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    Pick your top two

    What are the two best out of this group???

    http://www.cevo.com/custom/vote/cevo...pping-contest/

    And why is it the best...

    #2
    de_gwalior_se - architecture reminds me of de_parenisi

    de_sewage also looks interesting, just style wise

    I'd like to try them all though, just to see which ones have the best playability and funfactor
    [hlx]

    "Why so serious"

    Comment


      #3
      I don't know about sewage. Looks like a straight snipe right into the spawn point.

      my vote DE_SANGUINIS and maybe DE_GWALIOR_SE(looking at this one it looks like it will be very confusing).

      Comment


        #4
        Without actually playing them it would be useless for me to vote. I guess I could always find another server to try them on.
        Apache

        Where do you put the Bayonet?
        Chesty Puller (upon seeing a flamethrower for the first time)
        I am all in favor of keeping dangerous weapons out of the hands of fools. Lets start with typewriters.
        Frank Lloyd Wright

        Comment


          #5
          I don't know any of this maps. I'd be voting blindly, by looking at the overview only de_conduit seen balance.
          Hit 'em like comic books, kaboom! pow pow!

          Comment


            #6
            Take a look at this video by Hatton Games to get an idea of the maps.

            I find his opinion to be in line with my own.

            http://www.youtube.com/watch?v=palZUarmlzw

            So, I would vote for Sanguinis and Gwialor.

            Comment


              #7
              As noted, I can't be absolutely sure without playing on a map. Maybe we should devote a day this weekend to putting all those maps up and seeing which ones people like most?

              Here's what I look for in a fun map: Size. Seaside is a nice map, but it's ridiculously small. I hate Dust 2, and part of the reason is that it's too wide open. There are too many points where it's all about sniping. So what makes a good size? Inferno has good sniping points, but they also have ways around them. Tight corridors for close combat, lots of places to sneak around. I consider this one of the best, most fun maps. The same goes for Italy. Good sniping corridors, but also ways to avoid them or sneak in close. There's room for all sorts of combat. I love Inferno and Italy. A map needs multiple paths for people to take, to not just wedge a team into one of two or three ways. Dust, for example, has only two ways the Ts can go. As a result, it's very hard for them to succeed against a competent CT team.

              Also among my favorites, Mill and Mirage. Again, multiple routes to the two bomb points require constant attention and allow the Ts to rotate and take a different route if one is too heavily guarded.

              After that, I look at aesthetics. Once again, the Dust maps fail entirely here. Yellow textures, sand and dirt. They're completely boring. I like colorful maps with detailed architecture. Cbble is attractive. I like the stonework and the feel of a castle. Inferno shines, with all the detailed buildings and rooms. Train and Vertigo not so good. They look lazy. Mill also looked lazily designed. Just tons of crates for cover is a lazy designer tactic. Once you strip the level of those, there's really nothing to it.

              All that said, just from LOOKING at these maps, here's what I think:

              de_cefalu_go: Beautiful! I love all the stairs and twists and turns. That said, the level is too small. Look at where the CT spawn is, in relation to the bomb sites. Regardless of which site the Ts go to, the CTs can easily shift to smother the offensive.

              de_conduit: Looks boring. A vertigo clone in appearance, but without the excitement of falling off the tower. On the other hand, look at the size of the map. It's huge. And multiple routes to both sites. Real opportunities for people to adjust their strategy. Also, neither team has the advantage when it comes to reaching a site. If the Ts go one way, the CTs can get there, but they can't just step to the right and be there. It'll put them on the offensive instead. Really nice layout. Too bad about the decor.

              de_fireholl_se: I love this. I love the village designs. Look at all the ladders leading to vantage points and low crouch spaces. Multi level challenges that require people to keep their eyes open. Wide open spaces that will most likely lead to sniper battles, but also tight areas for up close and personal fights.

              de_frost_se: I like the idea of a snowy map. unfortunately, everything is TOO white. Sure, the snow should be white, but then the walls of the building are flat, 90 degree cubes of white as well. The vegetation looks thrown in. Why is there a tree growing in the middle of this facility? Just because? Meh. The map looks nice and complex, but bland in appearance. It seems kind of ridiculous that the Ts have to navigate a maze of corridors, while the CTs can just run straight to each site.

              de_gwalior_se: God, this one looks nice. I love the textures, the round corners. I really hope some of those balconies and high windows are accessible. I love the over under bridges and stairs. I can't really judge the size of the map though. It looks like it might be a bit too small. I really want to try this map though.

              de_kyrenia_rc4: Parts of this map look really cool, despite the texture pack used. Stairs, angles, overhead ledges, windows and bridges over watery canals. It looks nice and complex, but they didn't mark the two spawn point, which is important. I want to give this map a chance. I don't like the dirt and dust textures especially, but they did some clever work with what they had. It looks like a more interesting version of aztec.

              de_pressure: Pass.

              de_rails: Again, nothing special done with the textures, but I like the design from what I see. There seem to be some wide open rooms, but they each have multiple levels and entrances. The overhead map screenshot really shows you all the different routes people can take, all the vantage points and traps that can be laid. I could play this, even though it's not aesthetically pleasing.

              de_sanguinis: At first glance, this looks interesting. Again, I love the village texture pack. It really gives a sense of location to a map that the bland dust and industrial textures lack. The overhead view makes it really look like a small village. Lots of alleyways and multiple routes. Some good open areas for sniper battles, some small corridors for shotguns. I have a creeping feeling there's something unpleasant about it though. Perhaps the proximity of the CT spawn to site A that could give the CTs an advantage over the Ts by allowing them to cut them off from both sites before they have a chance to coordinate.

              de_sewage: An all-inside map. That could get depressing. The computer terminals and rusty shelving are somewhat different from the typical texture packs, but I don't know that it's enough. At least the map looks large, and has some good twists and turns. More importantly, the CTs don't have a giant advantage in getting to a site and setting up a defense before the Ts arrive.

              So, based on just that, and without playing the maps: I would pick de_fireholl_se and de_gwalior_se. As I said in the beginning though, I'd really like to try them all out, as "fun factor" is the most important thing.

              Comment


                #8
                I tried Gwalior, and while it looks pretty nice, it's actually very very small. CTs can get to T spawn before the T's get to either bombsite which is ridiculous.

                Comment


                  #9
                  Like I said in one of my other posts, Gwalior a vertical dynamic. So good.

                  Comment


                    #10
                    LOL kyrenia is pretty nice lol its good for 32 player server and scrimming lol it seems big thats why pretty balance as far as i can see lol make me wanna play it LMAO

                    Comment

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