Overviews don't really help people in public servers though..
Updated Aztec
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Some nice changes here, some not so nice. Darkening the level a bit by changing the floor is a good idea, never been keen on the uberbright walls though. The redone map was always far too light in comparison to the older (and superior aesthetically) version.
The vegatation clumps look out of place, patches of moss on the floor would be more apt.
Removing the pixel gaps between crates is gonna remove options, which people never like. Removing options will help gameplay how?
Lamps look out of place, grass at ct spawn a bit too green... all that general stuff that other people have pointed out.
Sloped doorways... about as sensible as a keyhole shaped one I guess.
New lighting in the water area looks tacky in the screenshots.
Removal of the crate near T spawn. CT dominated map a lot of the time, cutting down more options for Ts, again not really going to improve gameplay. They'll camp a little bit further back and just get more frustrated at being killed.
Improved fps we'll have to wait and see, but if that's the case then that's a great move. Fixing on the odd geniune bug like the thunder and people getting caught on the block down in the water are great changes.
Cutting down on ambient sound will be well received.
Overall feel from the floor changed alone is good, but some of the other introduced aspects are too alien. Leafy grasses and no other forms of greenery apart from a toxic green grass doesn't bring a map to life. Nor does a grey bridge with yellow lamps under it. Hopefully things'll work outComment
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I don't think you people actually understand the whole light thing. In archeological sites they use flood lights to illuminate areas of intrest or those areas being worked on. They provide mobile, realistic and diversity in the lighting, and don't change gameplay any.
Apparently I placed them because I thought they had electicity and lighting 2000 years ago.Removal of the crate near T spawn. CT dominated map a lot of the time, cutting down more options for Ts, again not really going to improve gameplay. They'll camp a little bit further back and just get more frustrated at being killed.
T's should NEVER be camping on a de_ map. The fewer places that encourage camping the better. Don't lead this statement into the whole ``aztec is biased T's have to camp blah blah'' discussion, it's been done to death.Comment
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As you said earlier, using the realism arguement in cs just doesn't hold. I'm not saying it's going to alter the gameplay, I'm saying it doesn't look good. The lights look tacky, the map is so bright that having the light source making the shadows along the wall there looks out of place.
T's shouldn't camp, no. But if CTs are rushing and dominating, they have no coice. The fewer places they have to hide in, the more frustrated they will come. I'm leading it into a "removing options doesn't improve gameplay" discussion.Comment
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narby wrote..
And as you'll no doubt know from countless hours of playing that it's not an ideal world where people are able to play like that, especially not when teams are outskilled. Camping has a place for eco rounds in clan games and to give options when totally outclassed in publics. Options = variety = fun. The opposite is also true.
They always have a choice, sitting back doesn't plant the bombComment
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Camping is part of the game, it has its place. Abused sometimes, yes. But still a viable place. People don't want to rush mindlessly and get raped time and time again. If the CTs are doing the rushing and are dominant at it, the Ts being walked over... they have no choice but to camp. And you've taken away a good option for them.
That is going to lead to frustration, it's going to make people camp spawn instead. It's not going to discourage camping, it's not going to make Ts attack.
You might be getting frustrated at people not liking some of the changes, but some of them aren't logical ones to make.Comment
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For those who don't like the camp box being gone it's replaced with something even better for camping with. Now you can hop on top of some boxes there and have another person on the other side and it will be like the T's guarding the hallway.
I like the new wood bridge because though in the screenshots it looks like you can snipe people in the water with no much problem it really is nearly impossible without actually getting on the bridge to see through. I like it, it makes water an even better option.Comment
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narby wrote..
I don't think CTs should be playing up this far. But if CTs play up in their bridge room, the Ts can pick them off through the old bridge which was rope or whatever. I dunno if you'll be able to see enough through the wood planks but it should work out regardless. Teams always find a way to work around problems.
I'm wondering how changing the style of a bridge affects a teams ability to snipe. It doesn't hinder anything. It size is the same.Comment
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