Counter-Strike 2

Counter-Strike 2

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108 ratings
Atoll
   
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Game Mode: Classic, Deathmatch, Custom
File Size
Posted
Updated
23.395 MB
10 Aug, 2015 @ 2:44am
15 Aug, 2015 @ 3:33am
4 Change Notes ( view )

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Atoll

Description
A secret research facility on an atoll have found a cure to a new deadly virus. Scientists have been researching the coral and plants for many years, and finally a breakthrough! But the information was leaked to the wrong people. Now you must attack/defend this facility, will you save the future? or make it crumble.

A defusal map that is easy to learn, hard to master.
Popular Discussions View All (1)
1
16 Aug, 2015 @ 6:35am
Suggestions for A
Melazy
25 Comments
Olivia 1 Jul, 2022 @ 9:18am 
Hello cs map name neighbor ! didn't know someone else made a map named Atoll :brownchicken:
Darth Durai 3 Aug, 2017 @ 3:40am 
Nice, clean map - looks great!
vlad1m1r 20 Jul, 2016 @ 7:11am 
Симпатично и ничего лишнего. Спасибо.
Nogo 2 Jan, 2016 @ 5:17pm 
Nice, nice
Eddie 22 Sep, 2015 @ 11:37am 
I would be grateful if some areas of the map that got a lot of action had more open space/less thight (Mostly talking about mid and B. A seems fine).
The outskirts of the map could need some "random" cover since it's almost impossible to save a weapon on this map when any possible hiding spot is accessable from two angles. At the moment, your best bet at saving for a round is either A-site or T-spawn. Any other spots are complete gambles.

The area between A and T-spawn really could need some work. It's a pretty useless and forgetable place at the moment.

I really loved the smoothness of the map thought. Good job on that part.
taekwon jay 18 Aug, 2015 @ 8:46pm 
HI, I was hoping if you can add more spawn points from 13v13 to 16v16. I want to add it to our server and test it out. Thanks.
Dżamela 16 Aug, 2015 @ 2:54pm 
The map has potential but in this condition i would rate it 5/10 for competitive matches and 6,5/10 for 1v1's. Walls aren't scannable, that's sad. Pretty good map tho ;)
Peasant  [author] 16 Aug, 2015 @ 4:02am 
@SQUEEZIT ᴼل͜ᴼ yes, tons of them, with an exception of the rooftops. :carrot:
Mac Ripley 16 Aug, 2015 @ 3:56am 
Did you not use nodraw at all?
julian 11 Aug, 2015 @ 9:10am 
A:
-Many areas to defend from, similar to A on cache
-One entrance for Ts, unless they push up mid and smoke off CT spawn
+Add another entrance to A site to make T rotations faster
+Extend the area outwards to make it less cramped and to make longer-range weapons more practical
+ http://imgur.com/gallery/5yDxcD8/new The green line is the proposed short-a and the blue line shows the extension of A
Overall:
-The abundance of headglitching spots irks me, and could give CTs a huge advantage in lower skill groups
-In its current state, slow takes and fakes are impractical. Faking B would be a legitimate tactic if it didn't take so much time to go from B to A without going through mid. It takes a lot less time for CTs to rotate than for Ts to rotate.

I love this map's setting, and I hope to see this map get better. I wish you luck in this and your future endeavors.:steamhappy: