Counter-Strike 2

Counter-Strike 2

Tangerine
 Denne tråd er blevet fastgjort, så den er sikkert vigtig
Harry Poster  [udvikler] 16. nov. 2017 kl. 17:31
Feedback/bugs
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Crackjack 19. nov. 2017 kl. 11:32 
The map is way too big in general as the distance you walk from T spawn to B side is roughly the same as the distance from T spawn to CT spawn in dust 2
The map itself is not so compact as it should be.
it feels more spread out with many of going paths and long distances
And mid seems very far from both bomb sites
БHИDУУЦ 20. nov. 2017 kl. 6:07 
NICE MAP M8
You sometimes get stuck on invisible clipping when you jump on to the platform from the barrel by A site.
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1206586739
NeXi2k 20. nov. 2017 kl. 11:02 
@Alex Jones from InfoWars.com

We have already encounter that problem in the Testing and searching for a Fix

Looks like that 2 Map Collisions are in between eachother and so it creates that bug
Harry Poster  [udvikler] 20. nov. 2017 kl. 15:12 
Will fix by making clipping further from wall by,1 pixel, thanks for finding!
DevilKingX 20. nov. 2017 kl. 18:55 
This map has a good start but there are things that I believe can be improved:
[Opinions]

Map --------------------
-(If possible) Smooth out some armrails on stairs etc, to help make the map seem natural instead of rigid
-Before entering window, you can see through the map looking in between the wall and the corrugated iron

Clips ----------------------------
-There is also a weird clip when going into aps on ct side and exiting out window
-There is also a werid clip when spawning as t and going through right far side, in the corner you suddenly stop, recommend smoothing it out
-In t spawn, there is a clip that could be fixed (Boarded barricades)


CT/T --------------
-In the window tutorial, at the end of the video when peeking around corner, in that corner, i believe a window could be added to help favour ct
-Make the metal walls more penetratable to help favour t side and to help ct think more when choosing to camp that position [Cause to me, it seems like a pretty op spot as nading or pushing the spot seems to be the most likely option to clear this sector]
- Place cover in long narrow areas [to help favor t side more because ct has full control because of the open area, t side will be shredded]

Sites -------------
-The sites seem a bit too open, cover may be needed to help those on offense or defense.
-The window in a (bricked up) could be used for a powerful position (mainly awp) to watch certain areas, by thinning the volume of the boarded wall/scaffolds.

Lighting/Effects -----------------
-Lighting could be adjusted [in my opinion, its too bright, some areas could be darker.]
-Some particles could be added to a more natural feel to the map


The map is great and all but to me, it seems too linear and predictable (if you know what i mean?). Cuts and corners could be added, more windows to ensure site control, enforce offense or defence.

But then again, the choice is up to you, arguing back and forth seems like another way to help improve the map if the stated points seem a little vague
Sidst redigeret af DevilKingX; 20. nov. 2017 kl. 19:06
Harry Poster  [udvikler] 20. nov. 2017 kl. 19:14 
Thanks for your feedback! But Valve have removed all particles from 'reserve maps' so its almost impossible to add some without making your own.
Syx 21. nov. 2017 kl. 14:02 
Terrorists were selling drugs disguised for tangerines. Not to be that guy but it would be disguised as tangerines.
Crackjack 21. nov. 2017 kl. 14:18 
Oprindeligt skrevet af eleven:
Terrorists were selling drugs disguised for tangerines. Not to be that guy but it would be disguised as tangerines.
Then why would they blow up their own drugs?
Apollo 21. nov. 2017 kl. 14:29 
to keep the CTs from getting them?
Crackjack 21. nov. 2017 kl. 15:07 
Oprindeligt skrevet af A starbound mew:
to keep the CTs from getting them?
But thats exactly what they do when they defuse the bomb
Bhoppi 24. nov. 2017 kl. 11:29 
Thanks for the awesome map! I found two issues while testing: 1. the bots will be stuck at the window above the mid (I mean the breakable glass window on the street, do I make myself clear?) and cannot get through (from both sides). 2. The spectate overview is hard to read. The unreachable areas are lit while the routes are darkened, some routes are even invisile. Meanwhile, the radar overview is very good.
btw, you may consider adding callouts :-)
garbanzo 12. dec. 2017 kl. 3:54 
in ct spawn there is an area of rubble where if you throw a gun in it, it crashes the game
Harry Poster  [udvikler] 12. dec. 2017 kl. 4:55 
Oprindeligt skrevet af GoNo:
in ct spawn there is an area of rubble where if you throw a gun in it, it crashes the game
Much thanks!
Bhoppi 20. dec. 2017 kl. 9:13 
Oprindeligt skrevet af bhoppi:
Thanks for the awesome map! I found two issues while testing: 1. the bots will be stuck at the window above the mid (I mean the breakable glass window on the street, do I make myself clear?) and cannot get through (from both sides). 2. The spectate overview is hard to read. The unreachable areas are lit while the routes are darkened, some routes are even invisile. Meanwhile, the radar overview is very good.
btw, you may consider adding callouts :-)
Now it has added callouts, so I re-discribe my issues:
1. the bots will be stuck at the Window between the Mid and the Secret;
2. In the spectate overview (de_tangerine_b2_17_radar_spectate.dds), the routes of the Construction, the Stairs (between the Secret and the Dumpster), and the LongA are too dark to read.
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