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Counter-Strike: Mapmaking and the Speed of Counter Strike

By: Drew Johnson - Published December 04, 2005 at 3:42 PM EST - Writer Archive
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?


Since the early days of competitive CS, the maps we have come to know and love have simply been looked upon as the standard. Back in the day, when teams would scrim, they would play on the few maps we had: first de_dust and de_nuke, then later moving to de_dust2 and de_inferno when more updates were released. I suppose a rather intriguing question could be posed about the evolution of mapmaking: if the maps we have grown up on were changed, would the game have been different, and if so, how?

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.
Continued (1/2) »
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User Comments

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good read
A computer once beat me at chess, but it was no match for me at kick boxing.
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Old shcool SK waiting out rounds.
So nostalgic. :)
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lol i miss those delayed rushes on train!
[b]It is better to die on your feet than to live on your knees![/b]
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wow a 25sec difference on inferno
5
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/shameless plug

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..
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I liked the slow pace!
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LOL #2, nice read ^_^
8
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I only skimmed the article, but are spawns and them being different every match per team, considered seeing as quite a few teams vary their strats with spawns and the speed etc...?

This comment was edited at 12/04/2005 3:56 PM
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Also were spawn points any different back then? I thought that in an attemp to make the game more fast paced they changed some spawn points to up the tempo. I could be wrong on that though.
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good read keep cs fast paced
#pK
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good read..
[b]#UNIQ[/b]
12
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i think strike is an ok map, certainly better than fire and good fun for a quick scrim -_-
13
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nice nice read
100011001110100011111001001101
14
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nice read, think about it CS could have turned out to be some slow boring game or a really fast one.

Interesting never thought of a board effecting the way the game evolves.
[b]steiner is back[/b] Living proof that you can smoke, drink, do drugs and still get a 95 average.
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good read
Don't Trip
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really nice read gj.
#44
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nice read but get out more KK THANKS
Befriend me ok
18
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What does it have to do with map making ? huh ..
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Alot of strong points..I find it interesting how the rounds have taken even longer over the last year.
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some good points but i dont think the maps or mapmaking ( ? ) plays a big role its about the MR rule , the old roundtime & the old money system




bring back CO rules xD
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wow playing football on a half mile long field... that would suck!
22
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well... i think the writer really likes the word "infamous"... :o :P
ihaaaaaa
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I think the big change in the inrease in speed was infact when the removal of the game clock once the bomb was planted, and the fact that you get jack for saving out on T. That and the round timer changing to 1:45.
o_O
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i like counter-strike slow or fast =P but then again i knew what was going on at all times
what do you do when you push when it sais pull?
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i think it took more skill when you more-so relied on pickoffs to win the rounds. now it's just a 5on5 rush of outside de_train with guns.
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I can define this whole write up in a few lines


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

This comment was edited at 12/04/2005 5:32 PM
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boooooring but true ...
repeLlence - Miami LAN team
28
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interesting
29
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i disagree with the first part of this article. First of all, people who think they are old school nowadays, truely are not. Playing in the first couple betas would be considered old school to me ( such as myself ). Also, SK was not the clan that monopolized the CS scene first, sorry. CK3 would be the first, and their reign was longer than SK's. They were the first truely great clan in CS. and btw, the first map was cs_siege, and it reigned from beta 1 -4.

lol i loved Rival's "strats"
"1 player will never make a difference in any team unless its corey hanes." - Ph33R
31
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This article jumps around and doesnt end up having a purpose, who wrote this trash.
32
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#29, to even compare the frequencies of competition in the betas to the release stages is pretty preposterous. even 1.3 -> 1.5 is cutting it close. we didn't see truly team-oriented competitive gameplay until 1.5 -- the growth of actual LAN competitions and game population as well as the distinct gameplay changes both being major factors in this shift.

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.
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whozah calm down #32....but great read, some good opinions
The Dude Abides
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good read :)

When you make maps use the KISS rule. Keep it simple stupid. If your map has more than 3 floors in it, something is probably wrong. (PROBABLY) dust2 will never go away, because it's so simple.
;o
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#32 was a better read than the article. I'm not totally sure what point the author was trying to make... "maps have shaped the speed of the game and differing round times also make a difference" seems a little simplistic to merit an article.
If quizzes are quizzical, then what are tests?
37
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fast pace for the win :D
38
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heh, he said mapmaking teams.

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
#iLLicit #Brutesmaps
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well whatever works right?
Marky "atdt" Ochoa, Head of World of Warcraft, Fnatic.com

#35 i think valve needs to follow the KISS rule for source. they completly trashed source because of all the none sense they put in the maps. going slow can also prove that you are pateint and not wanting to rush things. look at coL, they are about the slowest team to go into bombsites...but they own. and making a team game more faster paced, the other team can more easily predict where the team might go so they can react better. i say leave the clock at 1:45. dont fix what isnt broken. if you want it to be fast paced, join a pub bhop server

This comment was edited at 12/04/2005 8:03 PM
Saving damsels in distress is what I do best
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whatever works I guess... good read.

This comment was edited at 12/04/2005 8:06 PM
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cs is fine as it is....
www.cspromod.com support #cspromod idle and support
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good read.
M_rcus........
44
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Nothing agains CS, but its nowhere near beeing fast paced. It never was.
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#5

nice map
what the hell are you ?
46
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You have to take into account that for so long it was a 2:30 round time and now it's 1:45..
47
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the faster gameplay is a blessing for spectators. For players who are relativly new to the scene it is probably hard to believe there was a time where you had to watch players doing absolutely nothing for 3 to 5 minutes. If cs wouldn't have changed, I assume it would be dead by now. At the time when camping out whole rounds was very popular, you had to wait for 3 minutes on average to see 1 minute of action, so it was boring as hell. Because of this I stopped watching demos and following live matches. The fact that frag movies became very popular at that same time, proves that I was not the only one feeling that way (watching whole demos had become boring, so everybody just wanted to see the highlights)

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.
All you touch and all you see is all your life will ever be
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good read
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some interesting opinion
gj
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What makes cs great is the mix of both being slow and fast. The option to rush or to try and pick people off keeps it interesting.

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.

This comment was edited at 12/04/2005 11:59 PM
Too good for cal-o, too much of a life for cal-m, cal-im for life.

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