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DELTA - CS2 WORKSHOP MAP

  • gbcosta
  • January 8, 2026 at 2:51 PM
  • gbcosta
    • January 8, 2026 at 2:51 PM
    • #1

    HEY GUYS! I'm happy to announce that I finally released the beta version of my map, it was a FUN journey and now I want your feedback ❤️

    https://steamcommunity.com/sharedfiles/fi…/?id=3461117509

  • Harry Godden
    • January 8, 2026 at 6:30 PM
    • #2

    Finally something actually interesting. Looks awesome, I would love to play it if someone is uploading it on a server

  • gbcosta
    • January 9, 2026 at 1:22 PM
    • #3
    Quote from Harry Godden

    18 hours ago, Harry Godden said: Finally something actually interesting. Looks awesome, I would love to play it if someone is uploading it on a server

    Thanks!!! I'm looking forward to putting the map on servers; for now, the map works very well with bots.

  • Kardio
    • April 28, 2026 at 9:03 AM
    • #4

    Wow, the map is ... wild. I could see that you had fun making it, playing around with lighting, models and contrast. The map seemed a bit laggy from the CT spawn, especially from inside the room behind the ambulance.

    Could you explain some of your rationale behind the setting and the paths? Is it a real office or more of a mix of impressions? What is the purpose of the sewer, especially the entry through the house?

    The atmosphere is a wild and colourful mix, but I absolutely love it because it gives off strong 1999 vibes of counter-strike. Reminds me of cs_mansion and cs_assault. Lots of vertical gameplay which is also what I miss in many maps. It bears resemblance to a map I made myself and I like that you INCLUDE the surroundings: breakable windows, lots of paths, accessible houses and the ambulance (which is the hostage rescue). There is not one choke point.

    So it seems a lot of fun and I cannot wait to play it with friends.

    From a professional view: too many models are a distraction, the sewage path seems partly redundant, bots get stuck in the ambulance, floor models on the street block (!) your way.

    If you are looking for perfected, balanced playing, you'd have to make the individual paths clearer (so people learn the map layout in few minutes), reduce clutter and maybe a few windows/doors as CTs have plenty of options to escape. In my bot playthrough, CTs had an advantage - which is prompting Ts to naturally camp. Unless bots got stuck in the ambulance car.

    Having said that, I wouldn't make these changes. "assault" is also horrible from a professional point of view - and it is still a lot of fun to play.

    But the ambulance car: well, it is even buggy for human players when entering (sudden height change).

    I'll share more once I got the old band together to play this crazy gem.

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