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CSGO Community commentary from an outsider perspective

  • Soldat Du Christ
  • July 6, 2020 at 11:26 AM
  • Lizard
    • July 28, 2020 at 1:17 PM
    • #21
    Quote from Soldat Du Christ

    15 hours ago, Soldat Du Christ said: In my case i want to build a very unique map which welcomes complexity and has a learning curve, which implies it is harder to balance, much more so than a simple map.

    And how exactly you want to balance a map that has learning curve and welcomes complexity? You gonna end up with not fun map. What you dont seem to realise is that a csgo community vary a lot in terms of player skill. It's all great to have some complex tactics that gives your team an advantage until a new and unskilled player comes and gets rekt by your team and loose interest in playing your map because he wasn't aware of that. :)

  • Soldat Du Christ
    • July 28, 2020 at 1:19 PM
    • #22
    Quote from blackdog

    40 minutes ago, blackdog said: What do you mean with the highlighted bit?

    Because over time there has been much more relaxation regarding the balance, a map to be good and entertaining doesn't need to be as close to a clean 50-50 split. I argued this months ago, posting stats of the maps most played in the tournaments and their ratios.

    If you add a position in your map that is designed to give players a unique option, but fail to make earning that position worth while, then the position and all the depth it has to offer might as well not exist because it is too risky vs the reward you can get out of it. Balancing the travel time to certain positions, lines of sight that you can use while your there, how vulnerable the position is from other areas around the map, etc, all factor into whether or mot a position is viable. The more positions you have that are balenced, the more depth that is added to your map, from the micro to the macro.

    On your note about "entertainment" wether or players enjoy a map or not can be based on their fleeting emotions, which could continue to fluctuate as they begin to understand a map more. Some people like to fight against all odds because it feeds into their ego, they find that fun. Some just want to accurately test their mechanical skills on simple maps where map depth takes a back seat. Some people thirst for more than the base mechanics and the traditional depth maps have had to offer and want more elaborate playspaces. While peoples idea of fun will change from person to person, what makes a map balanced and have depth are objectively measurable qualities.

    In the case of CSGO where teams switch between offense and defense like @Vilham said, you don't even have to have both sides perfectly balanced because as long as long as both teams have a chance it is fair game. But having individual positions be worthless is a sad missed opportunity caused by poor balence

  • blackdog
    • July 29, 2020 at 10:36 AM
    • #23
    Quote from Vilham

    22 hours ago, Vilham said: That is true if your gamemode switches teams at half time.

    In something like traditional domination or capture the flag where there is no half time team switch being balanced 50-50 is generally important.

    That’s a good point, just to be clear I was limiting my comment to CS ;)

    Regarding the fun @Soldat Du Christ that is true for sure, I used to hate Train, when I learned how to play it has been one of the maps I play the most and I perma-ban from my selection D2 and Mirage.

    With the additional explanation I now understand what you mean regarding the balancing… I would dare saying that is one of those: “it goes without saying” moments. I would think that’s one of if not the most fundamental principle of a multiplayer map (unless you are designing for an asymmetrical game/mode).

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