Counter-Strike 2

Counter-Strike 2

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60 ratings
Molished [Alpha 4]
   
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Game Mode: Classic, Deathmatch
Tags: Map
File Size
Posted
Updated
1.514 MB
22 May, 2017 @ 2:01pm
5 Jun, 2017 @ 3:53pm
5 Change Notes ( view )

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Molished [Alpha 4]

Description
A map that I made.

TYVM for the feedback everyone. I'll be sure to make use of your suggestions in the next update.
16 Comments
Plantkillable 31 May, 2017 @ 11:56am 
The improvement you made behind B-site is amazing! That area has been really well done, but nothing is perfect, so it could go for a bit more balance. The area off to the right of T-spawn leading to A site might not have been improved, but I like in nonetheless. When walking through places (especially close to CT-Spawn), I felt that there had been little or no improvement of scale; I suggest it be ensmallened. Right now the overall map (A site, B site, and Mid) feel T-sided, I suggest you come up with some alternitave map support for CT's. A prime example would be a hallway leading to a sniper zone- or something of that sort. I look forward to Alpha 3.
NashWolf.ETH 30 May, 2017 @ 7:18pm 
how is this still up its been over a week
henro 28 May, 2017 @ 6:42pm 
good map it inspired the map im currently working on and i added you id like to help you with this map like playtest or give suggestions, i thinka a is rly good but some corridors need love aka give cover and personality
Stiv 27 May, 2017 @ 3:38pm 
Alpha 2 more like Alpha poo!!! Straight outta MY ASS, crazy mother fucker name De_lookslikemyass from a gang called shit maps with attitudes. When i'm called off, i got a sawed off, squeeze the ASS and the map gets shitter. You too boy if ya fucking play this SHIT. The police are gonna hafta come and get me off yo ass, that's how i'm going out.
Hola Tap 27 May, 2017 @ 1:27pm 
:steamhappy:
Hola Tap 27 May, 2017 @ 1:26pm 
its good
Mr. Viking 27 May, 2017 @ 12:44pm 
Chuzzy, good job. This layout seems very balanced, but, there is one thing i dont understand. Why have a ladder going to B, when theres a ramp going up later? I would just delete the ladder and just make a default, flat brush; maybe a displacement later on.

This area:
http://imgur.com/s9u1m1Y
Is too big. This does not make sense to have, since even if you made Ts arrive 1 or 2 secs before, the Choke Point would still be the same. Good map. IF you keep devoloping it, it will become a masterpiece of a map, i promise.
al20ov 27 May, 2017 @ 10:16am 
I forgot to talk about the gameplay in my first comment and I agree with @plantkillable by saying that it's oversized, it takes too long to go from anywhere on the map to the opposite side, but I like the layout. Also, I like how you focused on the gameplay first, instead of adding some fancy textures and props. I'm excited and looking forward to seeing updates on this map.
Lad Mad 27 May, 2017 @ 9:15am 
@plantkillable wow a serious critic. Nice!
Plantkillable 27 May, 2017 @ 8:53am 
I appreciate the effort put into this, but there are some things I must adress.
-the map is oversized; lower the entire maps scale
-there are too many empty spaces- try to think of A long on Dust II
-specifically mid has too big of an elevation gap and huge oversizing to it
In the future, I would suggest using mostly custom textures and props; the hard work WILL pay off. Also, make it have a distict theme. From your Greybox version of the map, I can make out a city, which might be a good idea to carry on with unless that wasn't your intention. I think you pulled off A site fenominally, but to be completely honest with you I dislike the B site area: there is too much crowd in passageways and the CT area. Though the balcony is good, it's fairly simple. I would suggest messing around with it and maybe making a passage too it from T-Spawn.

I hope you can take these ideas into consideration. Thanks.