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de_shaft (alpha ver.)
   
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Game Mode: Classic
Tags: Map
Tags: Arms Race
File Size
Posted
Updated
3.569 MB
3 Nov, 2016 @ 7:16am
3 Nov, 2016 @ 2:17pm
2 Change Notes ( view )

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de_shaft (alpha ver.)

Description
Map is still in alpha. I will continue to develop it when I have time.
11 Comments
KenroX 31 Jul, 2017 @ 6:55am 
;D School is a bit more important thou - :squirtheh:
Drodash  [author] 31 Jul, 2017 @ 6:04am 
Hey Kenrox! I'm sorry for letting you wait. After your feedback I worked a bit on the map but then school got in the way for quite a while and I didn't have much time to work on the map. Also my computer had to be repaired.. Anyway, now I'm back and even though I don't play that much CS anymore it'd be fun to work on the map from time to time. I can upload a version that is a lot better than the last one but don't expect to much of it hehe....

PS. The CT spawn is still garbage...:steammocking:
KenroX 27 Jul, 2017 @ 10:21am 
How is this going ? Some new screenshots? A video maybe? A gameplay? Anything? :steamsad:
KenroX 4 Nov, 2016 @ 3:07pm 
4) Remember you can always use a wall with fence texture (very professional...), or even invisible walls (just use "player clip" texture) to avoid the annoying falling down and die "SPLAT!" :csgohelmet:
Drodash  [author] 4 Nov, 2016 @ 3:00pm 
5) Yes, when I feel like it, I'll try to make a more genuine cave-feeling with displacements and not just plain walls.
6 & 8) I agree. I had a greater veriety of textures before but they were all black for my friends (because I downloaded them somewhere) so I just changed everything to one texture so that we could play together.
7) I like it too, I allways like some kind of interactions with the level instead of just basic structure. I think it might play out well!
9) I like the current size but I'll consider it.
10) Indeed, I will try to find fitting props for the map
11) Thanks! I will keep the idea and work on the other things you said :) Cheers!
Drodash  [author] 4 Nov, 2016 @ 3:00pm 
Hey Kenrox! Thank you for taking your time and for giving me feedback!
1) Yes, it's the name of the hammer file itself since you have to give it a name and I didn't know what the map would be yet (my friend and I were joking about the singer Michael Bolton :) )
2) Yes, this is my first time experimenting with displacements. I didn't know what it was until some weeks ago. I get confused even thinking about displacements, how everything should line up in order to sew etc. and yes, I'll try to fix these bugs.
3) Thanks for the tip! I thought the light was a bit strange and concentrated on one spot. I'll also try a darker colour.
4) The idea of the map is that it's taking place on some mountains/hills with smoothly lined up hills and cool skybox in the background. All though I haven't gotten to that stage yet. I think placing a wall will make the map feel somewhat claustrophobic, since the main idea was it to be open and wide.
KenroX 4 Nov, 2016 @ 1:39pm 
5) I like the wooden structures inside the caves, i like the wooden brigde, i like the map layout but there is no "clear path" to follow and all the walls look pretty much the same so i hope you will give a more defined "shape":squirtyay:
6) Maybe you should try to use 2-3 more wall textures to give a sense of different map zones (with very distinguishible colors) until you reach a more advanced phase of mapping.
7) I like the water, very very interesting idea.
8) I like the metal boardwalks and all the "cave" theme. You should add more details like this one because they add realism! :squirtyay:
9) Consider the idea of reducing the size of the map.
10) Put some static prop like trees or something like this to let players distinguish map zones. You can use a tree on the terrorist zone, an huge crate on the ct zone, a statue on the center of the map etc....
11) Very nice overall idea, keep as this. :shadowgrounds:
KenroX 4 Nov, 2016 @ 1:39pm 
You should try to fix some basic problems:
1) In game the map is called de_bolton. !?!? I am a bit confused (Maybe you will fix informations on the next release)
2) There are several displacement bugs, remember to align displacement segments correctly in each of the 3 dimension and to erase the other "5 faces" of the solid you are making the displacement with (talking about a cube, keep only the top face and delete the other ones).
3) You should really move light entities away from walls (lights are too close to walls and this creates a too bright effect, put them more centered on the room to avoid bright reflections) and i suggest you to keep this color but the desaturating it a bit (also try different brow-ish, darker color).
4) Even if this is an alpha i suggest you to create a brick wall, or a wooden wall around the edges of the map to give player the sense of a border (don't waste time making them with displacement or something like rocks)
KenroX 4 Nov, 2016 @ 1:01pm 
We are pretty much all amateurs... I took me 3 years with my first competitive map and it is still beta with no 3D skybox, lol.
Drodash  [author] 4 Nov, 2016 @ 12:35pm 
Well, I'm just an amateur when it comes to maping but I work on it on my free time :) Feel free to try it out and see what you think so far. Feedback is very much appreciated! :)