Counter-Strike 2

Counter-Strike 2

Pipes
52 Comments
calder  [author] 8 Sep, 2016 @ 1:08pm 
I'm finishing pipes up now! Thanks everybody for all of the feedback and compliments! The map has seen many changes, layout and visual-wise, (plus memes) and it's waited long enough for the final.
DeadFather 21 Jul, 2016 @ 9:20pm 
i love the map
michael porn 4 Jul, 2016 @ 10:25pm 
In addition to lighting up T, I see no reason to keep the spawn room cramped as it is- widening it would make it less frustrating to spawn in and get stuck

also T-B's ladder is buggy, only works at awkward angles
calder  [author] 4 Jul, 2016 @ 8:15pm 
+ExtraCheesyPie I do agree with this, as the boost haults gameplay and aesthetics a bit. I'll probably remove this and lighten up T spawn in the next patch. Thank you for the feedback. :)
michael porn 4 Jul, 2016 @ 5:42pm 
I would remove one of the T entrances to B- perhaps the upper one that needs a boost? you can leave it as a nade only spot, but it's just too much. You can also jump-scout over it, it's a pain in the ass.

Also, move T spawn back, and add lights to the T spawn area, wayyy too dark
In Flanders Field 3 Jul, 2016 @ 12:00pm 
You should bring back t spawn a little bit because cts can't set up
MaybeFalco 3 Jul, 2016 @ 2:20am 
they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming and they dont stop coming
[YJ] Noodle 2 Jul, 2016 @ 9:52pm 
Savage on Philips' playtest server XD
Le Salty 1 Jul, 2016 @ 5:10pm 
But that's a bit strange to put just the iron bar but not the glass ^^
TaMpOn 1 Jul, 2016 @ 5:08pm 
No glass is there thats why
Le Salty 1 Jul, 2016 @ 4:57pm 
Doesn't break the glass when I shoot >.< http://www.noelshack.com/2016-26-1467417389-20160702015525-1.jpg
Le Salty 1 Jul, 2016 @ 4:54pm 
On A site we can't go there: http://www.noelshack.com/2016-26-1467417012-20160702014429-1.jpg With a boost which look strange

In mid with boost again can't go there: http://www.noelshack.com/2016-26-1467417011-20160702014346-1.jpg

The size of the objects here are a bit strange and we can't boost on top of theme:
http://www.noelshack.com/2016-26-1467417007-20160702014336-1.jpg

And can't go there on B: http://www.noelshack.com/2016-26-1467417009-20160702013824-1.jpg
ze 1 Jul, 2016 @ 3:52pm 
If you do the same thing, but on the concrete, you will hear a squeaky door open sound, but it only happens once
ze 1 Jul, 2016 @ 3:50pm 
On A, if you throw a gernade on the A planting area (on the wood area, it also has to explode on the wooded planting area) and explode, you will hear a vent breaking sound. (If you broke the vents, the sound won't come back
ze 1 Jul, 2016 @ 3:48pm 
O crap, I mixed bomb sites. I'm so used to A on left and B or right
TaMpOn 1 Jul, 2016 @ 3:35pm 
We are aware that you are able to wallbang most of those. Its because most of the props are from Nuke and haven't been fixed to prevent that from happening. We're currently uploading a new update as we speak.
ze 1 Jul, 2016 @ 3:27pm 
Apparently, you can wallbang the white boxes, but you can't wallbang the (more thinner) red looking cabinet on A
ze 1 Jul, 2016 @ 3:19pm 
You can get the bomb stuck on B by dropping it behind the boxes next to the yellow thing that holds the boxes (I forgot what it is)
ze 1 Jul, 2016 @ 3:18pm 
If u drop the bomb on the white 2 boxes (1 on top, 1 on bottom) next to the entrance to the ladder which leads to mid, sometimes you need a 2-man boost, others u need a 3-man boost just to get on the top
ze 1 Jul, 2016 @ 3:11pm 
You can clip throught the switch box thing next to the door on B
ze 1 Jul, 2016 @ 3:00pm 
Lots of white boxes are wallbangable (Mainly AWP and Deagle). Its gonna make CTs OP if they know this map really well
TaMpOn 1 Jul, 2016 @ 1:09pm 
Thanks for your feedback, we are currently working on fixing bombsite B (coming out in the new update). As for middle we have made a new area on T side.
Krík 1 Jul, 2016 @ 12:10pm 
My ideas

-I think you really should work out B site, it feels messy, maybe just put something away to clean it up a bit
-I find the vent spot on A pretty OP, maybe something to make it less OP?
-And lastly, I would welcome some more cover on mid, or bigger range or something... It just doesn't feel like proper mid. Yes, and also, the fact, that one passage to mid is not that easy to get as a T is disappointing for me.

Anyway, I think this map is awesome and has a great potential. Hope you will get succcesful in future! :)
Julien 1 Jul, 2016 @ 11:40am 
Just some quick notes/suggestions/feelings from your friendly neighborhood GN2:

-The jump on the far right side of B that the CTs come to is kinda awkward, with multiple small boxes that each have to be jumped upon. Maybe use one small box and one large? Maybe a little staircase of some sort?
-The Ts and CTs can meet on either site a little too quickly I think, assuming both go to a site ASAP, or close to it.
-Maybe the main lower T entrace to A should have one box ahead of it, rather than two on its sides as it currently does.
Salvatori 1 Jul, 2016 @ 11:23am 
I feel like on A the boxes leading up to site should be removed and one box should be added to the middle to remove visability for ts rushing the site
TaMpOn 1 Jul, 2016 @ 11:01am 
I don't know where you got your timings but they are balanced. Both teams get to the site at the same time.
gREEN 1 Jul, 2016 @ 8:29am 
The biggest thing ive noticed playtesting this map was the meet times. The t's get to the sites way too fast and leave little time for the cts to set up at all. My suggestion is push back the terrorist spawn a little
Literally Me 1 Jul, 2016 @ 12:04am 
You broke it.:isaac:
Daniel 30 Jun, 2016 @ 10:31pm 
lol
TaMpOn 30 Jun, 2016 @ 10:19pm 
Sadly in the Hammer Editor we are unable to name that area as "Poop Chute" if CS:GO offered the ability to do so, we would. Also, thanks for all the support!
Tumor Suit 30 Jun, 2016 @ 10:15pm 
A site vent = poopchute
gnar 30 Jun, 2016 @ 10:15pm 
make vent called POOP CHUTE
Kuro 30 Jun, 2016 @ 10:15pm 
name the vent Poopshoot
M'aiq The Liar 30 Jun, 2016 @ 10:14pm 
name the vent Poopshoot
Robert De Nircrow 30 Jun, 2016 @ 10:14pm 
Vent in A site should be called poopchute
Mr_JinGM 30 Jun, 2016 @ 10:14pm 
A VENT = POOP CHUTE
Daniel 30 Jun, 2016 @ 10:14pm 
Vent = Poop Shoot
Matte 30 Jun, 2016 @ 10:01pm 
Vents should be called poopchute
Tonight’s the Night 30 Jun, 2016 @ 9:59pm 
v called vents
Mnms1234 30 Jun, 2016 @ 9:58pm 
the chute on a site is now called poop chute
Kazma 30 Jun, 2016 @ 9:58pm 
POOPCHUTE
Kazma 30 Jun, 2016 @ 9:57pm 
POOPSHOOT
BIG 30 Jun, 2016 @ 9:57pm 
name vent poopchute
BIG 30 Jun, 2016 @ 9:57pm 
poop chute
Mikeš 30 Jun, 2016 @ 3:50pm 
Hello, I found 10 bugs... I will record them, upload and I will sent you a video
TaMpOn 30 Jun, 2016 @ 10:55am 
Thanks for the feedback, we will be working on a new update.
vcdm 30 Jun, 2016 @ 10:20am 
Lengthening the time it takes for T's to get on B would improve this map as I often found the T's would arrive at the same time as or even before the CT's.
Gull 30 Jun, 2016 @ 9:13am 
It's a little bit stressful to play in that it feels so close-quarters, but that isn't necessarily a bad thing. I think the corridors around T spawn are difficult to play effectively within, and they were often just unused or irritating to navigate (for either side). It didn't make for very engaging gameplay, so perhaps simplify those routes whilst building up the detail or shape of the interior space.

The open area with the crates also feels somewhat closed up, like a fighting pit, with not a lot of cover and poor lines of sight (so, perhaps the cover is in the wrong spots). The other 'rooms' feel a bit rigid in that they don't feel like allow much freedom for CT's, and there isn't a lot of motivation to go through them - they're essentially just dark rooms with enemies at each end, and the firefights mostly turned into stagnant target practice.

I'm going to go ahead and presume you've heard enough about the door.. ;) Good luck with any updates!
n0brains 30 Jun, 2016 @ 6:36am 
I think this map can work, but u should stretch out the paths to and between the sites a bit at least. Compared to the maps of last week there is sufficient and not toomuch cover on both the sites, so good job on that man :)