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Thread: What does a map need to have?

  1. Registered TeamPlayer IRON MAN 2142's Avatar
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    What does a map need to have?
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    Steam ID: _iron_man_
    #11

    Re: What does a map need to have?

    Quote Originally Posted by Veovis
    Quote Originally Posted by i8pptuakamonstercam
    In your opinion, what does a good map need to have to be well balanced?
    Soldiers and medics and demos and heavies and engis and pyros and scouts and I guess spies and snipers too.

    /hijack
    i concur.

  2. Registered TeamPlayer space.cowboy's Avatar
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    #12

    Re: What does a map need to have?

    Quote Originally Posted by mitch
    Yeah, the most balanced maps do a few things:

    - Multiple bomb sites with at least 3 ways into each site

    - A back route from CT spawn between bomb sites to rotate

    - Varied vertical levels to create interesting gameplay (noone likes to play in a flat room with some walls. Go back to wolfenstein maze :P)

    - Think about two sides of that map, how players will want to play:

    CT: How can I defend bomb site A & B? How can I rotate, where can I take cover ect...

    T: How can we take a site, rush, pull rotate, flash/smoke nade, fakes/bait ect...

    - Keep it simple enough that it is playable but complex enough that you can have strategies and MOVEMENT.
    Sounds a lot like de_contra. Such an awesome map. It is a little complex though, but once you learn it... oh the awesomeness...

    Quote Originally Posted by Mr_Blonde_OPS View Post
    I would like $20 for using a quote of mine in your signature.

  3. Registered TeamPlayer
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    #13

    Re: What does a map need to have?

    Another map to look at for really balanced gameplay is de_cpl_strike

    Underrated map

  4. Registered TeamPlayer DuDDy's Avatar
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    #14

    Re: What does a map need to have?

    also a good mix of distances. long areas for sniping and awesome rifle shots, mid areas that can be controlled by rifles, and close range areas where any gun could do the trick. best example would be inferno and contra.

    at least 2 ways into any bomb site. provides good strat calling for the t's and makes the ct's think a little more in their defense.

    distances to the sites should be ct favored, but only by a small margin, say like 3 seconds.

    wait a sec..this sounds like contra to me.....

  5. Registered TeamPlayer space.cowboy's Avatar
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    #15

    Re: What does a map need to have?

    Quote Originally Posted by DuDDy
    wait a sec..this sounds like contra to me.....
    See, see!!! Only reason I dont think its played more often is so many people know the map. Such a shame too...

    Quote Originally Posted by Mr_Blonde_OPS View Post
    I would like $20 for using a quote of mine in your signature.

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    #16

    Re: What does a map need to have?

    Quote Originally Posted by i8pptuakamonstercam
    In your opinion, what does a good map need to have to be well balanced?
    Hostages.

    It forces the Ts to get into a site and back to the rescue point, eliminating the advantage of not having to split their team to cover multiple entry points.

    Oh, and definitely something on the walls. But let's go with piggies. Or Gir.

  7. Registered TeamPlayer
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    #17

    Re: What does a map need to have?

    Ct's rescue hostages. Terrorists shoot the hostages after 1 hour if their demands are not met! And hostage rescues are also much less popular. Make a hostage map if you don't want anyone to play it

  8. Registered TeamPlayer Kelderos's Avatar
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    #18

    Re: What does a map need to have?

    A good map, has

    ***** At least 4 ways into the sites.
    ***** The high ground has to be accessable to both teams.
    ***** Choke Points.

    **** A way for T to slow play.
    **** A reason for CT to go offensive
    **** Room to fall back and still have some sort of control.
    **** No suicide bomb sites with 20 ways to shoot the enemy team while they plant and no real access to these areas.

    *** No Tunnels, people rarely use them so don't bother.
    *** I've seen no popular maps with lots of stairs.
    *** Doors that open are very unpopular as they make paths nearly suicidal and then people stop using that path.
    *** Room to move, most popular maps have lots of open ground.

    ** No Suicide pits, areas were grenades kill entire teams create unbalanced maps.
    ** Heaven, No heavily played maps have this.

    * Random noises in random parts of the map for no apparent reason are awesome.
    * There needs to be a Cat on the Left most entry to a site in the map.

  9. Registered TeamPlayer
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    #19

    Re: What does a map need to have?

    lol sounds like you want mill/tuscan and hate nuke!

  10. Exiled
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    #20

    Re: What does a map need to have?

    I love maps that whatever team your on, your happy.
    Ex: D2, Pira, Cobble

    But my fav map types are the "multi-route" mpas such as Contra, Cpl_Strike, & Inferno.

    What a map needs:

    - Lots of objects such as trees, pillars, boxes, etc.
    Ex: A very old map, but well placed = Airstrip (loved that map!)

    - Spots for all types of players. Hiding spots for the snipers, rushing allies for the rushers, and camping spots for the n00bz.
    Ex: Piranesi

    - Many different routes to a bomb site, or a critical area of the map.
    Critical Area Ex: Dust2/Mid , Piranesi/Roof, & Chateau/Windows
    "Multi-Route" Ex: Inferno/Site B , Cpl_Mill/Site A , & Contra/Site B

    - Quick, rotation routes. Makes it fair for the CTs.


    Thats jus tmy 2 cents. :P

    Hope it helps!

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