de_troska_v2
Clean CS 1.6 Bomb Defusal (de_) for Servers & FastDL
Description & Documentation
de_troska_v2
Category: Custom Maps • Type: Bomb Defusal (de_)
Original Map Author: -Q?
Included Map Files (.bsp):
de_troska_v2.bsp
Map Description & Overview:
The layout is designed with balance and flow in mind, and the setting is based on a fictional organization responsible for transporting and handling dangerous biological materials.
This version is intended for layout testing, gameplay feedback, and early balance evaluation before any visual polish.
I've already made a lot of changes, I'm currently on version 4. That said, I left this project resting for a long time (the last time I opened it was back in April 2026...), so let's get into the changes.
After a lot of playtesting (though only checking angles by myself and two friends), I've come to some very premature conclusions.
- Reworked the entire access and layout of T's mid angle, changing the ability to reach the duct on your own — or, for a CT crazy enough to push, pushing the boundaries of mid control, maybe a bit too much. I also removed an angle on the right side because of how overpowered it could be for lurking or holding the position. You could stand on top of the box, but you'd be spotted first because of your exposed feet, without having the chance to shoot first as a CT.
- Widened the access to B entry for the T's, making it a more comfortable path to peek and giving a fairer aim duel thanks to the distance of the angle — I'd been getting pretty frustrated with how uncomfortable that peek used to be.
- I added a little cover on the A to Mid path, making it a bit safer for CTs to hold the push from somewhere other than the collapsed window — but I removed the safe spots in the corners, adding the classic boxes instead, hehe.
To-do list:
- Change the layout of B site. I like how it feels, but something feels off, maybe the dual (single?) way for the T's to push gives them an unfair disadvantage, making the map heavily CT-sided.
- Fix the wallbang on A site from outside the train. I know paper-thin walls are a distinguishable thing in this game, but I think it's a bit excessive here.
Already done, but I changed the access to CT, adding an alternative (one) way to access the site through the rails, and added a bit of height for CTs with a ladder that fits a plausible scenario. In v4 I'm doing a bit of "texturing" to make it look functional, or at least give the impression of being an industrial building for handling toxic materials.
100% FastDL & ReHLDS Ready
This map package has been cleanly normalized for standard Counter-Strike 1.6 server installations.
All .bsp, .wad, overviews/, gfx/env/, and sound/ files are properly placed with FastDL resource declarations.
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