Counter-Strike 2

Counter-Strike 2

Terminal [Dev]
60 kommentarer
sog 17 nov, 2023 @ 14:40 
is there any chance you could port this to cs2?
Chocoprisky 23 jun, 2020 @ 13:32 
This layout is GREAT looking forward to this map's future
Blade x64  [skapare] 15 dec, 2019 @ 9:06 
I'd like to but other projects are taking priority.
Thorno 15 dec, 2019 @ 1:13 
Are you going to update this map again?
mika 7 maj, 2017 @ 1:30 
i agree with phixe, but anyway the map is quality AWESOMNESS
phixe 20 nov, 2016 @ 6:04 
I've played about an hour on this map, im not a very good player but i did find a small problem. When the bots are carrying a hostage they are unable to get back to CT spawn, and therefore they can't rescue the hostage. Anyways, I really liked the map and i hope that it turns out great.
[TS] mehvix! 25 feb, 2016 @ 18:33 
Visualy this map struggles. I would reccomend having more lights, some with a tint to it. Also try adding textures that would go well with that light tint. (i.e. have a red flashing light with a red warning sign or something of that sort. Good luck with this map, really exited to see how this turns out :D
xen0 28 jan, 2016 @ 15:26 
Will the hostage sites become very predictable depending on how many players left? Just a thought. I can see both the pro's and the con's of that enclosed lower hostage zone.
I like that you can make the jump from orange spools to upper windows even with hostage on back. The windows are great, pop a window and the now defending T's have to decide if you are going that way or a decoy. Mind games galore. I love mind games. You probably love mind games. People who play workshop maps love mind games. But does the general public? The most popular maps are very simple with a single mid zone mind game. Just thinking and typing. Unloading you could say.

Keep up the great work, this map has potential to be very good and popular.
xen0 28 jan, 2016 @ 15:26 
I link that being able to fit a metal detector in the map somewhere would be beneficial (it is an airport after all), like it was in agency, adds another dynamic to the game.
I love the little maze beside the upper hostage. Some very inventive rescue could be orchestrated if the CT's can get up there. My fear is that the T's could hold the stairs with 1/2, and also hold the top of the escalators too easy. The CT's being able to reach that lower hostage easy is beneficial for economy; but getting out of there is going to be difficult, especially in a clutch situation. Do the CT's need another exit? How about a metal detector?
xen0 28 jan, 2016 @ 15:25 
The basis of a fantastic hostage map. A lot of the positives of a recent more balanced hostage map; cs_agency, without some of the downfalls due to its small size
I've only messed about for 30 minutes on it, but the stairs are possibly a little easy to hold for the T's, and that is the only way for the CT's to access that side of the map/upper level without entering snipers alley near escalators.
I love the multi level CT spawn/rescue zone.
MrLachgranate 8 jan, 2016 @ 7:23 
wow! this map is realy good
Uncle Sweetshare 29 dec, 2015 @ 19:09 
When I was on the reddit playtest for this map, I noticed an unintentional surf. On the very edge of the escalator rails, you can surf down them. Judging by the actual thickness of the surf and the model that is there, I am going to assume that it is unintentional. (It is a hard surf to hit, and does not offer much reward when it is done correctly. It is just there.)
Blade x64  [skapare] 29 dec, 2015 @ 16:17 
Once I can confirm that the map is rewarding to play on, I will focus on making it look pretty. Maps are a pain in the ass to make layout changes to when they're detailed.
Owley 29 dec, 2015 @ 16:11 
Some nice bsp work. You should add more details into the textures of the map, many areas feel just like walls, break it up with different textures shapes etc. Personally I think you should change the light_env directions to make the shadows much longer and drawn out. In the big lobby area with the statue, you should add more detail to the pillars, such as adding a bezel around them and / or displacing some bricks from them ever so slightly to remove the blatantly obvious square look, and also round the corners off with a radius of 4-8 units to remove aforementioned squareness. Just a few notes from briefly looking around, can give more if needed on the detail / technical side if you are stuck ;)
Blade x64  [skapare] 29 dec, 2015 @ 16:08 
It used to not be like that. I'll fix it in the next update.
sirholo 7 dec, 2015 @ 14:44 
Thanks! I used to do mapping for Lux (an online Risk clone). Now I write databases, but have fun exploring others' creations.
Blade x64  [skapare] 7 dec, 2015 @ 8:47 
sirholo, I like you. Have you considered mapping?
sirholo 7 dec, 2015 @ 3:39 
Great! It's clear that you focused on gameplay first. The big hallway with columns, etc. -- escalators and little walls -- short enough routes that getting flanked is a real possibility. BEST of all, you use the 3D asect very well. Finally, a three-story-high map (4?) that isn't just hallways. Kudos! Can't wait for you to finish texturing. Oh, one minor thing: The concrete at the top of the luggage-handling staircase seems to be penetrable by bullets, I think. Waiting for the rest of the skinning...
bowl10 6 dec, 2015 @ 17:06 
VALVE PLZ ADD
mmr donor 5 dec, 2015 @ 20:50 
это просто крутая карта, добавьте ее в кс

ABTHUNDERBOLT57 5 dec, 2015 @ 14:30 
how go i download it
★Mañse★ 5 dec, 2015 @ 14:25 
nice map
alpha2a 5 dec, 2015 @ 9:04 
nice
FILIPAS 5 dec, 2015 @ 5:31 
Finnaly a community map which I really like
The Fat Joker!! 5 dec, 2015 @ 4:02 
chillin whats with the vac ??
OMG 1 LOVE
Sleep 5 dec, 2015 @ 3:11 
If you want to I can come with some ideas in improving the gameplay of the map and then send another version of the map with the ideas so you can see what you think is good and whats bad and then maybe add the ideas that was good :)
>FrItZ< 5 dec, 2015 @ 1:56 
<ddddddddddddddddddddddddddd

SketDiskret ¯\_(ツ)_/¯ 5 dec, 2015 @ 1:49 
i dont like it, i love it

TheWitchKingOfAngmar7 5 dec, 2015 @ 1:19 
nice idea
FeelSweetUwU ツ 5 dec, 2015 @ 1:02 
lol
bffaaa 5 dec, 2015 @ 1:01 
xD

Hi sisters 5 dec, 2015 @ 0:40 
Looks Top ;) :steamhappy:
İnTheEndless- 5 dec, 2015 @ 0:03 
<3 <3 NİCE MAP <3 <3
Spleen 5 dec, 2015 @ 0:02 
Danny you cant just change game aspects for rescuing like that and also the map says it is in development
Freakyweirddude 4 dec, 2015 @ 16:43 
I played this mission in Call Of Duty!
Planez 4 dec, 2015 @ 7:30 
love
Billy Herrington 3 dec, 2015 @ 22:24 
Love
RGrizzly 3 dec, 2015 @ 13:34 
Love it cant wait to see the finished map
Nüsse 3 dec, 2015 @ 7:24 
Nice Map!
DaMiester 2 dec, 2015 @ 13:49 
I think this map has the potential, except that i beilieve it not finished yet as they are still bits that need some sort of imaging, other than that everything was exceptional, oh and make the rescueing with out kit 7 seconds and with kit 3 seconds, with kits its 1 sec, which is a bit to op
choke 2 dec, 2015 @ 8:45 
cool
Blade x64  [skapare] 2 dec, 2015 @ 8:18 
When I have a plane to add, yes.
choke 2 dec, 2015 @ 8:16 
can you maybe add a plane?
Pedal 2 dec, 2015 @ 2:47 
aaaa
bassbass 🎏 1 dec, 2015 @ 18:34 
brings back memories of 9/11 lol
Alaska 1 dec, 2015 @ 18:08 
Nice map
ABGSlayer420 1 dec, 2015 @ 17:13 
at poster below: That's pretty messed up
brings back memories of 9/11