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Game Mode: Classic
Tags: Hostage
File Size
Posted
Updated
17.116 MB
21 Sep, 2015 @ 9:33am
27 Sep, 2015 @ 11:05am
6 Change Notes ( view )

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cs_district

Description
A hostage map focused on fast rotate times and quick gameplay.

This is a re-release of the same map on the workshop. I took the older version off as I was having problems with custom textures that have now been fixed. I spent around 210 hours in total making the map.
7 Comments
Tynnyri 14 Oct, 2015 @ 1:23am 
Good to do a map to learn from.
Hoping everything good to you!
Bamboo Bread  [author] 13 Oct, 2015 @ 5:04pm 
Thank you for the feedback, I'll just go through your points and answer them the best I can. The door on the left side is an openable one as if it were just open all the time then grenade spam would be the best option for the terrorists, granted the CT's could use an alternative way of dealing with the Ts' in the first place, but that's just bad level design on my part.

The wooden shutter things on the windows of the T-side appartments are only there to block line of sight. They weren't there for ages until while play testing on of my friends jumped on the window and looked left, turns out you could see all of the CT's as they pushed up and they could'nt see you. The shutters were a fix I put there to stop that from being a thing but I agree they do look quite odd.
Bamboo Bread  [author] 13 Oct, 2015 @ 5:04pm 
The T appartments section is abit confusing just because the second floor windows were quite OP just because of the lack of routes the CT's had, so I added in another stair case and a boostable truck to try and keep the T's guessing however the time it takes to use these sections defeats the object of having them in the first place. The CT hotel/appatments/whatever that building is tends to be a death trap as the lack of cover on the second floor aswell as the vents mean it gives the T's a much larger advantage and seems easier for the T's to rush than it is for the CT's to gain a foothold and contest the appartments.
Bamboo Bread  [author] 13 Oct, 2015 @ 5:04pm 
Now onto the main issue, the size of the map is just the way it is really, I made the map experimenting with loads of different stuff, I.E. timings, those annoying doors, using bricks instead of chest high walls as cover, (Turns out head glitching is a massive problem when you try to do that) and the overall size of the map. I went for small for two reasons. 1 being I liked the idea of a small hostage map that allowed CT's to be able to roam around and rotate as much as they liked (Turned out the other way around though O.o) and 2. I didn't want to attempt to create a huge map and then lose interest mid way through. By making a much smaller map it became much easier to get through and manage. Granted 210 hours over 7 months isn't exactly a world record when it comes to mapping xD But for a first attempt I feel I've become much much better with the program and knowing what does and doesn't work well gameplay wise from since I first created the layout for this map.
Bamboo Bread  [author] 13 Oct, 2015 @ 5:04pm 
But in anycase, the map's going to stay as it is. I'll probably update and try to find a fix for bugs such as the broken lighting and some dodgy texture choices by myself, however overall the layout will stay the same. If not just as somthing to look back on for reference on what not to do when making a map :D

As I said at the top, thank you for the feedback and good job if anyone read all of this, I've been typing for quite a while, pretty sure I started to ramble mid way through. But yeah, a new map with (I'm hoping?) Much better gameplay and overall aesthetic design is going to start to be developed soon. With even more LLama. CO to boot. I mean if Llama's arn't somthing you want to stick around for I do wonder what it is you like in maps xD (jk jk)
Tynnyri 12 Oct, 2015 @ 4:45am 
These is not a bugs of any sort, but I do not like that openable door in left side hostage from T spawn, and the things on the windows are pretty weird. I cannot stand what they are meaning to be/look like. The openable door next to the sings telling to not trespass and like, is very weird.
You should just make it be open all of the time.
the right one hostage in other hand, is good.
But I cannot stand why you haven't put any arrows or something to know where to go, as apartments section of that place is is very, very confusing even when I played in it for about half a hour. Also the main entrence to this area is that roadway. It is just a too big if a uphill, and looks very weird and unrealistic, you could make the uphill start sooner, so the uphill won't be so harsh.
Tynnyri 12 Oct, 2015 @ 4:45am 
The middle section of this map, however is the biggest problem of this map!
It is too small, I'm afraid.
The whole map is too small, as T:s and CT:s start too close to each other, the chokepoints are about of a 3-6 seconds, which is actually too fast.
To fix this, add 50% or 100% more size of middle in all directions, as this would make the map bigger, and hostage spots more far away from each other.
Great map overall, but just tiny bit too tiny for being a perfect.