• Counter Strike: Global Offensive v7: Creeps from the weeb team represent
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[QUOTE=wizard`;49021408]Okay so it may look similar aesthetically (will change) and feel similar as far as placement and layout but it plays [I]very[/I] differently to inferno's A site. Particularly because I feel like the default for CT A is only one player, with two mid, which means the rotate is EXTREMELY fast. Inferno A site has a very slow rotate. This should allow for some very creative play + puts the pressure on the Ts to use their remaining smokes early to secure their plant + after-plant or risk being retaken. There is also plenty of room to hide behind the fountain, it actually makes for a very fun 1v1 clutch. I expect almost everything about the map to change but that's why I need descriptive criticism so I can improve the gameplay! There is a ton of room for changes and improvements so any [B]actual[/B] critique is valued highly. [editline]asd[/editline] There are ghost player spawn points too so you can easily measure the timings for yourselves..[/QUOTE] uh have you actually played inferno? it looks nothing like inferno's A site and so of course it won't play anything like it. I was talking about Inferno B site + your map's A site. should've been obvious but sorry for not clarifying
In the NIP booth, "so fucking ez"
NIP beat TSM.... Also, why did wizard write Gay Spot at A-site?
[img]http://i.imgur.com/COhx3XX.png[/img] Nobody will understand it, no matter, TSM got railed.
i think i just became a nip fan
fnatic took nip's slump, that's nice of them
[QUOTE=wizard`;49021096]words[/QUOTE] Right just had a little walk around, first thing I can say is CT rotate times are hilariously short, it takes 8-12 seconds to move between either site while T side you're looking at 15-20 seconds. Next the map is a damn maze, it gets extremely narrow in places and there is a lot of unneeded pathways like the splits into heaven etc, you don't need to have it split so early, merge the paths together, simplify the layout more and widen some of the pathways. Upper tunnels and the path to heaven should be merged, remove the pointless walls and just have two sets of stairways, one to lower one to heaven. Next A long feels really unnatural, pit is pointless and doesn't add anything to it other than a point of annoyance, the doorway becomes a massive chokepoint with no way to respond to, if you were trying to emulate the effect of Dust2's double doors its not working well because as soon as you come through the door on T side, you're gonna get absolutely fucked by anyone playing site or gayspot because you can't counter it. Flashing is pointless thanks to the massive box in the middle that they can just bury their head into. A short and catwalk should be merged, remove the wall. Another issue is the wall for A shorts "bridge", lower it so its the same as the other side, having it as an open bridge with maybe a box on it would make it more challenging for a CT retake and a T defence, specially considering how it has the ramp up from CT spawn under it. Mid is also overly busy, you can't see shit thanks to the container and the crane should be raised up higher. My recommendation is remove the container, throw in some boxes instead but keep headshot as it is. Next snipers, the window is too fucking high to be fair. Take example from mirage's window, lower it a bit so it exposes the player more and isn't just head only, windows are never that fucking high up anyway. Another major issue I have with this map is that it's vertical play is all over the fucking place, why are you insisting on making ramps everywhere? This doesn't feel natural nor flow well and B site is just a massive pit in sense with two ledges looking over it, Ts are absolutely fucked post plant due to their being zero cover or places to hold from other than heaven. Other than the fact the rotation times for CT are hilariously short, the map gets extremely narrow and maze like with unnecessary paths, the vertical play is all over the place and CTs have complete domination over nearly all chokepoints with little potential to counter, its a start for something nice. [editline].[/editline] Also can't believe I missed this. [B]Long doors should be metal thanks to the changes to the penetration system, wooden doors were removed/changed on most maps for a reason, they are paper.[/B]
I think NiP surprised the whole scene now.
[IMG]https://i.imgur.com/CG9ip0e.jpg[/IMG]
[QUOTE=rider695;49021603][IMG]https://i.imgur.com/CG9ip0e.jpg[/IMG][/QUOTE] thank mr friberg
[QUOTE=Flumbooze;49021590]I think NiP surprised the whole scene now.[/QUOTE] Yea, I doubt anyone would predict the major being like this. This is actual fucking insanity, the only team left that people said could win the major is EnvyUs. fuck man, nip vs lg will make my heart break :(
[QUOTE=rider695;49021603][IMG]https://i.imgur.com/CG9ip0e.jpg[/IMG][/QUOTE] thanks mr friberg
anyone else get random adds asking to play? where do these guys even come from [IMG]http://i.imgur.com/3Lth54J.png[/IMG]
[QUOTE=thefreemann;49021716]anyone else get random adds asking to play? where do these guys even come from [IMG]http://i.imgur.com/3Lth54J.png[/IMG][/QUOTE] its a scam btw they try to make you download some spooky shit or download a teamspeak plugin one of them added me and said my rank was perfect for his team i was a silver elite at the time lmfao
Well yea, I've never even considered accepting one before, I just think it's funny especially this one, because of the broken english
you joke but they're gonna shitstomp NiP next year
CSGOL wouldn't detect my backpack and I was going to put like $5 on NiP :< Extremely well played by them, I really felt bad for the TSM boys
Probably will get tired of this skin, but for now it looks beautiful [img]http://i.imgur.com/tgbW1Gj.png[/img] [img]http://i.imgur.com/nsCfYO6.png[/img]
Really hoping LG win this match.
[QUOTE=Reagy;49021586]Right just had a little walk around, first thing I can say is CT rotate times are hilariously short, it takes 8-12 seconds to move between either site while T side you're looking at 15-20 seconds.[/QUOTE] This is one of my concerns. I want to keep the CT rotate reasonable short while not gimping the Ts ability to take and hold a site. Perhaps these changes would help: - Push A site towards long by ~300 units (thus shortening long and increasing CT rotate). - Push B site away from mid by ~200 units. - Separate mid-con and lower tunnels. New lowers exits lower right of heaven and connects to mid by the cement mixer. New mid-con enters mid roughly at the same place then huge the B wall and enters B further towards the ramp. [QUOTE=Reagy;49021586]Next the map is a damn maze, it gets extremely narrow in places and there is a lot of unneeded pathways like the splits into heaven etc, you don't need to have it split so early, merge the paths together, simplify the layout more and widen some of the pathways. Upper tunnels and the path to heaven should be merged, remove the pointless walls and just have two sets of stairways, one to lower one to heaven.[/QUOTE] A big problem here is the timing of a lower tunnel rush for the Ts and thats why a lot of the 'mazing' is happening. It's also extremely useful for pushing CTs + lurking T players to make the coridoors separate and bendy. A big problem with B site at the moment is that Ts can't really effectively get nades onto the site which I am having big troubles coming up with a solution to (if you have ideas in this regard.. please! I'm thinking about shortening B slightly towards CT). Also most T sides of maps are inherently mazy and tighter than CT sides / sites but it could definitely do with some opening up / widening. [QUOTE=Reagy;49021586]Next A long feels really unnatural, pit is pointless and doesn't add anything to it other than a point of annoyance,[/QUOTE] Its really only there two-man holds (I considered making it half as deep as it is currently and putting a small crouch crate there?). [QUOTE=Reagy;49021586]the doorway becomes a massive chokepoint with no way to respond to[/QUOTE] I'm not sure I agree 100% here but depending on how the holds on B and mid work it could be a concern. If A is held by 1 person then its not a problem. If A is held by 2 people then this will be a massive problem and another entrance might be required (perhaps a con to mid from A long? seems like a cop-out though). There is a tonne of flashbang/smoke potential from A long that shouldn't be overlooked + the direct sight lines aren't that great to AL doors from A site. [QUOTE=Reagy;49021586], if you were trying to emulate the effect of Dust2's double doors its not working well because as soon as you come through the door on T side, you're gonna get absolutely fucked by anyone playing site or gayspot because you can't counter it.[/QUOTE] I think gay spot will need to have a broken wall on the A long doors side to help with this. So someone could shoot him from behind pit cover, maybe? The big box is really only there to break up site lines from A site onto A long because then there is no incentive for a CT to hold from close doors. [QUOTE=Reagy;49021586]Flashing is pointless thanks to the massive box in the middle that they can just bury their head into.[/QUOTE] Totally fair point and I'll look into how I can solve this. [QUOTE=Reagy;49021586]A short and catwalk should be merged, remove the wall.[/QUOTE] Why? I currently consider this one of the gimmicks of A site and I can't really see anything wrong with it? It also adds the cutout under catwalk which is an interesting dynamic (especially because you can see through the grate there). Please explain you're reasoning here. [QUOTE=Reagy;49021586]Another issue is the wall for A shorts "bridge", lower it so its the same as the other side, having it as an open bridge with maybe a box on it would make it more challenging for a CT retake and a T defence, specially considering how it has the ramp up from CT spawn under it.[/QUOTE] I'm sorry but I don't see how you can complain about rotate times and then propose something that effectively takes 4 seconds off of every CT A rotate... This wall is specifically on that side of the bridge so that a CT with an awp holding at top mid can't rotate and protect long doors in a second and a half.. which would be bullshit. It also adds an interesting dynamic for someone rotating from mid and wants to drop CT in that he can't see what hes dropping into until after he does it. It also helps to disguise CT retake movements which is a pretty important aspect of the game in my opinion. [QUOTE=Reagy;49021586]Mid is also overly busy, you can't see shit thanks to the container and the crane should be raised up higher.[/QUOTE] The only reason the crate is so low is because of the boost that CTs can do from A Short (on top of the wood leaning against the wall). It stops the sight line to snipers nest. Originally I blocked this boost but decided to try it out (with the blocked sight line). If it get rid of the boost then the crane cargo will rise at the same time and then become only aesthetic. [QUOTE=Reagy;49021586]My recommendation is remove the container, throw in some boxes instead but keep headshot as it is. Next snipers, the window is too fucking high to be fair. Take example from mirage's window, lower it a bit so it exposes the player more and isn't just head only, windows are never that fucking high up anyway.[/QUOTE] All valid and will look into, especially dropping snipers wall by maybe 10-16 units. [QUOTE=Reagy;49021586]Another major issue I have with this map is that it's vertical play is all over the fucking place, why are you insisting on making ramps everywhere? This doesn't feel natural nor flow well and B site is just a massive pit in sense with two ledges looking over it, Ts are absolutely fucked post plant due to their being zero cover or places to hold from other than heaven.[/QUOTE] The all over the place vertical gameplay is a consequence of the setting and is part of the maps point of difference. I think it creates interesting gamplay (look at train for example). This is Positano (vertical hell)... [t]http://www.brucebenedictphoto.com/data/photos/175_1italy06_m0g9750.jpg[/t] [QUOTE=Reagy;49021586]its a start for something nice.[/QUOTE] (: [editline].[/editline] [QUOTE=Reagy;49021586]Also can't believe I missed this. [B]Long doors should be metal thanks to the changes to the penetration system, wooden doors were removed/changed on most maps for a reason, they are paper.[/B][/QUOTE] 100% agree, it was just the first texture I found when blocking it out. Good spot!
[QUOTE=~Kiwi~v2;49021856]Shame it's an A1-S skin. I would love it on an AK.[/QUOTE] The A1-S has a lack of good skins, the AK does not
TSM decided that they really didn't want another semi final exit, so NiP helped them avoid that :v:
Why can't casters have their own machines to spectate with, I hate situations like this (Henry said this is definitely a tactical pause when actually seized is having computer issues)
[video=youtube;JqCQO-xH1e0]https://www.youtube.com/watch?v=JqCQO-xH1e0[/video] seems about right
Just got two FN Frostside Mistys + FN Glock Water Elemental from trade up contracts. [sp]Only to find out I'm trade locked for 5 days, hopefully the price of the Frostside Misty doesn't drop too much[/sp]
pretty sure prices are a little deflated rn due to the major
navi lost 2 rounds because of time running out, really
This is the 3rd time LG has successfully eco'd Navi. :v: [editline].[/editline] Well there goes my dream for LG knocking out Navi.
3 of the 4 favourites got knocked out today. This major has been upset mad.
LG owned Fnatic which was hilarious, I can't imagine the returns people got on Lounge.
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