|
|||
Mapmakers shaped the gameplay and speed of Counter Strike with the original map pack featured in the early cs stages. Throughout the years gameplay has changed drastically due to changes in league rules and additions of new maps. What provoked these changes? ![]() For example, if the most popular map in CS history, de_dust2, had not been used for so many of the first leagues and big tournaments, would the game be different? What if de_survivor had been chosen? Survivor, a MUCH larger and slower paced map, has a completely different style of play than some of the others. Playing a match on a map like survivor would be like playing a football game on a field a half-mile long. Let’s take a look at the beginning years of CS competition, which were a perfect example of how slow the game could be. The most infamously dominant team in gaming history, Schroet Kommando (SK), was enjoying a reign of supremacy at the time. By taking advantage of the longer rounds and unbalanced money system, SK literally monopolized the CS world scene, taking no less than 2nd place in every tournament they entered for more than a year. Though most top tier teams were able to match their skill level, SK took advantage of the system by delaying their rushes to lower the attention level of the defense. They also capitalized on the problems with the money system, that have been changed to prevent such advantages. By no means am I trying to take any credit away from SK though. To do that would simply be criminal. Their skill, team chemistry, and unmatched dominance changed how the game of Counter-Strike is played forever. But at the same time, it is very interesting to recognize some of the advantages they created for themselves. Regardless of the level of competition or sport you play, if you have to wait minutes at a time without any kind of action, mistakes will undoubtedly be made. Imagine being a defensive lineman in an NFL game. If you had to wait in your stance for two minutes while waiting for the snap, we would see an exponential increase in offside penalties. It isn't reasonable for anyone to expect a player to wait for extended periods of time before the action has even started, in ANY field of play. You can also relate the idea to the basketball court: if professional teams could delay on offense by passing the ball around for minutes at a time as in high school basketball, the defense would break down due to pure boredom of having to play the same possession for so long. This is precisely what SK did, and they did it well. By having the opportunity to create the maps for CS updates, the mapmakers of the past have single-handedly put their personal stamp on the game we know today. If, by chance, the mapmakers had game speed in mind when creating maps, Counter-Strike’s evolution may have been very different. The game would have evolved to the current fast-paced standard much faster. Recently, the CPL tried to continue the trend we see of the increase of speed in CS by having a mapmaker recreate the historically popular de_aztec. Though aztec did not turn out to be much of a better map after the updates, the intentions CPL had with it do bring up an interesting point: if the founding mapmakers had a fast gamespeed in mind, would we have ended up with a much more fast-paced game? Maybe a Five versus Five version of Painkiller, a game infamous for its fast paced gameplay? It's certainly a good question to ponder. Shifting to the current CS scene, we can see how the game has changed. Take a look at maps like de_train and de_inferno. A few years ago, train used to be infamous for its delayed rushes. Very rarely were there rushes on either site for teams’ gun rounds. Now, almost every professional team’s default strategy is to do a 3-2 or 2-2-1 split attack on the outside bombsite. Page:
|







User Comments
So nostalgic. :)
One of the maps I made, with help from midway and many top players, is a fairly fast paced map. Check it out :p
http://www.nyxsolutions.com/davidnixon/po..
Interesting never thought of a board effecting the way the game evolves.
bring back CO rules xD
Maybe the faster paced game has some thing to do with the fact that the round time has been cut? meaning people then have to attack sooner - hence thats why the attacks are in less time
Thankyou have a nice day
However, I do disagree with some of the points included herein. Slow-paced isn't gone yet, and fast-paced doesn't necessarily equal better. You've taken averaged data from what seems to be a moderately sized data set. Yes, there is an overall decline. But there are only, what, 64 teams per tournament? Sometimes double that? There has been a push to a "faster" pace, especially because of the changes in the money system, but it is by no means fast. Furthermore, the time taken in a round is definitley a style choice -- we see a trend toward one direction as teams try to better themselves, but that doesn't mean we won't see teams trying the slow approach in the present or some time in the near future.
And as for the excitement of the game: this is arguing opinion at some level, but to try and keep it logical, there is another factor that comes from time: tension. Tension can build in each round of Counter-Strike in pivotal games simply because there is a 2-minute and 30 second roundtime. That doesn't mean tension isn't possible in a fast paced DM FPS -- in fact, quite the contrary -- but in a slower-moving (and I mean physically moving) team game like Counter-Strike, too quick a pace might damage the fun of the game.
In my opinion, the goal should be to try and find a happy medium rather than going for the fastest game possible. Iceworld is fun, but it's very shallow gameplay. There's a chance that too quick a game could end up stripping away all the drama.
Anyways, more then willing to have people playtest my maps a million times over before it's initial release. Tell me when and where and who wants to help and I'll be more then happy to have you on board helping the map be better then it is.
www.brutesmaps.com
#brutesmaps
nice map
The change in moneysystem is without a doubt the most important reason why the game has become so much faster, but we can not forget the introduction of shorter rounds an the timer-reset after a plant (thus allowing suspense untill the very last second).
Finally I think it is also due to the higher profesionality of the teams. The communication has become much better, allowing faster execution of plans and strategies. Aspecially when momentum kicks in, the best teams attack with amazing speed making it a pleasure to watch.
The speed of the game is good now in my opinion. What we need for the future is a better way to watch games. TSN is certainly a step in the right direction but with an average connection like mine, it's like watching a slideshow.
gj
When I want fast thinking and crazy speeds I play quake, the idea of cs being like a 5v5 painkiller makes me want to cry.
More Pages
Submit Comments
Registered Users Only
In order to post comments, you must be a registered member. If you have not registered, it's free and easy!