Counter-Strike 2

Counter-Strike 2

De_Gardens-Derailed
Alex 26 May, 2018 @ 10:01am
Feedback
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395215758
If you jump/ boost here you can see this.
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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395214324
This little house makes no sense but maybe its intended.
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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395208034
You can plant inside the black thing on top of the blue wall.
The bomb can be completely hidden planted and its hard to retake for CTs as its easy to defend this for Ts.
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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395205564
You can see the skybox here.
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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395210857
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395209800
The max render distance is not chosen well from many props in this map.
Here is one of the most obivous examples. You can see players hiding behind the interior clearly when you are far away. Add around 200 units here.
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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395218640
I like that jump. I like that you can overall access so many stuff and there are still no "dead-areas" that noone would use. GJ on that.
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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1395217210
You can boost here but you need to crouch because the clip above is so low.
This boost would be cool to see without crouch possible, maybe move the glass a bit down so that you have to break the glass to boost there and move the clip.
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I dont get why there are people falling down in T spawn, I would remove it.
Oh and you should use soundscapes and ambient sounds, because the map is realy silent for now.
Last edited by Alex; 26 May, 2018 @ 10:01am
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Showing 1-7 of 7 comments
kingkurtis  [developer] 26 May, 2018 @ 6:38pm 
Thank you for this lengthy bug report, I can definitely fix a lot of this.
I'll just add a curve that's shallower to cover the back without clipping through the plants.
Originally the house was there as that was the exact height needed to boost into window and was left as an easter egg for my friends, kinda meant to be like a toy house, was going to leave other toys and bits around the city to make it feel like the civilians left in a panic when the cargo on the train derailed. (thinking like warning sirens went off or something - but I wouldn't want that to be there at the start of every match on my map as that'd be just horrible for people to deal with like the helicopter on d1 it's loud and obnoxious)
I can try to rework the coping of the blue wall to make the bomb stick out a little more.
Water is very buggy in cs, that shouldn't be happening but good find I'll try to work out a solution.
Thank you working with a small map you need creative solutions to problematic areas without making options too strong, that jump spot had too many iterations before it felt just right. (The little trim used to allow you to peak over the wood into the sight from an incredibly dirty corner that you could easily get to while the bomb was being defused)
I used to have it so you could go up and through the glass onto the second level but that gave players a headache when trying to retake the map.
I kinda like the crouch spot as it stretches out the player model further allowing for a cheeky one round strat which players will know to look for. (thinking the cts smoke directly outside the door boost one man up and have the other hide by the exit into the garden / smoking area peeking when the player up top feels there is too much pressure)
I might remove the boost or at least add something so players know they need to crouch there.

Ohh I was high and thought it'd be hilarious to fill the taco with human meat, plus it's a little nod to the pilot of bobs burgers. (I still enjoy it tbh)
After all when you create something you gotta make it for you, if you aren't having fun with a project it'll get stale. (If you nade taco you can launch the bodies)

Did you find the deagle? :arachtoid:
Alex 26 May, 2018 @ 6:59pm 
Sorry I was searching for bugs not deagles ^_^
You didnt mentioned the render distance in your answer, but please fix that too, its weird if people shoot at you because the object you hide behind is invisible for them.
Kinda like wallhack.
Alex 26 May, 2018 @ 7:00pm 
Oh you said something about being able to launch the bodies, attention there.
If they have hitboxes they could block weird when they lay on the ground, I had the same problem with a prop_physic once too.
kingkurtis  [developer] 26 May, 2018 @ 7:04pm 
I fixed all of it already, and nah you walk straight through them and it'd be impossible to take them to a site for them to hide the bomb. Unfortunately during fixing things I reworked some geometry to make it cleaner and left a hole, will be posting the update very soon and crediting you in the update's description.

kingkurtis  [developer] 26 May, 2018 @ 7:34pm 
Spotted another prop with a small draw distance, it doesn't affect cover but it does feel strange.
Alex 27 May, 2018 @ 2:50am 
Good to hear that the map is getting in even better shape.
kingkurtis  [developer] 27 May, 2018 @ 12:44pm 
I intend to keep working on it for another month and will test player suggestions both for gameplay and visual things.

I think gameplay is mostly where I want it but I'm always open to new ideas.

I do want to try to organise a proper 5vs5 as the map has enough layers to it for counter play, I should hope that I've done my job as a map designer so players won't just default to a winning strategy without any way of stopping them.

I still need to add ambient noise but for learning the map being able to hear each different surface type is very useful as you will know exactly where someone is a lot of the time based on their footsteps.
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