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what was your favourite / most inspiring map

  • clankill3r
  • December 15, 2014 at 3:11 PM
  • Sprony
    • January 12, 2015 at 11:01 PM
    • #61

    Was SP allowed? Can't remember but fuck it, this map was amazing back then. The first time ever that a game depicted the 'real' world so well. You could turn lights on and off, take a piss, watch porn, see yourself in the mirror and even play with yourself in the arcade.


    [Blocked Image: http://www.pontov.com.br/site/images/stories/artigos/duke1_thumb.jpg]

  • _a2
    • March 1, 2016 at 5:59 AM
    • #62

    Here's a map (avanti) that I think is greatly under-appreciated, I have no idea why Valve never ported this to TF2. It's definitely one of the most fun team-based maps in the game.

    [Blocked Image: http://i.imgur.com/uZgd2rC.jpg]

    [Blocked Image: http://i.imgur.com/U0gkHVa.jpg]

    [Blocked Image: http://i.imgur.com/NlM4CNi.jpg][Blocked Image: http://i.imgur.com/CYRubq0.jpg]

    [Blocked Image: http://i.imgur.com/kxdIzyo.jpg]

    [Blocked Image: http://i.imgur.com/U4iNkfj.jpg]

  • El Moroes
    • March 1, 2016 at 11:08 AM
    • #63
    Quote from _a2

    Here's a map (avanti) that I think is greatly under-appreciated, I have no idea why Valve never ported this to TF2. It's definitely one of the most fun team-based maps in the game.

    [Blocked Image: http://i.imgur.com/uZgd2rC.jpg]

    I always liked these wall textures with the green shutters

  • blackdog
    • March 1, 2016 at 12:55 PM
    • #64

    Avanti definitely inspired lots of people, if not just for the theme :)

  • text_fish
    • December 5, 2016 at 2:59 PM
    • #65

    @Vilham said:

    Quote

    Quote So I played that map (Q2 The Edge) a little recently and hated it, just watching a video of it right now and can see multiple huge issues with it compared with the gameplay of the game. Has a bunch of weapons down dead ends totally messing with the flow of movement, also making it easy to stop someone getting to those weapons if you already have them. Has a few areas where it goes from nice and open to allow for the fast paced movement of quake to 1 character wide stair ways. Can you explain to me why its considered a good quake map, because I would have thought the opposite.

    I think where we disagree is in the nature of Quake 2's gameplay. A straight port of The Edge to Q3A or most other modern shooters (arena or otherwise) would indeed suffer because there's been a slow and determined move away from map control in DM/Arena FPS's. This change can be seen in its extreme in DooM4, with its loadout system. For me, playing Q2 in the late 90's map control was a hugely rewarding aspect of the game, which rewarded players equally (if not sometimes more) to twitch-reflexes or aim. These days if you jump in to most dm/arena shooters you spawn with your finger on "foward" and don't let go until you die because everybody just bounces around at a million miles an hour trying to pwn the fastest and not worrying at all about playing defensively or learning the overall layout of the map.

  • Vilham
    • December 5, 2016 at 8:53 PM
    • #66
    Quote from text_fish

    5 hours ago, text_fish said: @Vilham said:

    I think where we disagree is in the nature of Quake 2's gameplay. A straight port of The Edge to Q3A or most other modern shooters (arena or otherwise) would indeed suffer because there's been a slow and determined move away from map control in DM/Arena FPS's. This change can be seen in its extreme in DooM4, with its loadout system. For me, playing Q2 in the late 90's map control was a hugely rewarding aspect of the game, which rewarded players equally (if not sometimes more) to twitch-reflexes or aim. These days if you jump in to most dm/arena shooters you spawn with your finger on "foward" and don't let go until you die because everybody just bounces around at a million miles an hour trying to pwn the fastest and not worrying at all about playing defensively or learning the overall layout of the map.

    Yeah my only experience of quake multiplayer is quake 3.

  • blackdog
    • December 10, 2016 at 9:59 AM
    • #67

    I think I understand what you mean @text_fish and completely agree on the concept. You reminded me of Q1 DM sessions, I remember you could find spots you could "camp" somewhat, you were looking for that tactical advantage: you know someone will come through here for that weapon after respawn so i can blast him.

    I think was incredibly rewarding.

  • MegaKosan
    • December 21, 2016 at 12:53 PM
    • #68

    Ughh, I really cant pick one map.


    I would go for these:

    Half-Life 1 : Crossfire

    Half-Life 2 : Runoff

    Counter-Strike : de_office, de_dust and de_season

    Unreal Tournament : Deck, Face and Morpheus

    Battlefield : Strike at Karkand, Gulf of Oman, Operation Metro, Operation Firestorm

    Quake : Aerowalk, Longest Yard


    There are probably a bunch of other inspiring maps I can´t think of from the top of my head.

  • GRiNET
    • December 27, 2016 at 4:45 PM
    • #69

    For me I would go with these. Quake 2: space CTF map with all the teleporters and jump pads. (Can't remember the name at all)

    CS 1.6: cs_assault - this map was the only thing I played before I went competitive and I still love it.

    Dod: Avalanche

    A lot of the maps in "Return to castle Wolfenstein" were really good. Like the first tomb, the u-boat pen and the level where they introduce paratroopers.

    Call of Duty 1: The first russian mission when you come by boats.

  • Sentura
    • December 29, 2016 at 3:51 PM
    • #70

    HL1: Blast Pit, Questionable Ethics, Surface Tension all had amazing maps, Crossfire from the multiplayer.

    CS: Italy

    HL2: Ravenholm

    Thief series: Shalebridge Cradle, Life of the Party, Casing the Joint, Constatine's Mansion, Sabotage at Soulforge

    STALKER series: Lab X16, Wild Territory, Yantar, Lab X18, Zaton, Pripyat's Kindergarten, Yanov's Jupiter Factory and underground

    Fallout: New Vegas's Dead Money DLC - especially the village part.

    Dark Souls 1's Blighttown (part 2) and Dark Souls 3's Untended Graves

    EDIT: Completely forgot Bioshock 1's Arcadia and Fort Frolic. Also Bioshock 2's Pauper's Drop (don't hate) and Bioshock Infinite's Burial at Sea DLC (part 2).

  • Klarkie8
    • December 29, 2016 at 6:09 PM
    • #71

    I think it was colossus and convoy from ut 2004


  • blackdog
    • December 29, 2016 at 10:21 PM
    • #72

    Not in any particular order

    DoD (1.3): kalt, jagd, forest, flash, kraftstoff

    CS: Italy, office, Piranesi, chateau

    @Mazy's maps where always a big inspiration for my attempts, I was trying something similar to his Kissmeyer and Supertimor. Also loved the Fish Market map in K&L2, although I could only play with bots

    HL1: Silo

    HL2: the bridge, coast and ravenholm

    HL2EP2: pretty much everything was spot on

    In Doom, Quake and Duke I always preferred/I have good memories of the early maps… maybe because that's what you replay the most as is more likely to abandon halfway

    Doom 2016: the labs and hell (especially mid/advanced hell)

  • grapen
    • December 30, 2016 at 7:44 AM
    • #73

    [Blocked Image: http://vignette4.wikia.nocookie.net/darksouls/images/6/6c/Undead_Burg.jpg/revision/latest?cb=20160526121909]

    This place man. It looks so bad, yet so great. Plays frustratingly, yet amazing.

  • Jake.
    • January 4, 2017 at 2:05 AM
    • #74

    ba_jail_uprise_xtreme_v4 was da bomb.

  • Radu
    • March 4, 2020 at 11:01 AM
    • #75

    so so many hours on this map

  • sethen
    • March 6, 2020 at 3:15 PM
    • #76

    shhhhhhhhhhhhhhhhhhhhhh......Don't argue, you know I'm right. Expect hours of your CS:S-zm life to be spent on this map.

    Zm_lila_panic - First map I played and remade.

  • Radu
    • March 6, 2020 at 3:28 PM
    • #77

    Yeah, I'm guilty of a few matches on that back in CS:S

  • Freaky_Banana
    • March 24, 2020 at 9:30 AM
    • #78

    These two were definitely always my favorite maps! Makes a lot of sense too because both are hella imbalanced :D. Uptown

    ... and Orbital

  • dmu
    • March 24, 2020 at 1:53 PM
    • #79

    Urban Terror is the best

  • Byron
    • April 3, 2020 at 1:50 PM
    • #80

    Overpass for sure, I started playing CS around the time it came out, so seeing it evolve from complete shit to, in my opinion, the best competitve layout in cs:go was really cool to me. The four lane style overpass kind of pioneered is my favourite type of layout design, with T's fighting for control for connectors between sites and routes before being able to fight for a bombsite, aside from a classic B rush. I also really like the theme, and how the bombsites play into it, unlike most active duty maps where you're just blowing up crates. Also, having almost every area look completely different to each other while maintaining a consistant theme is really commendable.

    The radar image is just so cool to me as well, being the only active duty map to play into non-right angles, whilst still looking so clean and polished.

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