looks good... this is what, the 3rd or 4th version of aztec since it's initial release in beta 6.5? at least there are no drastic changes to layout as the previous updates of this map have had. the lamps do seem a lil out of place. Otherwise, good job, Narby.
Updated Aztec
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EVA | Dick Justice wrote..
"Hyuck hyuck, go play dust". Fuckhead.
Mouth, i have a simple soloution: Please stop playing aztec and start playing dust.One more thing, i duno, but it sounds like youve never won a round as T on aztec... ever. It's a little bit one sided, like most de maps are (and should be), but you need to calm down.
The map is 1-sided on the same scale that de_prodigy is. de_nuke and de_train get by just fine without completely screwing one team in the ass. When those maps come up, people pick their team based on preference and player balance; When de_prodigy or aztec come up, you've got about 1.21 seconds before the CT team is full. Automatic team-switching is flat out NECESSARY on those maps. Why? Because it's no secret that that side is heavily favored. If the average pub retard can figure out that one side is better off, you've got a fairly obvious and serious problem.narby wrote..
I've seen T sided games on Aztec too. Uncoincidentally, they tend to happen when the CT can't manage to find their collective asses with both hands even when given such distinct advantages.
I've seen a lot of very T sided games on Aztec, it's still unbalanced yes, but if I make major layout changes to the 3rd most played map of any game in the world I tend to get one or two unpleasant emails.If the problem was half as bad as people made out, aztec would be unplayed and cut a long time ago.
You know better than that. You know FAR better.oReiLLZ wrote..
It's a slaughter because the CTs are damn near ALWAYS lying in wait. Add that to the fact that the 2 "best" ways to the CT side require single-file movement into easily defendable areas and you've got yourself some shitty gameplay.
It's not as bad as you say it at Site A, mouth. On public servers, by the time the C4 is being planted, both team have usually been separated and/or cut down, so it's not always a huge CT ambush like you make it out to be. Granted, it's a slaughter if the CTs are lying in wait, but's thats true of any bombsite.
On public servers, good luck getting into a situation where you actually CAN plant the C4. If you're exceptionally lucky, it might even be at site A.Comment
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I don't think theres anything wrong with one or two cs maps that ARE bias to one team. There are a fair few people who enjoy a challenge and being able to do well as T on aztec is a good feeling.
I expect you're going to say that it's not fun or rewarding for those who don't do well or enjoy the T side challenge vs a fairly competant CT team. And you'd be right.
There is little i'm prepared to do about it at this stage. I'm simply not willing to change the layout because it doesnt justify the backlash in any way. The CS community is infamous for it's two faced persona. People will bitch and bitch about a problem/feature/whatever endlessly, then when changed more people bitch they changed it.
I'd rather just make a whole new map.Comment
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Well before I be critical of narbets changes I think I should wait to play the updated version. From the screenshots though, the ct spawn was a little surprising to see transformed into a swamp, and the wooden bridge will cerrtainly be interesting to play on. I also noticed that the textures changed a bit. Aztec is my favorite map at the moment and I hope even though these changes took place it will continue to be :/
<3 narbyComment
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If people like the challenge of an unbalanced map, good for them. However, from what i've seen in the history of unbalanced maps is that it's not the challenge that people like, it's the lack thereof. Hence everyone having a conniption fit on their keyboard to get on the "favored" team before it fills up in a nanosecond.
Having 1 or 2 unbalanced maps might be good for novelty, but the problem is when such a map comes up as frequently as Aztec does, making it a miracle to not have it come up every other map regardless of the server, whether it be by vote or by idiotic admins. de_prodigy has thankfully been pushed out of the limelight a bit, but it's aztec has made up for it in force. It's right up there with de_dust. Take that as you will.
A decently balanced map makes for a more enjoyable session while unbalanced ones are a firsthand lesson of just how much CS can be a mindless waste of time. Please, think of the starving children in Ethiopia. Plus, if people would bitch either way, you might as well change it for the better. I'm obviously not the one who'd have to do the work to change the layout of the map and my email address isn't easily found. I'm also certainly not saying that because of its popularity you now have a "responsibility" to "fix" it. On paper though, these look like fairly decent justifications to me.Comment
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It's so hard to be a T on aztec. On dust you're rewarded for camping, on dust2 you're rewarded for rushing, and on aztec you're rewarding for being a CT. You can't camp and you can't rush. You instead wait along that one area on the T side of the double doors awkwardly accepting your defeat and just seeing if you can get a kill. CT's guarding A on dust2 have the same problem.
I just finished playing some aztec and it ended 20-1. I was a CT and every good player from last game joined CT. Finally one of the good players on our team got auto'd to theres at about 9-1 because too many T's left. They started off rushing but they rushed double doors(figuring its safe because we don't have awps yet). Everyone on our team except for one went double doors. The next round I had enough to buy an awp if I wanted to. T's don't usually win pistol round so CT's will continue to have the better guns for the rest of the game because not everyone saves up even if several people say save round. Not to mention half the T's in our game were completely new type of people that couldn't hit anything, wouldn't turn around when being shot at, etc.
Oh well.Comment
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meh... this is why the good players on pubs should switch teams to keep the game even. In the 40 minutes a map is played, I will switch teams if the other side is losing like hell. It's just courtesy, which is lacking in pubs.
On the other hand, mouth, your problem is more based on pubs than the map itself. Yes, it's unbalanced. But the fact that T side is hard and how people join CT are different. T side is disadvantaged because it was designed that way. CT side is easier because they're defending as opposed to attacking.
This is why when clan matches are played, we play both ways. It's not just how good you are one way... it's how good you are both ways. IMO best thing to do on pubs is to switch teams when things are bad for the other team. Or play on pubs that generally have good regulars. The regulars, in my experience, often switch over to keep the game even. It's like any team game. It's only truly fun when you're winning half the time.Comment
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Gpig20 wrote..
Why diddn't you go T?
I just finished playing some aztec and it ended 20-1. I was a CT and every good player from last game joined CT. Finally one of the good players on our team got auto'd to theres at about 9-1 because too many T's left. They started off rushing but they rushed double doors(figuring its safe because we don't have awps yet). Everyone on our team except for one went double doors. The next round I had enough to buy an awp if I wanted to. T's don't usually win pistol round so CT's will continue to have the better guns for the rest of the game because not everyone saves up even if several people say save round. Not to mention half the T's in our game were completely new type of people that couldn't hit anything, wouldn't turn around when being shot at, etc.
Oh well.
Oh ya, your score.Comment
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No, my problem is solely based on the map. If pub players were the main problem, i'd be inclined to believe that ALL maps are unbalanced seeing as how the suckiness of pubs is consistent server-wide. The T side is disadvantaged not because they're attacking, but simply because they have virtually nowhere to go. Likewise, the CT side is easier because they have free reign on the map.Comment
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Ok, and I'll say this as politely as possible: What in the blue hell were you thinking taking the doors out from T spawn to site 'A'? Now all two cts have to do is rush with an awp and they can mow down half of a T team whether they try for the bridge or go to site A. Their only option is to go water.
Now, i Like the idea of no doors there at all. Rather the big opening like it is. Which brings me to my suggestion.
Why not move the doorway to site A forward *away* from T spawn a bit, so that you come out closer to the pillars overlooking the water near the stairs. Pull the T side bridgeroom doorway back towards T spawn and make the bridge just a tad longer?
Otherwise, it's a straight shot from there if you rush right from CT spawn. Youd be able to see damn near every choke point in the map from site A.Comment
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log1c.... why don't you live up to your name and use a lil bit of it huh?
Read all the previous pages. The DD were NOT removed! Look at the changelist. No layout changes, except that T spawn has been moved up 2 feet, the peephole in the boxes have been taken out, and the bridge looks different.
Read everything carefully before you jump to conclusions man.Comment
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