Counter-Strike 2

Counter-Strike 2

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Improvements for de_Tuggernaug by Nick
By IMPCT and 1 collaborators
Full credit of this map goes to Nick .

This is just a guide created to improve his map de_Tuggernaug.
   
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Improvements for Middle
Mid is not OP to any site imo, but it's just not good. Teams will get advantages way to early from it and after that the T's / CT's might just rush somewhere, what doesn't make the map enjoyable.
If one team decides to push mid they'll mostly get sniped from the other teams spawn.


View from T-Spawn




There also is a ridiculous angle in front of the trucks cabin, that allows you to snipe down mid without being visivle to T's. Therefore I would love you to add some sort of House or wall to the CT-Spawn and maybe also the T-Spawn.


View from the CT-Spawn-Angle


Note: Just saw that it counts as a wallbang dealing 50-70 damage, so that would be fine, but still it's OP.

You can also boost your teammate on that truck or jump up yourself by jumping on the door's window and just snipe down mid.

Sniping from T-Spawn also reduced good plays that the CT's can make, as they can barely enter the A-Tunnel through mid. That eliminates this spot on A-Site completely, as you cannot get to this spot running across A-Site, because the T's will be on A-Ramp as quicker then you're in the tunnel.
So I'd love some cover added to mid for CT's to push down the tunnels, but not to deep into the T-Spawn. I'd change the Mid-House slightly and/or close the windows to let the Terrorists have an opportunity to lurk in there.
Improvements for B
In my opinion B is way to stuck together and claustrophobic, but is open for great potential. I like these double boxes facing the T-Main entrance, because you can have some real aim battles around it.




I dislike the box behind it, as you will get stuck in it, you cannot walk by it. This is just annoying if you're finding yourself in an aim battle.




I'd also love to see the ramp from CT to B-Spot be pushed further towards the site, sothat you can use all the skills you've collected on KZ Servers strafing on the Platform that leads to the tunnels.
Around 130 - 135 units would be fine. It takes some skill to make this jump, but it isn't that hard as well.



I've left some bulletholes where I'd think the ramp would be fine to be.


Creating some sort of space or making the wall on B thinner (not that thin that you can wallbang it) and lower will be a lot better for CT's and T's. CT's will have an alternate angle to play from (CT-Spawn) and T's will be able to flash over that wall.
Having this spot being playable will stop CT's from perma-pusing B, as they only have the opportunity to either boost on the B-Platform going to the tunnels or playing on Site what will get them stuck and rushed down easily.




Also, just what is this... I`m sorry, but this door is not that good for Terrorists. I guess you added it to fix the timing for the T's not to get to early on B-Site, but I would say that this isnt even that bad. As we test played it, the CT's were pushing B almost every round, what was caused by not having an angle to play from in CT-Spawn. Just btw, you can wallbang this door even with the Glock-18 (28 base damage dealt to the door, 20 dealt hitting the wall behind it after penetrating the door)





Lowering this thing/Skybox would also set up for great smoke executes the Terrorists can do. Just about the height where the bullet holes are should be perfect.

Improvements for A
A-Site is just great for teamplay. If the tunnel area would be unlocked it would be almost perfect.
Almost. :D

You really need to lower the ramp going up to A-Site by making the angle sligther. If it's this high, CT's can barely see T's running up the ramp.


I really love the window in the room connecting T-Spawn and A-Site and the slope under it. I already got some pretty cool smokes done through it. You can even do a pretty hard-to-do boost on it to get an early frag from this window. Also the pillars in front of the entrance are great, because you can also boost up there to get an entry pick. The Terrorists really need these picks, because imo A-Site is easier to play CT-Side on. Also some teamplay and a higher skill ceiling can't be bad. :)




There's only one more thing that needs some improvement. It's the metal mesh in the orange wall. Removing it would enable the CT's to throw an early HE greande or Molotov to stop any kind of fast rushes on A-Site.
2 Comments
Fortune 7 Feb, 2024 @ 10:26am 
I'd want to go over some specifics about ur Huntsman doppler (phase 3) may u kidnly send me a req?
Bobby BodyOdor  [author] 5 Jan, 2017 @ 11:27am 
Thanks for all the feedback! Rated up and favorited.