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De_Balkans
   
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Game Mode: Classic, Deathmatch
Tags: Map
Tags: Arms Race
File Size
Posted
Updated
7.162 MB
2 Jul, 2016 @ 10:40pm
16 Sep, 2016 @ 12:01am
58 Change Notes ( view )

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De_Balkans

In 1 collection by Alban
PSyCOhTOa's Maps
6 items
Description
OUT OF ALPHA!!!

Set in a the balkan countries once held in an iron grip by communist states, extremist capalists now want to destroy the town square and Communist supporters building projects.

previously de_stainless, but name more appropriatey suited envir
Popular Discussions View All (2)
4
29 Jul, 2016 @ 12:13am
Bugs
Alban
3
1 Sep, 2016 @ 12:58pm
PINNED: Suggestions
Alban
13 Comments
Alban  [author] 14 Sep, 2016 @ 12:06pm 
:)
Alban  [author] 5 Aug, 2016 @ 1:05am 
Just a Note: the in working version has been removed from the workshop, due to conflicting copies and regular updating being non apparent. this is the only place where you will find stainless, apart from game banana in the near future
Alban  [author] 12 Jul, 2016 @ 3:47pm 
Thanks Jugger for the feed back, we are working on extending the timings by changing up t-spawns layout.
Phenergan Enthusiast 12 Jul, 2016 @ 4:47am 
You need to extend the timings between T-spawn and A-site, i tested the timing and terrorists can rush onto the A site and start planting the bomb before CTs get to A
Phowkin 11 Jul, 2016 @ 4:22am 
Sorry for the excessive comments steam has a character limit on comment :( RIP Gabe
Phowkin 11 Jul, 2016 @ 4:21am 
Positives:

-Map has good layout and potential (just needs a couple of tweaking, this is important)
-B-Site Has a good layout and very clear place of where to plant (Try to make the arrows towards both sites larger just to 12 years can see them.
Phowkin 11 Jul, 2016 @ 4:21am 
Negatives:

-Stairs outside of T-spawn aren't don't have player clip on them (Only set that I could find)
-Plate to the left of T-spawn seems unnecessary with gap in it ( Try to move closer to wall/ make gap smaller)
- Bring an element of nature into this map, although this is an industrial map (given by the name "Steel" nature can add an effect to your map, just don't get carried away with it.
-You have used railings on B-Site but not really anywhere else that have edges that drop off although this still allows for some interesting boost spots it just keeps the theme rolling throughout the map.
Phowkin 11 Jul, 2016 @ 4:21am 
-The vent system from Mid ---> A-Site seems too vulnerable, try re-arranging a couple of the props to give it more cover.
-Entering the vent system from CT seems to be "not right", try to make the entrance more realistic.
-The props on B-Site are in the ground (Move them a couple units up)
-Lighting tries not to use a white light as this can be very disturbing for the players, try to use warm shaded colours (Yellow tint/Orange tint)
-Shrink a couple of corridor heights just as this leaves the area feeling empty
-After leaving the tunnel from T-Spawn the second ramp going underground doesn't line up with the level ground
Phowkin 11 Jul, 2016 @ 4:21am 
Recommendations:

-Spice up both of the spawns (being surrounded is not something people want to begin their game looking at a doorway) give them a thrill that wants them to look around at the start.
Phowkin 11 Jul, 2016 @ 4:21am 
-The hut in mid can be boosted from jumping on light posts, this allows players to look through walls of B-Site due do draw being use
-Try to worry about props and textures (using the "dev" textures are enough) you are most likely to move things around so having "boxes" are suitable for play testing
-Try to mirror the skylights in the warehouse on B-Site (Skylights look good)
-Give the building for T-Side mid more meaning because it seems silly to have it that height.
-Any new brushes that you create, make them with the "nodraw" texture then texture the side that you want to see, this will allow for the compiling time to be shortened have having a smaller map overall, fly around in the SDK and just change the face that players can't see "e.g bottom of map ;) "