Counter-Strike 2

Counter-Strike 2

df_bridge
28 Comments
xXxxxTentacion88Xx 7 Mar, 2021 @ 11:25am 
i come over a bug where i would die when i jumped down the rescue zone
MetaSamsara  [author] 5 Jun, 2020 @ 9:36am 
Another update coming soon. Hopefully the map will finally be properly balanced :) Let me know if you got any feedback! Also I forgot to mention it in the patch notes, but I also lowered the reflectivity of glass windows that was making visibility hard in some areas.
TomTom 2 Jun, 2020 @ 5:22am 
Even for defenestration maps, the fall to the hostage rescue zone is pretty special in this this map. :D like it
PcakeZ 31 May, 2020 @ 5:26am 
Had a great time playing on this map!
MetaSamsara  [author] 30 May, 2020 @ 4:22pm 
Thanks :D Yeah if you press the button under the bridge nest (by surfing to reach it), the floor in the tower will disappear leaving you able to jump down there to rescue the hostage, instead of the other hole.
Szramus 30 May, 2020 @ 1:57pm 
I love the map, it is nice to play when I get bored of the normal mode. I just have one question, how to unlock the rescue zone in the tower? is there even a way to do it?
MetaSamsara  [author] 28 May, 2020 @ 3:20pm 
Yeah haha you can surf and bhop a little :) I'm glad you like the awp angles as I've been fixing them. Right now my to do list is find a better place to do put the hostage rescue, update the bullet block glass texture to be more discernable from breakable glass, now that you bring up the T spawn boost I'll admit I've been thinking of such a way to let Ts get up there but it can't be too easy or all Ts will boost up there hahaha. I was thinking of utilizing the surf ramp for that. Maybe with a crate solo boost followed by a surf high jump. I'll update the map in the following days as it's still being hosted.
𝔭𝔞𝔯𝔞𝔡𝔦𝔰𝔢 28 May, 2020 @ 3:08pm 
wow man its actually surf map, i had no clue really. but now im thinking if T's had their own way to get to the tower and tower boost thing needs some tweaking too, imo it should be more open and risky to approach. also do not remove those sniper angles between bridge bars, they are fun, just if you had any plans on removing them
MetaSamsara  [author] 28 May, 2020 @ 2:56pm 
I will update the bullet block glass with something more intuitive soon, I'm thinking a force field texture :)
𝔭𝔞𝔯𝔞𝔡𝔦𝔰𝔢 28 May, 2020 @ 2:50pm 
also would be nice to have more visual clues on what is peneteratable and what is not
𝔭𝔞𝔯𝔞𝔡𝔦𝔰𝔢 28 May, 2020 @ 2:49pm 
map can be 5 times smaller
MetaSamsara  [author] 27 May, 2020 @ 11:32pm 
I mean the Ts can also push to bombsite as fast... It depends on who actively pushes. That's the fun of the surf ramps :D But I might however move the hostage rescue zone.
hossel 27 May, 2020 @ 6:48am 
you should move the ct spawn further back. the chokepoints are not good right now because the cts are already at the rescue zone pretty much by the time the ts get there.
The Greatest Dr McJenkins 25 May, 2020 @ 8:50am 
It is too difficult for CTs to grab the hostage initially. T's can snipe them or rush them. They need more cover for balance.
red training 25 May, 2020 @ 5:29am 
Best map in the collection :)
MetaSamsara  [author] 24 May, 2020 @ 10:48am 
Or I could rework the hostage rescue area to be more than a couple hallways.
MetaSamsara  [author] 24 May, 2020 @ 10:46am 
I was thinking of adding another path from CT to the the bridge nest to offer a path with more cover, but I'm afraid it would break the balance and force Ts to camp there instead of playing more around the bridge area.
MetaSamsara  [author] 24 May, 2020 @ 10:38am 
I totally get where you're coming from about the hostage rescue. I couldn't really think of where else to put the rescue zone. I'm not sure how hard it will be for CTs to push, I think it will depend on how much the Ts camp on top. There is the big jump pad near the site to kinda rush towards the rescue zone, we'll see how it plays and I'm open to feedback on where else to put it.
3kliksphilip 23 May, 2020 @ 10:51pm 
Yeah brighter colours typically make a map appear more inviting. My one concern is how difficult it is to reach the hostage rescue zone- if it was in a more central location I think the combat would be more focused, but I guess we'll see when it's hosted on the servers! Sorry for being so critical- I think this map has potential
MetaSamsara  [author] 17 May, 2020 @ 5:48pm 
Hey that's only fair these maps you just featured look awesome :D I'm happy I'll make the cut at all x) I will keep updating this as I need to fix some cubemaps and if I find the inspiration I might even texture it later down the line. I'm not good at detailing tho I find my orange maps prettier xD
3kliksphilip 17 May, 2020 @ 3:31pm 
Thanks Hani, didn't feel this map fitted in with this collection's theme but it should do with the next
MetaSamsara  [author] 17 May, 2020 @ 1:17pm 
Edit: fixed overview issues and added custom HDR settings
MetaSamsara  [author] 17 May, 2020 @ 9:41am 
The version with radar is up! It was my first time using auto radar so I hope I did a good enough job considering the complex multi-levels layout xD

I might also make an HDR tonemap update later on.
3kliksphilip 17 May, 2020 @ 4:28am 
Would you be able to add a working radar to this map as well? It's hard for CTs to know where to take the hostage to otherwise
MetaSamsara  [author] 3 May, 2020 @ 2:30am 
I'm so sorry I had the old version uploaded for some reason, I just submitted the proper version and the workshop page should be updated soon.
3kliksphilip 3 May, 2020 @ 12:41am 
Hi Hani! Have checked out your map but there doesn't seem to be any lighting added to the version currently uploaded?...
MetaSamsara  [author] 10 Apr, 2020 @ 7:42am 
Thank you for the feedback I'll take it into consideration for a future update. I need to keep the one way drops for the balance of hostage vs bomb, but I'll think of some ways to add more cover and flanks. I'll admit I didn't bother editing the nav mesh because I will most likely edit the layout and bots are stupid with the two objectives in the map at the same time. I might tweak it a bit in the future to make it more bot friendly still.
Noiz 10 Apr, 2020 @ 6:04am 
Map looks cool and is fun to play but i have some suggestions.
1. More cover.
2. Edit the nav mesh so that bots can jump down from the bridge.
3. The tower? right next to T spawn has a place that looks like a part of the map but isn't.
4. Add some more ways to flank and stuff like that.