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Posted

Just saw some games from Fragbite Masters while chilling on my couch. Am I the only one who thinks that Valve's DE_Inferno is actually a bit noisy and unreadable in places? I think Mirage is the best example of good readability imho (magnarlicious).

Posted (edited)

In the past i used to hate inferno (cs 1.6-source) then toward the end of source and switch to GO I really like it.

I dunno, I guess you could consider it a bit noisy, but I wouldn't compare to a map that is very "flat" due to its setting.

Inferno is kinda of a realistic portrayal to that geographic region; as a player, my mentality is that I have to adapt to an environment, not the other way around. If there's a spot where people hide, I have to learn it and check it every time.

Like, I understand and like the trick used in Mirage's sniping nest, but you could draw a comparison with dod_caen's main square: playing as a Brit I always put a couple of bullets in the famous dark windows and you dunno how many kills I got that way. And what a satisfaction to get a blind kill! >: D

Silhouetting and everything are important, but we shouldn't be completely carried out in the mission of pleasing pro-players… otherwise we should just build grey boxes or tron-like environments.

A map must be as fair as possible.

Edited by blackdog
Posted

Nah I dunno. I find a readable map makes a pleasurable experience. It's not so much about competitive for me but more about leaving every encounter feeling that i had a fair opportunity to determine the outcome. DoD is a different thing since 1 life/round is less valuable. A weird/random death isn't as annoying when you're fairly quickly back in combat.

Posted (edited)

I understand and can agree, mine was just the first example (and closer as scenario) as i could think of.

I'd hardly dscribe a death as "random", so many times you can see players not checking corners or not seeing a clearly seeable adversary.

I may be wrong, but I wouldn't blame the map (art), maybe models for the factions playing the Inferno scenario should be revised for improved visibility for example...?

In the end what i want to say, is just that i'm afraid this could lead to something that feels like a shooting range were only reaction time counts.

Edited by blackdog
Posted (edited)

Silhouetting and everything are important, but we shouldn't be completely carried out in the mission of pleasing pro-players… otherwise we should just build grey boxes or tron-like environments.

A map must be as fair as possible.

 

Ciao Flavio :)

 

I wrote an article last year about this exact issue: Visuals vs. Gameplay - Classic Tradeoff in Competitive Multiplayer Shooters

 

Give it a read; it further expands on the idea that "Dejavo" pointed to.

 

Cheers

Edited by will2k
Posted

Don't know how to report, otherwise I would have.

 

Press and hold tab to get scoreboard open. Use arrow keys to navigate up and down. Pick the culprits name, press enter. Select Report. Pick Reason, Submit.

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