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clankill3r

what was your favourite / most inspiring map

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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. 

 

duke1_thumb.jpg

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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.
 

uZgd2rC.jpg

 

I always liked these wall textures with the green shutters :)

Edited by El Moroes

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@Vilham said:
 

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.

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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.

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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.

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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.

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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.

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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).

Edited by Sentura

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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)

Edited by blackdog

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