TCS mapping

Started by SLoWHaND, January 09, 2005, 03:11:35 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

SLoWHaND

Ok I see the search continues for the perfect TCS map.

So what in your opinion makes a good TCS map ?

Which map is the closest to being your ideal ?

 :learn:
[SIGPIC][/SIGPIC]

JonnyAppleSeed

De_maps for me
The 2 bomb sites alow more of the map to be used by both of the teams

Dust 2 at the mo is my winner....just feels quite balanced :huh:
It is by caffeine alone I set my mind in motion. It is by the beans of Java that thoughts acquire speed, the hands acquire shakes, the shakes become a warning. It is by caffeine alone I set my mind in motion


OldBloke

Tough call.

I think a good TCS 'bomb' map would contain these elements ...

1. Two bombsites not too far apart within a short distance of CT spawn.

2. Neither rushable by the Ts such that they can arrive at the BS at the same time or even before the CTs (remember Mog  <_< ).

3. Multiple routes on multiple levels to either BS for Ts to take.

4. No forward position for CTs to determine the route the Ts are taking.

5. A mixture of blocks, crates etc to allow defenders to dig in.

6. No water, vent covers or doors (the associated sound triggers ruin the stealthy approach tactic).

Very general I know but maybe a decent 'house' based map would be good.
"War without end. Well, what was history if not that? And how would having the stars change anything?" - James S. A. Corey

JB

Everything Oldie said (apart from the house thing), but also add open areas for the snipers/spotters and closed areas for that high tense fighting.

Bad choice of map but Dust provides such areas along with aztec and it greatly improves such maps with diffrent areas like that.

 
 

Anonymous

1. As OB said, multiple routes on multiple levels. I like de_contra because it is one of the few maps to remember that there is a vertical axis available.

2. CTs should have some time (not too long) to get "dug in".

3. Ts should be able to "muster" for a rush without being spotted (suitable walls in the way or different levels)

4. I think that there SHOULD be sound triggers available as they can be used to good effect as a distraction :) It's the Ts responsibility not to set them off accidentally.

5. CTs should be able to dig in but not to the extent that they are unkillable (if there is such a word)

6. There should be some dark areas (known in the trade as "Git Spots") but not too many

7. DA should always be killed by worldspawn no matter where he spawns  :devil:

8. There should be the possibility of using sniper rifles in some areas of the map but not too many (cs_italy allows for sniping in too many directions) and you should definitely not be tempted to snipe at both bomb sites.

Dr Sadako

I must say that de_contra is a very good TCS map.
-=[dMw]=-Dr "Doc" Sadako

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

Gh0st Face Killah

Yup, that is definately one of my favourites at the moment. I'd quite like for us to try de_salt as that looks like it might work well with tcs. Again its one of the CAL maps.
-=[dMw]=-Gh0st Face Killah
Ex Ingorantia Ad Spientiam, E Luce Ad Tenebras

Gh0stys mixes

D. A. M. N.
Naked Mothers Against Dyslexia

Vincentvega

QuoteOriginally posted by JonnyAppleSeed@Jan 9 2005, 03:43 PM
De_maps for me
The 2 bomb sites alow more of the map to be used by both of the teams

Dust 2 at the mo is my winner....just feels quite balanced :huh:
[post=74296]Quoted post[/post]
[/b]

i agree in principle but dust 2 is played to death and is very bland i like lots of things to look at after ive JUST FILLED YOUR HEAD WITH LEAD you know a nice bit of scenery, a lampost, a wrecked chevy or an upside down hummer.
Any way wots the point if they may not work on CZ?
If fortune favours the brave....here\'s a quid

Benny

For distances, inferno demonstrates it just nice, CT's can get to both sites with time to spare.

If Inferno had another route to the left site for the T's so they could'nt be clocked from the middle it would be better, across the roof or sommat. I liked karachi too, plenty of options for both sides, but generally not too open.

House maps...hmm...bikini should be good, but it's not, dunno why. I hate it.

EDIT: and 'ello Slow, nice to see you again.
===============
Master of maybe

RizZy

Inferno,Dust2 & Cobble are the maps i'm liking these days.

I gotta agree with Benny on the 2nd route thing on Inferno, it'd be nice if you could get by that side without being spotted, & again agreeing on Bikini, just not my thing as maps go.

GhostMjr

I myself prefer aztec. This is because it has varied entrances to all sites which can flank the ct positions very easily. The key to the map is to make sure you cover all of these with one or maybe in some cases 2 ct's. The success is drawn up by how players position thereselves and so i think it is a very strong tcs map to contend with!

-=[dMw]=-GhostMjr