Published early this morning on GotFrag, Counter Strike critic Jason “Alchemist� Baker put together a five-page write-up covering what he thinks are needed tactical improvements to some of Valve's popular Counter-Strike maps. In his article, Alchemist highlights spots on five maps, Inferno, Cobble, Aztec, Dust, and Prodigy, that create "choke points" where one team would have a much larger advantage for the majority of the game. It seems to be that bombsites are one of his main focal points in the article, while long corridors and sharp corners are offered up a few suggestions to help balance the advantages and disadvantages of both teams.
The first thing to understand about a good map is that all DE maps are inherently CT sided. It is just the way the game is...A map needs to lead to a bit of a T advantage to make things even but without having too many entrances into a bombsite. It is hard to really pinpoint what makes a good map. While the one entrance into site B works great for Dust2 and Inferno, a map like Cobble becomes almost a stalemate because of it...If the Ts can get to a bombsite before the CTs then it is a bad design.Check out Alchemist's Map Fixes for a more detailed look at some of the tactial flaws that he sees in these maps and the improvements he suggests will work to make them more fairly balanced for both teams.
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