Is there a perfect map?

Started by Doorman, July 23, 2008, 10:44:49 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Doorman

There's much tearing of hair and rending of raiment over maps which 'suck' are 'T biased', CT biased, not enough access points, too many choke points, not enough this and too much that.
So, is there a map that satisfies every condition/requirement? Maps past and present.










     

T-Bag

there is no perfect map. Everyone plays differently so each map will be biased differently for various players. The best that can be hoped for is for the players to meet in the choke points at the same time, and that none of the defensive positions are too strong.
Juggling Hard Disks over concrete floors ends in tears 5% of the time.

Blunt

de_Train is perfect:learn:
Regards
Blunt


People who blow things out of proportion are worse than Hitler.



Lee

Actually I think Astute is pretty well balanced between teams! Can't really think of many others though to be honest.
[imglink]http://77.108.129.49/fahtags/ms2.jpg[/imglink]  

Do some Folding today! Click the above link. :)

Whitey

The money is on it's way Lee :D

I love Nightfever, I think the layout is great with some good options and a nice mix of indoors and outdoors.

Zootoxin

Maybe we should make a no thrills TCS map.
Although astute is a great piece of work I find it a little complex and it stretches the teams out alot.
I can see a dMw brainstorming session for the perfect TCS map.

Dr Sadako

There is some comments out there regarding map layout "theory".  The ones I have read keeps returning to the 4 square layout. I made this post earlier where you can read a bit about it.

Still I find most of the maps in our rotation to be quite even. As stated above it depends also on how the teams perform.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

Benny

dust then.....

It depends how they are played. Office is fair, unless the T's camp the second hostage room, however at that point the numbers are usually thin enough to make it breachable. Gunga normally has the outside covered at that point ;)

Thunder always played well, so I would say the general approach to good maps needs to have 3 approaches to the same target if it's a single target, or 2 approaches to 2 targets.

Think dust - short, long a, mincer or doors to b.

Thunder, 1 target, vent, top and bottom approaches with no real choke point.

Inferno,  good but limited on the choke approach to the  waterfountain site.

Rio, fun, but let's face it, if the T's sat in the house they should win every time.

Italy, 1 door, 1 window. defendable.

Italy_extended, additional cellar, but again to defend the hostages fairly easy.

That zombie map that i can't remember the name of (CT water start, persian rugs, high low approaches.)....multi approaches, but defendable..good map.

 
And my final example, Piranesi, defendable, but there are multiple approaches and a disorganized defence can get pulled about.
===============
Master of maybe

Lee

Quote from: Whitey;238668The money is on it's way Lee :D

I love Nightfever, I think the layout is great with some good options and a nice mix of indoors and outdoors.

:yahoo: :norty:

I really enjoy playing Nightfever too, it can be tricky for CT sometimes, but it is well balanced generally.
[imglink]http://77.108.129.49/fahtags/ms2.jpg[/imglink]  

Do some Folding today! Click the above link. :)

Doorman

So, I'm getting the message here that there isn't a generally accepted 'perfect' map. That's fine, although I'm surprised to find Dust even being mentioned. It must have something because it's been around since the Romans started playing CS.










     

Dr Sadako

Well, if you look at statistics you will find that Dust and Dust2 are the most played maps at any time in CSS, CZ and CS1.6. So there is something "good" about them.
-=[dMw]=-Dr "Doc" Sadako

"Gravitation is not responsible for people falling in love." Albert Einstein

OldBloke

A good judgement call is ... Does your heart drop when you find yourself playing either T or CT on a map.

For me, Dust 2 is probably a good example where I'm perfectly happy to play as either side. Can't honestly say the same for Dust though.
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

Jabbs

Quote from: OldBloke;238745A good judgement call is ... Does your heart drop when you find yourself playing either T or CT on a map.

For me, Dust 2 is probably a good example where I'm perfectly happy to play as either side. Can't honestly say the same for Dust though.

1) Heart drops as T on Aztec too
2)Italy, defendable but there are there entrance points so can be attacked OK
3)Office, similar to above and in fact if T's hang back with hossies, the CT's can win it.
4) Dust_2, T's have three routes to two sites so pretty fair as above with Italy and the CT's need to be quick to site and also be ready to dash to other site too which makes it very interesting.
5) Astute, while not a standard map, genuinly has options for both teams but there needs to be numbers playing as T's can easily win when numbers are low (like 4 or 5 CT's)
6) Contra can be won by either side but you better hope CT's don't outnumber T's

Please don't mention dust again as it really isn't TCS.  It can only be TCS when T's outnumber CT's nicely.
Start Folding and get yourself one of those nice new badge thingies, it\'s a good cause.  Check out the stats

[email]jabbs@deadmen.co.uk[/email]

Doorman

Quote from: Dr Sadako;238744Well, if you look at statistics you will find that Dust and Dust2 are the most played maps at any time in CSS, CZ and CS1.6. So there is something "good" about them.
Yeah but what? Dust 2, no problem, but Dust is a 'heart dropper' for me.