Counter-Strike 2

Counter-Strike 2

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Outback (Beta)
   
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Game Mode: Classic, Deathmatch
Tags: Map
File Size
Posted
Updated
19.497 MB
7 Oct, 2015 @ 3:06am
14 Oct, 2016 @ 7:05pm
12 Change Notes ( view )

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Outback (Beta)

Description
Work in progress defusal map. Not yet suitable for public playtesting, but feel free to have a run around.

There are many ways to escape the map, and I know about many of them. I've not yet done a clip pass.
5 Comments
Anyone 19 Nov, 2016 @ 11:23am 
I don't like your previous submissions as much (Neutron, Typhoon with bad mid, etc.) BUT this is great. So in short, I will list some suggestions of mine and bugs I found.

Bugs:

- The toilet's door at CT spawn have some weird opening.
- Orange door on B site can't be closed.
- Yellow doors in stairs area don't use "slave" function. They are both labeled as single door. (Actually I don't know how to fix that, I have had some problems with slave function myself.)

// 1st part
Anyone 19 Nov, 2016 @ 11:23am 
Suggestions:

- CTs can hold whole map ONLY with 3 members = one B, one Mid (watching line to second B entrance), one near A train not in bomb area (holding both A and connector to Mid by himself). Maybe this will make the map more CT sided but I haven't playtested it 5v5.

- Add clip ramps on B train so the bombplant area can be exited smoothly. Nowadays, you need to jump off it.
- When retaking B, Ts can hold both entraces from CT spawn to B by standing in White box area (Main door + Orange one). This shouldn't be a case. You can try moving it a little bit back so Ts can watch only orange door.

// 2nd part
Anyone 19 Nov, 2016 @ 11:23am 
Like the NoteSwift (below) I like your Mid too, it reminds me of Season's Mid. The texture of orange sand is very well used. It makes it feel like industrial and desert theme in one piece.

I hope you are still willing to update this map. Anyway, good luck with any of your submissions to the Workshop.

Nofase

// 3rd part
ember 7 Oct, 2015 @ 9:19pm 
Loving your approach to mid. I found myself discouraged from going mid as CT thanks to the sharp chicane of a route, and as T side I couldn't figure out that mid was an option for Ts until I saw the overview. Hopefully some detailing puts this in the right direction. I foresee some of the stairs you made never being touched, which makes me sad, because even in this stage I love the look to them. Although, I love the bangable walls and mixture of crates on mid.
ember 7 Oct, 2015 @ 9:19pm 
Both sites remind me of train. I like how I feel more comfortable at the sites compared to train, but until I turned on triggers, I didn't really know where exactly I was allowed to plant.

I like how Ts have multiple options to approach long given they smoke it right. The bombsite trigger for A site doesn't make that much sense, I did find this annoying trying to rush A to plant. Long seems a bit iffy in terms of knowing when you're safe as a T compared to dust2, or overpass, but I won't knock it until I see how it plays with other humans.

I don't mind being able to plant to bomb on the tracks at B, but I can easily forsee CTs losing a round because they can't find the bomb, if Ts plant under the bottom right corner of the train. (reffering to the radar)

Please never take out the in-between train lane. <3