Sprony 8 Report post Posted January 12, 2015 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. Quote Share this post Link to post Share on other sites
_a2 4 Report post Posted March 1, 2016 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. 3 Radu, kinggambit and Alf-Life reacted to this Quote Share this post Link to post Share on other sites
El Moroes 1,963 Report post Posted March 1, 2016 (edited) 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. I always liked these wall textures with the green shutters Edited March 1, 2016 by El Moroes 3 _a2, clankill3r and blackdog reacted to this Quote Share this post Link to post Share on other sites
blackdog 4,413 Report post Posted March 1, 2016 Avanti definitely inspired lots of people, if not just for the theme 1 _a2 reacted to this Quote Share this post Link to post Share on other sites
text_fish 1,027 Report post Posted December 5, 2016 @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. 2 Sprony and Klems reacted to this Quote Share this post Link to post Share on other sites
Vilham 1,239 Report post Posted December 5, 2016 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. 1 ┌HP┘ reacted to this Quote Share this post Link to post Share on other sites
blackdog 4,413 Report post Posted December 10, 2016 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. 1 text_fish reacted to this Quote Share this post Link to post Share on other sites
MegaKosan 25 Report post Posted December 21, 2016 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. Quote Share this post Link to post Share on other sites
GRiNET 108 Report post Posted December 27, 2016 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. Quote Share this post Link to post Share on other sites
Sentura 1,595 Report post Posted December 29, 2016 (edited) 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 December 29, 2016 by Sentura 1 blackdog reacted to this Quote Share this post Link to post Share on other sites
Klarkie8 10 Report post Posted December 29, 2016 I think it was colossus and convoy from ut 2004 Quote Share this post Link to post Share on other sites
blackdog 4,413 Report post Posted December 29, 2016 (edited) 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 December 29, 2016 by blackdog 1 Interfearance reacted to this Quote Share this post Link to post Share on other sites
grapen 1,546 Report post Posted December 30, 2016 This place man. It looks so bad, yet so great. Plays frustratingly, yet amazing. 1 jd40 reacted to this Quote Share this post Link to post Share on other sites
Jake. 1 Report post Posted January 4, 2017 ba_jail_uprise_xtreme_v4 was da bomb. Quote Share this post Link to post Share on other sites
Radu 2,865 Report post Posted March 4, 2020 so so many hours on this map 3 Vaya, Interfearance and Lizard reacted to this Quote Share this post Link to post Share on other sites