RockSteady has written a new article of us: Map-Quest. In Map-Quest RockSteady looks at the mapping community and how it has evolved over the years. He also defines what makes a good map:
A great map is one that is visually appealing and also has great gameplay. This is an obvious truth but many mappers themselves seem to underestimate the power of a well balanced, well laid out map. The major example of this is de_torn, a map that even DaveJ predicted would overthrow the versatile de_dust. While hailed as an achievement visually, it is one of the least popular official maps. It's downright horrible in the eyes of the community. The map is too large to some, while there are simply too many paths to others. You never really seem to know from where the other team is coming. The map has a very high learning curve as well. There aren't any wide-open areas suited to a fair amount of sniping either.Check it out!
Shortly after the release of Counter-Strike 1.3, the community quickly realized that de_torn lacked the gameplay value that so many previews hinted at. Dust, on the other hand, isn't filled with fancy architecture or volumetric lighting tricks, yet it remains the standard by which all maps are judged.
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