Extreme Makeover: de_Inferno



Image by reddit user roge-

When this map was replaced by de_Nuke in CS:GO’s Active Duty map pool, we did an article explaining some of our point of views regarding the decision taken by Valve. Although we agreed it was definitely in need of some rework on “narrow chokepoints” and others, the truth is that it actually promoted some fierce competition tournament-wise. But an update is always welcome – if it’s good, of course.

From CT spawn to Banana

At first sight, one of the first impressions is that the connection between CT spawn and bombsite B is way more opened up than the last version, simpler, brighter and even more beautiful – construction is a good example. Bombsite is also renewed, and besides the aspects mentioned before, it has a blue colour that brings more visibility and prevents some of the old “narrow chokepoints”. Banana’s format is practically the same: fewer obstacles and more space for the players to move around.

From T spawn to A

The main difference at T spawn is the connection to second mid, something we never saw at any de_Inferno version – this will probably add faster strats to terrorist teams. Besides some design changes, mid area is practically the same. Apartments are way more opened up, especially the entrance for bombsite A. Dark room has been removed, making this area less CT-sided. Not only bombsite A has also been coloured with red, but also pit and graveyard’s visibility has been increased.

Overall impression

After I joined a server and played some rounds, all I could think about was our piece on de_Inferno being withdrawal from the active duty map pool. It is a map that brings a lot of competition to a game and some of the aspects that made it difficult to both sides have been renewed. We can say the map is now way more balanced because of three main aspects: increased visibility (especially because of bright and vivid colours), less “narrow chokepoints” and more skyboxes that don’t allow, for example, smokes we use to saw from CT-spawn to banana.

Is there any major improvement left?

It is a beta version, so the community has been reporting some bugs and glitches that they may find. At first hand, there’s actually no specific points we would change on the new version of de_Inferno – increased visibility, as we said above, seems to be essential for a more balanced competition.

What map should be next?

As we said on our article regarding the map replacement, if there’s any need for it at all, de_Cobblestone seems to be a good choice for Valve to renew since terrorists actually have a lot of room for manoeuvre in a map that's considered CT-sided - this particular reason is definitely not enough for a rework, though. All we’ve got left to do is wait and see what move is Valve preparing.

Images courtesy of roge-

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