Arms Race
File Size
Posted
Updated
51.345 MB
8 Dec, 2018 @ 3:56pm
15 Dec, 2018 @ 4:36pm
3 Change Notes ( view )

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Lonelab

Description


This is my entry to the CSMapMakers Reddit Wingman Map Contest
Please Rate and Favorite my map to help me :)

Wingman Map

Terrorists stormed a laboratory on an island in the Atlantic Ocean and began using it to build biological weapons. One day toxins spread throughout the island and the terrorists had to evacuate. Now, after months, the terrorists return to the island to make their last move and fire a rocket that will fall into the enemy country, and the FBI is the only hope of stopping them. Terrorists must blow the target without hesitation, even if they have to decide between the 1st or 2nd floor...

Terrorists: They must blow up a rocket full of pathogens to make a successful attack on that damn country.

Counter Terrorists: They must stop the terrorists from moving forward with their plans to bring about a biological war

Vertical / Horizontal Combat

Used Assets From: Agency, Resort, Thrill, Cache, Elysium, Workout, Biome, Zoo and Breach (All Rights Reserved to the creators)
19 Comments
bombardini palestini 14 Apr, 2020 @ 3:38am 
You should uptade nav mesh beacuse bots stuck on walls etc.
bombardini palestini 14 Apr, 2020 @ 3:36am 
This map is very good
MaNuTeNcEiRo♛  [author] 13 Feb, 2019 @ 8:50am 
lul thx <3
DAMAG3 2 Feb, 2019 @ 12:39am 
why nobody plays your map,this is quite good:steamhappy:
MaNuTeNcEiRo♛  [author] 7 Jan, 2019 @ 3:23pm 
Chief: The way you have designed your map is flawed with the upper and lower bombsite area. The upper floor is a deathmatch style of gameplay with a thousand different angles that can be used. The lower site is a more simply designed area with a cramped vertical space. Both floors are anti-utility. Lighting could use some work.
MaNuTeNcEiRo♛  [author] 7 Jan, 2019 @ 3:23pm 
Lykerast: No radar, upper level has unbreakable glass that you may shoot through, upper bombsite has too much cover, cts have to split to cover both bombsites but rotate is not really fast, prop density feels too high, playerclip instead of clip in some places

TheWhaleMan: Great theme with a lot of emphasis on world building which is nice to see. However, I do believe this map has not considered how 2 CTs are supposed to hold the two parts of the site at once. T side simply has to many options, while CTs will always be exposed. Not to mention the crazy fast timings, the inability for CT to use effective grenade such as smokes, and the lack of a good rotation path for CT makes me questions this maps ability to play well.
MaNuTeNcEiRo♛  [author] 7 Jan, 2019 @ 3:23pm 
Coments
Tanooki: Really nice looking map, but there's a lot of angles on the upper part of site. I also think having the two sites (basically) is an odd choice.

JimWood: Potentially too much grunge but all round has a nice look, too much clutter, but lots of work put into the foilage, theme is done well; Way too many angles and hiding spots, I don't mind the thought of two different areas to plant on the same bombsite, but they're too spread out and having them right on top of each other means that sound is useless when trying to figure out which level the bomb has been planted at; water runs under the whole level unnecessarily, no radar, invisible wall at T spawn, ok clipping.
MaNuTeNcEiRo♛  [author] 7 Jan, 2019 @ 3:21pm 
Update 7/1/2019
- Wingman map contest results:
Lonelab reached the 26th place among 47 participating maps
Visuals: 3,2 / 5
Gameplay: 1,9 / 5
Polish: 2,6 / 5

Total Score: 7,7 / 15
MaNuTeNcEiRo♛  [author] 15 Dec, 2018 @ 5:03pm 
Update 12/15/2018 Part IV
- Changed Bombsite A1 and A2 trigger shape
- Closed one corridor in Bombsite A1
- Added some plywoods in Bombsite A2 to help identify where the player are
- Subscribed this map in the CS Map Makers Reddit Wingman Map Contest
MaNuTeNcEiRo♛  [author] 15 Dec, 2018 @ 4:52am 
Update 12/15/2018 Part III
- Removed HVAC curtain collision
- Removed old glass shards
- Removed shadow from the Sand Ramp vine
- Put "Nodraw" texture in some more places for optimization and FPS
- Adjusted island sand
- Fixed some gaps that used to give advantage to CT team
- Fixed some decals
- Fixed a bug where "Level B" decals appeared as "Level A" decals
- Fixed clip brushes in Bombsite A2
- Fixed some more little bugs