What makes a CS map fun? Created 19 years ago2005-05-01 21:11:02 UTC by GoO GoO

Created 19 years ago2005-05-01 21:11:02 UTC by GoO GoO

Posted 19 years ago2005-05-01 21:11:02 UTC Post #106802
Hi, I wanna start a CS map but first I would like to know what makes a CS map fun to play.

Post your thoughts. THX :)
Posted 19 years ago2005-05-01 21:19:41 UTC Post #106804
before you make a CS map, please have in mind that the huge majority of CS players out there are afraid of new maps and rarely, very rarely play custom maps that differ from their de_dust or cs_assault clones etc.
A CS map has to be balanced in order to be fun, have several paths to each goal etc
Posted 19 years ago2005-05-02 02:53:46 UTC Post #106842
It depends on the map..
You must place objects in a logical way and make sure that the objects don't repeat too much or get placed in the wrong places.
e.g. How would you like cs_estate with a whole loada crates in the offices? That would surely make the map less fun and unlogical.
And yea, Kasperg is right... U need multiple paths to the map goals. But dont start making the map too complex. 3 or 4 different aproches to the goal are farely enough in a map.
If you're mapping a de map try making the bomb harder to defuse. Like in de_dust or dust2.
Also you must balance the map so that both teams would have an equal advantage to their goal. Like in de_deep6 the T's mosly win if they plant the bomb because of the small number of aproaches to the bomb site.
Use ur imagination. Make ur map stand out of the crowd. Not much ppl like those de_dustathon555k maps... (at least i don't). Try finding or making your own textures to make the maps' enviroments just the way you want them to be. Guess thats it...

Geez i've spent 5mins writing this!!! :o
Daubster DaubsterVault Dweller
Posted 19 years ago2005-05-02 03:20:34 UTC Post #106847
You really want to read the tips of the master of cs gameplay himself: Dave Jonhsten, here is his website:

http://www.johnsto.co.uk/

There are a few good articles on gamedesign on there, i recommend everyone to read them.
Posted 19 years ago2005-05-02 17:03:28 UTC Post #106978
Thanx very much for the help guys and pepper thanx for the link THAT'S GREAT STUFF!
Posted 19 years ago2005-05-03 17:00:52 UTC Post #107140
Hi, I wanna start a CS map but first I would like to know what makes a CS map fun to play.
it looks like you never played the game : ...
Posted 19 years ago2005-05-06 22:10:44 UTC Post #107842
I enjoy playing pretty maps that make me feel like I'm in a movie or something. Especially the ones with great music stuck in. Gets my blood flowing and makes me want to see the entire map. But I also hate narrow paths, it's more realistic if your given the option to get to your destination any way you want.
Posted 19 years ago2005-05-06 22:21:48 UTC Post #107845
There are a few things you need to make this work:

1: Multiple roughts. There need to be a few, but good in detail, ways to get to each bombsite/hostagesite. This adds variety, and adds a way for team cooperation.

2: Hiding places. This may encourage campers, but as you are shooting people, its a good idea to have some stuff to duck around and sneak up on the enemy with.

3: Everything else a good map needs ;) . Obviously, it needs to look good, but make it consistant. Aztec, Dust, and the other proffesional maps only have a few textures that are repeated throughout.
Posted 19 years ago2005-05-06 22:37:14 UTC Post #107846
Balance. I hate maps that are biased to a particular team.

Open-ness. Not so open that it's a flat playing field, but rather something like dust where you've got lots of room to move, as well as a couple of nooks and crannies.

Detail. CS is supposed to be somewhat realistic. Make sure your mapping reflects that.
AJ AJGlorious Overlord
Posted 19 years ago2005-05-22 02:59:08 UTC Post #110478
What makes a CS map good? Simple. Objective based map (not fy or aim or anything) with a good layout, good balance, and, as Ant said, room to move. I can't think of anything worse than being stuck in a tight corridor. Office pulls it off nicely, making corridors which you still have room to move in.
Trapt Traptlegend
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