So you get into a new game you just bought a week late after it was released and you can’t help but notice that you’re getting demolished on one side no matter what… And surely at the end of the game you’re a little salty, write ‘bg’, throw some hackusations around and pray that you can get on the other team next game…
StarWars Battlefront: Hoth for example
In the Beta version this map sucked. It looks beautiful, I had a crazy amount of fun on it, but if you were the rebels you’d pretty much lost the match from the very beginning…
Games like League of Legends and DOTA2 have been able to find a perfect balance in their maps by making it almost completely symmetrical giving both teams the exact same advantages and disadvantages stage-wise.
Counter Strike on the other hand… really sucks at this
The amount of maps that are made that are completely one sided is crazy. To the point where only a few maps are actually played in the professional league and others are hardly touched by any players who aren’t on to muck around with mates.
Old 1.6 maps that have made GO like office and Assault are so incredibly T sided that people literally disconnect if they don’t /get put on the T side. They’ll cop that 30 minute cooldown just to avoid a guaranteed loss.
So my plan is to attempt at creating a balanced CSGO map designed for competitive 5v5 defusal game play. Including largely used parts in other maps, ie; long, short, mid, connector and squeaky, which will allow for easier callouts in game, call for a larger amount of strat usage and gamesense, and also allow for fast and even punishable rotations.
This poorly drawn “blueprint” 🙂 shows the map design I have come up with with integrates all the map parts I talked about earlier. Using the CS:GO SDK tool and the Hammer world editor I hope that I will be able to construct, scale and texture this map to be uploaded to the Steam Workshop.