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Thread: Workshop Maps

  1. Registered TeamPlayer RepressiveDuck's Avatar
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    #1

    Workshop Maps

    Dear all,

    There are a bunch of new maps available via the steam workshop that look like great teamplay maps. We should try injecting them into our map choices so that maybe we can move out of the
    Dust II --> Season--> Mirage--> Inferno rotation that we've been voting on.

    Great new maps:

    de_seaside
    de_library
    de_camelot
    de_coldblow
    de_belukha
    de_slums
    de_contra_go

    Duck

    Disclamer:
    I apologize if there is a thread for this type of post already.
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    Workshop Maps
    #2

    Re: Workshop Maps

    Quote Originally Posted by RepressiveDuck View Post
    Dear all,

    There are a bunch of new maps available via the steam workshop that look like great teamplay maps. We should try injecting them into our map choices so that maybe we can move out of the
    Dust II --> Season--> Mirage--> Inferno rotation that we've been voting on.

    Great new maps:

    de_seaside
    de_library
    de_camelot
    de_coldblow
    de_belukha
    de_slums
    de_contra_go

    Duck

    Disclamer:
    I apologize if there is a thread for this type of post already.
    I've been keeping a eye in the workshop. Very few maps seem to have a good balance to be honest.

    Contra is already being worked on by MadMax.
    Library is just bad, way too cluttered.
    Coldblow is unbalanced, you start out outside as a T and both bomb sites are in the CT spawn house.
    belukha is unbalanced, the map is too small and heavily CT sided just like coldblow. Choke points are just too small.
    camelot is unbalanced, the map is heavily CT sided. CT spawn is in A site, and there's only 1 viable option of going to B. The option is to go through A/TSpawn.
    seaside is unabalanced. Heavily CT sided. CT's spawn in A site, and the main choke point for B is a long pathway across a bridge where you can be easily picked off.
    slums is heavily T sided. There's too many ways to pick people off sites, where CT's can't reach in time. As well as too many pathways.

    I also don't believe we should be adding any maps until the server is Workshop ready. Once the workshop is integrated into the server then a map or two will be a good idea.

    I also don't think we only play D2/Season/Mirage. LostTemple is being played a lot, Mill has had tons of playtime nuke as well.

    Granted d2/season/mirage are probably the most played, but you have to also remember most of the custom maps haven't been around for too long. Lost Temple just recently got put on the server and it's being played all the time. Cache has been around slightly longer, and again lots of playtime.

  3. Registered TeamPlayer RepressiveDuck's Avatar
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    #3

    Re: Workshop Maps

    Quote Originally Posted by dmasteR View Post
    I've been keeping a eye in the workshop. Very few maps seem to have a good balance to be honest.

    Contra is already being worked on by MadMax.
    Library is just bad, way too cluttered.
    Coldblow is unbalanced, you start out outside as a T and both bomb sites are in the CT spawn house.
    belukha is unbalanced, the map is too small and heavily CT sided just like coldblow. Choke points are just too small.
    camelot is unbalanced, the map is heavily CT sided. CT spawn is in A site, and there's only 1 viable option of going to B. The option is to go through A/TSpawn.
    seaside is unabalanced. Heavily CT sided. CT's spawn in A site, and the main choke point for B is a long pathway across a bridge where you can be easily picked off.
    slums is heavily T sided. There's too many ways to pick people off sites, where CT's can't reach in time. As well as too many pathways.

    I also don't believe we should be adding any maps until the server is Workshop ready. Once the workshop is integrated into the server then a map or two will be a good idea.

    I also don't think we only play D2/Season/Mirage. LostTemple is being played a lot, Mill has had tons of playtime nuke as well.

    Granted d2/season/mirage are probably the most played, but you have to also remember most of the custom maps haven't been around for too long. Lost Temple just recently got put on the server and it's being played all the time. Cache has been around slightly longer, and again lots of playtime.
    That right there is me getting pwned by Dmaster in the Forums
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    #4

    Re: Workshop Maps

    Quote Originally Posted by RepressiveDuck View Post
    That right there is me getting pwned by Dmaster in the Forums
    lol, nah. Don't think of it that way! :]

    Here's a few that could possibly work.

    de_conduit (Still in Beta)
    Steam Workshop :: de_conduit

    de_shift (still in beta)
    Steam Workshop :: de_shift BETA

    de_aztec_proper (final)
    Steam Workshop :: De_Aztec_Proper
    This version of Aztec is much more balanced than the original from GO. The map speaks for itself really, and everything is working.

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    Steam ID: arkythesharky
    #5

    Re: Workshop Maps

    We need to play rush more often.
    Likes benmoo liked this post

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    #6

    Re: Workshop Maps

    Quote Originally Posted by arkythesharky View Post
    We need to play rush more often.
    Absolutely agree, but it seems to empty the server sometimes.

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    #7

    Re: Workshop Maps

    I'm personally a huge cambodia fan. I seem to be alone in that.
    Likes Rad liked this post

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    #8

    Re: Workshop Maps

    Quote Originally Posted by iLLusioN View Post
    I'm personally a huge cambodia fan. I seem to be alone in that.
    Agreed, I like cambodia...

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    #9

    Re: Workshop Maps

    Im not a huge fan of cambodia because it looks to much like a cod map.

    de_shift is basically the layout of mill with a little more of season feel. could be playable but nothing really new.
    de_conduit has the potential to be a balanced map.
    de_aztec has just never been my favorite map but it is a decent competitive map

    i still want to see something done with cbble. that map could be a solid map if b tuns could be tweaked a little.

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    #10

    Re: Workshop Maps

    if they can get tuscan figured out, i think it is an equally playable competitive map as mill... maybe even better
    Steam Workshop :: de_tuscan_go

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