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Posted

I dont know where all this negativity about de_canals is coming from. In my opinion its a really great map! Cant relate to everybody who already knows after 1 round of casual that this map has bad gameplay. I played 2 deathmatch and 4 matchmakings on this map and in my opinion the gameplay is already working very good. It isnt too small neither. Visually i love it, too. Ive been to Venice and i think the atmosphere is really well catched.

Thx Valve for another awesome map to play with my friends and dozens of new models!

Posted

Yeah well I think you're a dummy, in any profession certain principles apply as a whole and things run smoothly if you follow those principles. I'm not sure in what way you have played it that you've deemed it's already working very good, map has its good spots & weak spots for sure but it's naive to say it doesn't have flaws that need fixing.

Posted
16 minutes ago, Vorontsov said:

Yeah well I think you're a dummy

Im a dummy? What do you mean with that Vorontsov? Do you mean that im blind, dumb, or both, or something else? Im interested.

19 minutes ago, Vorontsov said:

it's naive to say it doesn't have flaws that need fixing.

Well, nobody said that, but ofc we could pretend.

Posted
Just now, baem123 said:

Im a dummy? What do you mean with that Vorontsov? Do you mean that im blind, dumb, or both, or something else? Im interested.

Well, nobody said that, but ofc we could pretend.

Your post wrote off everyone's critique of the map because of your personal opinion of how the map plays and an assumption of people's playtime of the map.

In a community where a cycle of playtesting and feedback is vital to create experiences that are fun and functional to all, your comment was not helpful.

Posted

I didnt wrote off everyones critique.I wrote my thoughts about the map de_canals. Thats all.

If its not helpful for you i have to live with that.

Btw there was a question: "I think you're a dummy" 
Do you mean that im blind, dumb, or both, or something else? Im interested.

Posted

Played the new map a bit in competetive, and my main issue so far is that there is a lot of stuff to get snagged and stuck on. Both sides can do some really quick aggressive pushes, and at the same time, the two sites are complete opposites when it comes to how open they are

Posted
21 hours ago, RivFader said:

Also, still 3 slots left for both Hostage and Reserve Groups.Santorini, Season, Agency, Siege... I am looking at you :D

How you know slots available? Is it based on old total numbers after Valve moved/removed/rearranged the lists? (Haven't been playing in a long time :( )

Posted (edited)
20 minutes ago, blackdog said:

How you know slots available? Is it based on old total numbers after Valve moved/removed/rearranged the lists? (Haven't been playing in a long time :( )

We know every rotation has 6-7 maps based on previous Active and Reserve Duty rotations. After the split we had Vertigo, Aztec and Dust in Reserves and Italy, Office, Militia and Assault in Hostage. Now that Canals has been added, we have 3 slots left.

+ Siege, Agency for Hostage and + Season and Santorini for Reserves would still leave us with one free slot for other maps if Valve plans to add more, yet includes community favourites.

 

Speaking of maps and the Operation, though....

https://www.reddit.com/r/GlobalOffensive/comments/5zu5mo/using_a_flash_decompiler_i_found_this_sprite_of/

I really don't get why they included older maps instead of Concert or Waterfall. They are nice, but after over a year, more maps deserve the honor of getting into an Operation. especially if they are as polished as the two. And as I said before, it is clear the community wants Agency to be a permanent map. Just do so and add Concert instead.....

 

Also, it is time for Valve to work on the non-active maps as well - besides Italy :P. A lot of smaller bug fixes should happen at least, maybe even implement bigger map changes to makes all of them more viable in competitive play. Aztec and Vertigo have tons of alternate layouts on the workshop that try to do exactly that, they should look at it.

Edited by RivFader
Grammar
Posted
9 hours ago, Bastion said:

Your post wrote off everyone's critique of the map because of your personal opinion of how the map plays and an assumption of people's playtime of the map.

In a community where a cycle of playtesting and feedback is vital to create experiences that are fun and functional to all, your comment was not helpful.

To be fair, at least he played the map, we've been saying things from "doesn't look good for competitive" to "it's terrible" before playing at all.

An opinion is an opinion and I wouldn't call what baem wrote "writing off"…

Kill boxes can be fun, we don't need to start a flame over a map.

Posted

Damn, nothing goes past the Reddit detectives :)

Never played any of the operation maps, so I'll be checking them out. Next lineup of operation contestants is going to be pretty stacked.

Posted

After playin the Map in MM. I dont think its as bad as it looks on first glance. But there are a whole lot of weird and bad design choices in my opinion: like everybody tries to avoid invisible walls - valve uses them all over the place. Everybody tries to make running / rushing as smooth as possible, valve is just puts single doors everywhere, etc -.-

Posted

The map isn't disastrous and it is quite obvious that they detailed it enough got casual players to at least consider the map, but not enough for it to be polished and finished. It has its flaws, but first public draft maps often have those. Each and every operation map which were playtested on Map core had some at first, and people have been working on them to only have minor flaws at the end (nothing is flawless ). 

That just look like a case of let's try playtesting the map on a very large scale with casual player as well like the mappers on map core did for all of their operation maps. That doesn't sound that awful if they are reactive enough to make the map better.

Posted
5 hours ago, SirK said:

After playin the Map in MM. I dont think its as bad as it looks on first glance. But there are a whole lot of weird and bad design choices in my opinion: like everybody tries to avoid invisible walls - valve uses them all over the place. Everybody tries to make running / rushing as smooth as possible, valve is just puts single doors everywhere, etc -.-

its janky but I actually really like Janky maps, i find they have a lot of character and complexity a lot of the time.

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