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49 ratings
Gulf
   
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Game Mode: Classic
File Size
Posted
Updated
13.656 MB
24 Sep, 2013 @ 9:14am
19 Dec, 2013 @ 7:44am
4 Change Notes ( view )

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Gulf

Description
A radical group of eco-terrorists plan to destroy a classified refinery under construction in the volatile Persian Gulf region. There are two locations at the site that are known to be targets for the groups attack.

de_gulf - A Bomb-Defusal map designed with competitive play in mind.


Note: This map is (was) a work in progress. I have decided to cease development, to work on a new project with a similar goal.
12 Comments
𓅃 スノ 𓅃 6 Nov, 2015 @ 3:54pm 
7/10 i find a couple of unburshed spot where you can troll the bomb 1 glichy spot and some weard spot on my opinion usless becose there is not time for go there or use them. Overall the map remind my a bit of season and cache. b site is realy cool a site for me is a bit less. A bomb site should be more on the center
Ezimeh 24 Jan, 2015 @ 10:17am 
Exquisite map you got there! A few spots could use a little bit more detail (not props^^).
Rated +1
le1t1337 6 May, 2014 @ 6:40am 
liked, +1
this map is added to my collection "PUMP YOUR PUBLIC"
http://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=256771524
:)
ΔMB.spye 1 Oct, 2013 @ 11:11am 
PS. This map has a seriously great competitive layout which has great promise like when your T you can goto A not goin thru mid you have one route or idk if u intended this but you can self jump onto the CT Cat which is unique and its not easy to do. but all the other comments you should tak into account but be careful not to destroy the map!!
Heipau 30 Sep, 2013 @ 1:12pm 
Nice Map! ILike it. 've Added to my Collection.
I honored your map with a thumbs up.

http://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=142796864
Russian Machinegunner | V 30 Sep, 2013 @ 8:48am 
guf r.i.p
ΔMB.spye 29 Sep, 2013 @ 2:47pm 
Drop some of the unneeded doors and make the doorways more wider for better flow esp. near the T spawn but other then that what else was said below me is sort of true but i do like how u would have to double jump to get certain areas installing more teamwork and set up and strats
yee boi  [author] 28 Sep, 2013 @ 12:07am 
Alright, that was the kind of feedback I needed! The next update is likely to feature quite a large number of changes, with that taken into account. Was already planning on re-designing some areas but now I'm aware of what needs to be done.
ヴィヴィ` 27 Sep, 2013 @ 9:57am 
I have done some testing and played classic casual, the problem with this map is that the distance between A and B is way too huge. It takes too long for a person to go from A to B and vice versa. Also, alternative routes to enter a bombsite take too long and are not feasible, with too many camping areas for people guarding to hide around, there is just too many corners to check and not enough time for walking/stealth the moment a bomb is planted.

I advise:
1) Removing some unnecessary doors, crates and corners, make the map more streamlined and less campy.
2) Shortest distance between A and B should have time shortened by half to reach there, to allow more tactical play.
3) Overall smaller map and ability for CT to take more than 1 route to defuse a bomb.
yee boi  [author] 27 Sep, 2013 @ 7:20am 
Origionally the skybox was lighter, but with the lightness of the textures throughout the map I thought it was too much. Since I set up the skybox a lot has changed, so I'll tweak it for the next update. A 3D skybox does not exist yet either.

As for green, CT spawn will eventually be a car-park with grass elements throughout, will try to find other ways to include it to offset all that brown, grey and yellow!