I think the problem of people disliking maps over-complexity comes in to question because of two points.
1) Having to learn tactics and forced teamplay (impossible to form a coordinated team on the majority of servers)
2) The general feeling of ``safety''
Point 1 is self-explaitory, complex maps require more teamwork to win since there are more options and more areas to cover. Also includes the time taken to learn a map.
Point 2 basically covers something I think about when I design a cs map. How ``safe'' you feel at any given location. Basically this means areas where a player feels somewhat secure about the probable chance of an enemy being in the area and the probable location of his/her teammates.
Using Aztec as an example, a ``safe'' area would be somewhere to retreat to and shoot from without being all open to attack. Such a place would be the T side, behind the double doors and rope bridge area (a little further back). Or the Sniper nest in Dust which is really open to vunerable fire from 2 points (behind from the CT spawn (not really that bad) and the far side near the double doors at bombsite A. - The bridge doesn't really count since the player can duck out behind crates.)
This probably sounds like a load of crap to you but it's how i guage the way a map will play. If you look at the history of cs maps, the less popular maps tend to be those with more vunverable areas such as as_tundra with its wide open field of death or the trend in maps to be a lot more complex in design (havana, and backalley). The complexity doesn't always dictate people like or dislike for the map like in vertigo, where the vunerability comes from being shot down upon from above and the paranoia created by the footsteps.
Just my take on things.
1) Having to learn tactics and forced teamplay (impossible to form a coordinated team on the majority of servers)
2) The general feeling of ``safety''
Point 1 is self-explaitory, complex maps require more teamwork to win since there are more options and more areas to cover. Also includes the time taken to learn a map.
Point 2 basically covers something I think about when I design a cs map. How ``safe'' you feel at any given location. Basically this means areas where a player feels somewhat secure about the probable chance of an enemy being in the area and the probable location of his/her teammates.
Using Aztec as an example, a ``safe'' area would be somewhere to retreat to and shoot from without being all open to attack. Such a place would be the T side, behind the double doors and rope bridge area (a little further back). Or the Sniper nest in Dust which is really open to vunerable fire from 2 points (behind from the CT spawn (not really that bad) and the far side near the double doors at bombsite A. - The bridge doesn't really count since the player can duck out behind crates.)
This probably sounds like a load of crap to you but it's how i guage the way a map will play. If you look at the history of cs maps, the less popular maps tend to be those with more vunverable areas such as as_tundra with its wide open field of death or the trend in maps to be a lot more complex in design (havana, and backalley). The complexity doesn't always dictate people like or dislike for the map like in vertigo, where the vunerability comes from being shot down upon from above and the paranoia created by the footsteps.
Just my take on things.
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