==============================---+ Counterstrike: Map History Guide ===------------------------------+ -[ Version : 0.0.2 -[ Author(s) : nonsoph@netscape.net -[ Filename : CsMHG-002.txt -[ Date : began 03 September 2001 rewrote 25 January 2002 submitted 25 October 2002 The purpose of this document is to provide easy access to a range of perspectives on the history of Counterstrike's addition and removal of maps. It's primary data was acquired by noting which maps were included and which were not included in each MOD version. This document (when completed) is also intended to discuss, explain, and provide opinion on specific issues made clear by these perspectives. ** It contains both fact and opinion. You have been warned. ** Perspective 1: Addition Summary Perspective 2: Duration Summary Perspective 3: Removal Summary Perspective 4: Author Summary Speculation 1: Hastily Removed Maps? Speculation 2: Heavy Cuts In BETA 6.0, 6.5, 7.0 Speculation 3: Post-Retail Cuts Speculation 4: Imbalanced Maps Are Popular Appendix 1: Nearly Official Maps Appendix 2: Significant Gameplay Changes "Terrorists are written with red text whereas the Counter-terrorists are written with white sex." -- typos from Beta1 readme.txt There are probably errors in here as well as some opinion which is not adequately justified in the text. Feel free to E-mail me any comments or corrections, but please try to give me a URL or file to verify your corrections or adequate data; I cannot rely on the word of one person. I wrote this a long time ago. I have not updated it since the release of 1.3, nor do I plan to. The information herein is only important for historical purposes and so I do not intend to complete or update this document. Please enjoy it only as a lesson what happened to CS. =============================---+ Perspective 1: Addition Summary ===-----------------------------+ BETA 1.0 cs_siege cs_mansion (removed in BETA 2.0) cs_prison (removed in BETA 2.0) cs_wpndepot (removed in BETA 2.0) BETA 1.1 cs_assault cs_desert (removed in BETA 3.0) BETA 2.0 cs_alley1 (removed in BETA 3.0) cs_zoption (removed in BETA 4.0) cs_bunker (removed in BETA 6.0) cs_facility (removed in BETA 6.0) cs_docks (removed in BETA 7.0) BETA 3.0 cs_militia cs_hideout (removed in BETA 4.0) cs_mansion (removed in BETA 4.0) cs_ship (removed in BETA 6.0) cs_tire (removed in BETA 6.0) BETA 4.0 de_dust de_nuke de_prodigy cs_station (removed in BETA 6.0) BETA 5.0 cs_backalley de_train cs_hideout (removed in BETA 6.0) cs_iraq (removed in BETA 6.0) BETA 6.0 as_riverside (removed in BETA 6.5) de_fang (removed in BETA 6.5) es_frantic (removed in BETA 6.5) es_jail (removed in BETA 6.5) de_railroad (removed in BETA 7.0) as_oilrig (removed in MOD 1.3) cs_747 (removed in MOD 1.3) BETA 6.5 as_tundra cs_italy de_aztec de_cbble as_forest (removed in BETA 7.0) es_trinity (removed in BETA 7.0) cs_estate (removed in MOD 1.3) BETA 7.0 cs_office as_highrise (removed in MOD 1.1) cs_arabstreets (removed in MOD 1.1) de_foption (removed in MOD 1.1) de_vegas (removed in MOD 1.3) MOD 1.1 / Retail 1.0.0.1 de_dust2 de_inferno de_vertigo cs_thunder (removed in MOD 1.3) de_rotterdam (removed in MOD 1.3) MOD 1.3 / Retail 1.0.0.3 de_storm de_survivor de_torn =============================---+ Perspective 2: Duration Summary ===-----------------------------+ SURVIVED 10 MAJOR REVISIONS cs_siege (added BETA 1.0) SURVIVED 9 MAJOR REVISIONS cs_assault (added BETA 1.1) SURVIVED 7 MAJOR REVISIONS cs_militia (added BETA 3.0) SURVIVED 6 MAJOR REVISIONS de_dust (added BETA 4.0) de_nuke (added BETA 4.0) de_prodigy (added BETA 4.0) SURVIVED 5 MAJOR REVISIONS cs_backalley (added BETA 5.0) de_train (added BETA 5.0) cs_docks (added BETA 2.0, removed BETA 7.0) SURVIVED 3 MAJOR REVISIONS cs_bunker (added BETA 2.0, removed BETA 6.0) cs_facility (added BETA 2.0, removed BETA 6.0) as_oilrig (added BETA 6.0, removed MOD 1.3) cs_747 (added BETA 6.0, removed MOD 1.3) as_tundra (added BETA 6.5) cs_italy (added BETA 6.5) de_aztec (added BETA 6.5) de_cbble (added BETA 6.5) SURVIVED 2 MAJOR REVISIONS cs_ship (added BETA 3.0, removed BETA 6.0) cs_tire (added BETA 3.0, removed BETA 6.0) cs_estate (added BETA 6.5, removed MOD 1.3) cs_office (added BETA 7.0) SURVIVED 1 MAJOR REVISION cs_mansion (added BETA 1.0, removed BETA 2.0) cs_prison (added BETA 1.0, removed BETA 2.0) cs_wpndepot (added BETA 1.0, removed BETA 2.0) cs_desert (added BETA 1.1, removed BETA 3.0) cs_zoption (added BETA 2.0, removed BETA 4.0) cs_station (added BETA 4.0, removed BETA 6.0) de_vegas (added BETA 7.0, removed MOD 1.3) de_dust2 (added MOD 1.1) de_inferno (added MOD 1.1) de_vertigo (added MOD 1.1) SURVIVED 0 MAJOR REVISIONS cs_alley1 (added BETA 2.0, removed BETA 3.0) cs_hideout (added BETA 3.0, removed BETA 4.0) cs_mansion (added BETA 3.0, removed BETA 4.0) cs_hideout (added BETA 5.0, removed BETA 6.0) cs_iraq (added BETA 5.0, removed BETA 6.0) as_riverside (added BETA 6.0, removed BETA 6.5) de_fang (added BETA 6.0, removed BETA 6.5) es_frantic (added BETA 6.0, removed BETA 6.5) es_jail (added BETA 6.0, removed BETA 6.5) as_forest (added BETA 6.5, removed BETA 7.0) es_trinity (added BETA 6.5, removed BETA 7.0) de_railroad (added BETA 6.5, removed BETA 7.0) as_highrise (added BETA 7.0, removed MOD 1.1) cs_arabstreets (added BETA 7.0, removed MOD 1.1) de_foption (added BETA 7.0, removed MOD 1.1) cs_thunder (added MOD 1.1, removed MOD 1.3) de_rotterdam (added MOD 1.1, removed MOD 1.3) de_storm (added MOD 1.3) de_survivor (added MOD 1.3) de_torn (added MOD 1.3) ============================---+ Perspective 3: Removal Summary ===----------------------------+ BETA 2.0 cs_mansion (added BETA 1.0) cs_prison (added BETA 1.0) cs_wpndpot (added BETA 1.0) BETA 3.0 cs_desert (added BETA 1.1) cs_alley1 (added BETA 2.0) BETA 4.0 cs_zoption (added BETA 2.0) cs_hideout (added BETA 3.0) cs_mansion (added BETA 3.0) BETA 6.0 cs_bunker (added BETA 2.0) cs_facility (added BETA 2.0) cs_hideout (added BETA 3.0) cs_ship (added BETA 3.0) cs_tire (added BETA 3.0) cs_station (added BETA 4.0) cs_iraq (added BETA 5.0) BETA 6.5 as_riverside (added BETA 6.0) de_fang (added BETA 6.0) es_frantic (added BETA 6.0) es_jail (added BETA 6.0) BETA 7.0 cs_docks (added BETA 2.0) de_railroad (added BETA 6.0) as_forest (added BETA 6.5) es_trinity (added BETA 6.5) MOD 1.1 / Retail 1.0.0.1 as_highrise (added BETA 7.0) cs_arabstreets (added BETA 7.0) de_foption (added BETA 7.0) MOD 1.3 / Retail 1.0.0.3 as_oilrig (added BETA 6.0) cs_747 (added BETA 6.0) cs_estate (added BETA 6.5) de_vegas (added BETA 7.0) cs_thunder (added MOD 1.1) de_rotterdam (added MOD 1.1) ===========================---+ Perspective 4: Author Summary ===---------------------------+ Texture Credits Macman * MacManInfi@aol.com (de_aztec, es_frantic, cs_tire, de_cbble, de_dust, de_dust2, de_fang, as_forest, as_tundra, cs_iraq, as_oilrig) J0esm0e * joesmoe@home.com (cs_thunder, de_vegas, de_storm) Valve software (de_inferno) Sphinx (cs_office) George_Pooshoes * pooshoes@mapcore.com (cs_office, de_vegas, es_trinity) Locknut (es_trinity) Evile Dick (es_trinity) Poor Yurik * yak@lvcm.com (as_forest, de_foption) The Postman * heavengame@yahoo.com (cs_747) Paramedic911 * jason911@home.com (cs_arabstreets) DigiChaos * digichaos@hotsheep.com (cs_italy) Scud (de_railroad) Fingers (de_storm) MattC (de_storm) Other Map Credits de_vegas: Macman, Chaos, Tech3D, Jubilee, Agent Orange. as_forest: SkyBox by MJC (fluxion@ii.net), Special Thanks to [UGP]Skittz/AD testers de_foption: Special Thanks to: Recycled & [UGP]SkittZ as_tundra: Contributors Joshua (Euro*Brew) DeJong, Devnull (compiler), Mr_Deth, Janitor209, Feltch, N0TH1NG, Boxlor, The Guy, Agent as_oilrig: Wessex helicopter by Agent Orange * agentorange@freemail.nl DaveJ * dv@btinternet.com * http://www.planethalflife.com/davej/ de_dust (added BETA 4.0, survived 6 cuts) de_cbble (added BETA 6.5, survived 3 cuts) cs_tire (added BETA 3.0, removed BETA 6.0, survived 2 cuts) de_dust2 (added MOD 1.1, survived 1 cut) Chris Auty * Barney * fragged101@yahoo.com de_aztec (added BETA 6.5, survived 3 cuts) de_inferno (added MOD 1.1, survived 1 cut) de_vertigo (added MOD 1.1, survived 1 cut) cs_thunder (added MOD 1.1, removed MOD 1.3, survived 0 cuts) es_frantic (added BETA 6.0, removed BETA 6.5, survived 0 cuts) N0TH1NG * n0th1ng@mailcity.com cs_siege (added BETA 1.0, survived 10 cuts) cs_docks (added BETA 2.0, removed BETA 7.0, survived 5 cuts) Poor Yurik * yak@lvcm.com cs_ship (added BETA 3.0, removed BETA 6.0, survived 2 cuts) cs_zoption (added BETA 2.0, removed BETA 4.0, survived 1 cut) as_forest (added BETA 6.5, removed BETA 7.0, survived 0 cuts) de_foption (added BETA 7.0, removed MOD 1.1, survived 0 cuts) Zaphod_Beeblebrox * zaphod_beeblebrox@eudoramail.com * zaphod@mapcore.com as_tundra (added BETA 6.5, survived 3 cuts) cs_estate (added BETA 6.5, removed MOD 1.3, survived 2 cuts) cs_iraq (added BETA 5.0, removed BETA 6.0, survived 0 cuts) Hobbit * Hobbit6@MicroDSI.net * hobbit6@bellatlantic.net de_prodigy (added BETA 4.0, survived 6 cuts) cs_office (added BETA 7.0, survived 2 cut) Jo Bieg * MEEEEDIC@gmx.net * http://meeeedic.hlcenter.com de_nuke (added BETA 4.0, survived 6 cuts) de_fang (added BETA 6.0, removed BETA 6.5, survived 0 cuts) CryptR * lmuur@dlc.fi cs_assault (added BETA 1.1, survived 9 cuts) Andrew Aumann * andrewja@home.com cs_militia (added BETA 3.0, survived 7 cuts) +Cadaver+ * cadaver@planethalflife.com de_vegas (added BETA 7.0, removed MOD 1.3, survived 1 cut) es_trinity (added BETA 6.5, removed BETA 7.0, survived 0 cuts) TYR * tyr@barking-dog.com cs_backalley (added BETA 5.0, survived 5 cuts) Chris Mair * chris@barking-dog.com de_train (added BETA 5.0, survived 5 cuts) Matthew Van Sickler * mvsickler@uswest.net cs_bunker (added BETA 2.0, removed BETA 6.0, survived 3 cuts) Captain Gram * gram@bz2.com cs_facility (added BETA 2.0, removed BETA 6.0, survived 3 cuts) Stephen "Judas" Superville * witchdawn@hotmail.com cs_747 (added BETA 6.0, removed MOD 1.3, survived 3 cuts) MacMan * macmaninfi@aol.com as_oilrig (added BETA 6.0, removed MOD 1.3, survived 3 cuts) glenC * [HOTSHEEP]Bastard * glenc@hotsheep.com cs_italy (added BETA 6.5, survived 3 cuts) Markus * witchdawn@hotmail.com cs_station (added BETA 4.0, removed BETA 6.0, survived 1 cut) Mr_Deth cs_iraq (added BETA 5.0, removed BETA 6.0, survived 0 cuts) Rob Smolders * robsmolders2000@hotmail.com de_rotterdam (added MOD 1.1, removed MOD 1.3, survived 0 cuts) Bluestrike * inspiratie@hotmail.com es_jail (added BETA 6.0, removed BETA 6.5, survived 0 cuts) Paramedic911 * jason911@home.com cs_arabstreets (added BETA 7.0, removed MOD 1.1, survived 0 cuts) Zaka * zaka@mbnet.fi as_riverside (added BETA 6.0, removed BETA 6.5, survived 0 cuts) MattS * [BA]Pantera * pantera@hushmail.com as_highrise (added BETA 7.0, removed MOD 1.1, survived 0 cuts) FLiPMoDE|Daank * daankvirus420k@icqmail.com de_storm (added MOD 1.3, survived 0 cuts) Michael Visser * 3D_Mike * 3D_Mike@soneramail.nl * 3DMike@nmtrix.com * www.lanmaniax.com de_survivor (added MOD 1.3, survived 0 cuts) Crinity & Madcross * www.planethalflife.com/crinity/ de_torn (added MOD 1.3, survived 0 cuts) KaRRiLLioN * JHCorwin@pageinc.org * and Lestat de_railroad (added BETA 6.5, removed BETA 7.0, survived 0 cut) Unspecified Author (need info please) cs_desert cs_mansion cs_prison cs_wpndepot cs_hideout cs_alley1 ==================================---+ Speculation 1: Hastily Removed Maps? ===----------------------------------+ The majority of the Counterstrike population is impatient and selfish, thus, they like the maps they do best on. This means that they will like maps they do best on first, and hate anything else, because they do worse on it. They will avoid these maps, and never learn them. More experienced players took pleasure in learning maps, and the game was rich because of it. Now, it is not. SURVIVED 0 MAJOR REVISIONS -- the early maps cs_alley1 (added BETA 2.0, removed BETA 3.0) cs_hideout (added BETA 3.0, removed BETA 4.0) cs_mansion (added BETA 3.0, removed BETA 4.0) Some of these maps, by today's standards, may be primitive in appearance or design. Of course, so is cs_assault, a so-called "classic" map. If players took the time to know some of these maps (that is, if any servers played them), they might find a new favorite "classic" map. Some of the older maps have problems because Counter-terrorists only needed to rescue a percentage of the hostages to win when they were made. In the current version, where rescuing every hostage is required, some of these maps are too difficult for Counter-terrorists to make such a rescue. These maps would not play well for this reason, unless the mission objectives are somehow changed. cs_mansion had its concept later retried in cs_estate. cs_mansion is considered a slaughter in favor of the terrorists. SURVIVED 0 MAJOR REVISIONS -- the golden age? cs_hideout (added BETA 5.0, removed BETA 6.0) cs_iraq (added BETA 5.0, removed BETA 6.0) as_riverside (added BETA 6.0, removed BETA 6.5) de_fang (added BETA 6.0, removed BETA 6.5) es_frantic (added BETA 6.0, removed BETA 6.5) es_jail (added BETA 6.0, removed BETA 6.5) as_forest (added BETA 6.5, removed BETA 7.0) de_railroad (added BETA 6.5, removed BETA 7.0) es_trinity (added BETA 6.5, removed BETA 7.0) as_highrise (added BETA 7.0, removed MOD 1.1) cs_arabstreets (added BETA 7.0, removed MOD 1.1) de_foption (added BETA 7.0, removed MOD 1.1) Many of these cuts, in my opinion, ripped out the heart of any potential quality, integrity, or potential Counterstrike might have had. cs_iraq, de_fang, cs_arabstreets, and de_foption are all fine maps and stand for what Counterstrike once claimed it was about. These maps were essentially removed in lieu of pleasing children who had just picked up this MOD and demanded more imbalanced and/or simplified gameplay. as_riverside and as_highrise were too heavily weighed in favor of a terrorist win. as_forest was generally hated for causing low framerates. de_fang was a rich and complex map which players did not care to learn. es_frantic, es_jail, and es_trinity were all removed because escape maps were generally disliked. es_frantic was too large of a map. es_jail was good fun amongst those who had any experience with it. cs_iraq and de_foption are great! I want them back, at least! SURVIVED 0 MAJOR REVISIONS -- the newbie age? cs_thunder (added MOD 1.1, removed MOD 1.3) de_rotterdam (added MOD 1.1, removed MOD 1.3) de_storm (added MOD 1.3) de_survivor (added MOD 1.3) de_torn (added MOD 1.3) cs_thunder and de_rotterdam enjoyed heavy play when the new version came out, but quickly players found themselves lapsing into the same old maps, except for de_dust2, which is a good map that happens to be promoted as a sequel to the most popular cs map. de_rotterdam is a fair and interesting map but, for some reason (it really is not very complex or large at all) it is considered too large and confusing. cs_thunder, perhaps, has too many rescue points, and is simply a map with two routes, one pure sniper, and one pure deathmatch, resulting in repetitive play, perhaps(?). de_survivor is liked by some, laughed at by others. every route can be owned by the terrorists, essentially. I suppose the only thing that can come of this map is a trilogy of stalemates, as the smart T's refuse to waltz into an impossible ambush and the CT's hold the bomb sites. de_storm appears to be a remake of de_dawn (a greatly improved de_dust) with a a complete makeover and some changes. No one really likes it and it is likely to be cut, or, hey, they could just make it look like dust and call it de_dust4 and it will be insanely popular. ;( It is not as interesting or fun as torn, however, and I would rather see dawn itself released in lieu of this and dust. de_torn is a tacically mundane yet complex layout with lots of eyecandy, yet it is not an unfair map. iraq, fang, foption, italy, nuke, train, arabstreets, jail, station, wpndepot, rotterdam all own this map, so why bother?. Oh, yeah, because it's so pretty. =============================================---+ Speculation 2: Heavy Cuts In BETA 6.0, 6.5, 7.0 ===---------------------------------------------+ BETA 6.0 removed more maps than any other version. This fact is interesting in relation to which maps were added. BETA 6.0 ADDED as_riverside (removed in BETA 6.5) de_fang (removed in BETA 6.5) es_frantic (removed in BETA 6.5) es_jail (removed in BETA 6.5) de_railroad (removed in BETA 7.0) as_oilrig (removed in MOD 1.3) cs_747 (removed in MOD 1.3) It appears as though BETA 6.0 was trying to make Counterstrike more diverse by adding two assassination maps, two defusal maps, two escape maps, and one hostage rescue map. It appears as though this attempt failed; only as_oilrig and cs_747 endured more than a couple versions. as_oilrig isn't a bad map, but there's no way terrorists should lose. The same is true of cs_747. So what happened here? We lost a large handful of maps to add a handful of maps that later were removed. BETA 6.0 REMOVED cs_bunker (added BETA 2.0) cs_facility (added BETA 2.0) cs_hideout (added BETA 3.0) cs_ship (added BETA 3.0) cs_tire (added BETA 3.0) cs_station (added BETA 4.0) cs_iraq (added BETA 5.0) What did we lose, here? I did not play most of these maps, so I cannot say. I doubt all of these maps deserve to be as forgotten as the ones added in BETA 6.0. cs_bunker, cs_facility, cs_hideout appear acceptable and interesting. cs_iraq and cs_station are awesome maps. cs_ship looks fun but rescuing the hostages appears hopeless. cs_tire was a hopeless camping match. BETA 6.5 added many good maps, most of which are still in rotation. It also cut two maps which could be great fun, if they got an honest chance. BETA 6.5 REMOVED as_riverside (added BETA 6.0) de_fang (added BETA 6.0) es_frantic (added BETA 6.0) es_jail (added BETA 6.0) Every map removed by BETA 6.5 was added in BETA 6.0. So, we can see that BETA 6.0 was, at least in part, a mistake. de_fang was generally hated because people couldn't understand the map. It truly is a great team-oriented, tactical map, offering great opportunities for clever teams while not degerating into predictable, degenerate play. es_jail was also a great map. It was fun, and it was fun with your team; I suppose if you started playing since the retail, you might not be able to imagine this as being a part of Counterstrike, but you are missing out. BETA 7.0 removed some less than perfect maps, but it also removed cs_docks. I don't understand why. cs_docks is a great map. Perhaps a possible motive can be found in what BETA 7.0 added. BETA 7.0 ADDED cs_office as_highrise (removed in MOD 1.1) cs_arabstreets (removed in MOD 1.1) de_foption (removed in MOD 1.1) de_vegas (removed in MOD 1.3) Perhaps they were attempting again to add some variety. cs_docks had been around a while, and we see they added two defusal maps and an assassination map, as well as two new cs maps. Why would they remove cs_docks and keep cs_siege, cs_militia, and cs_assault? Popularity. Around BETA 7.0, CS was gaining great momentum. More new players were in it than ever before, perhaps making intelligent play lose in the popular vote like never before, meaning that the simplest and least fair maps are in, and an interesting, clever, fair map like cs_docks is so unfortunately lost. =============================---+ Speculation 3: Post-Retail Cuts ===-----------------------------+ The trend of new players dominating grew in leaps and bounds once masses were purchasing Counterstrike in computer game stores with the release of the Retail version. This also meant even more attention, even more hype, and even more people using the MOD version. All hope for the veterans and the game they loved basically is stomped to death from now on. Below are the cuts made since the retail came out. as_oilrig (added BETA 6.0) cs_747 (added BETA 6.0) cs_estate (added BETA 6.5) as_highrise (added BETA 7.0) cs_arabstreets (added BETA 7.0) de_foption (added BETA 7.0) de_vegas (added BETA 7.0) cs_thunder (added MOD 1.1) de_rotterdam (added MOD 1.1) as_highrise seemed like an okay map, with the exception that the VIP should never be able to escape against a team with a couple of competent players. as_oilrig was the closest thing we had to a playable assassination map. as_tundra is pretty much a deathmatch where the VIP hopes all the terrorists foolishly die or camp in places that leave the escape points open. as_oilrig was not much better, however. cs_747 is another one of the classical maps where the terrorists simply should not lose unless they really get bored (which they will). cs_estate also falls into this catagory. What about cs_arabstreets, de_foption, cs_thunder, de_rotterdam, and de_vegas? Quite simply, they're casualties of the dying concepts which once were Counterstrike. CS is now a slowed down, dumbed down, ready- for-children deathmatch, for most people that play it. At competitive levels, I suppose, this is not the case, but the highest competitors are clearly not the ones influencing which maps stay and go. Okay, cs_thunder may not have been the best map ever, but it's certainly better than cs_assault. ========================================---+ Speculation 4: Imbalanced Maps Are Popular ===----------------------------------------+ Before MOD 1.3, the most popular maps were all ones where terrorists dominated. The AK47, among the best players, was the best weapon in terms of affordability, practical use, and deadliness. The MP5, deagle, AWP, and commando all had strong roles on both sides, of course, but the edge was with the AK47 coming out while the CT's couldn't afford Colts (which weren't quite as deadly). cs_assault, cs_militia, and cs_siege were all the popular maps. On these maps, the terrorists pretty much only lose if they are eliminated. The CT's must run into their camp and die hopelessly, basically, perhaps being sniped along the way. Then, in MOD 1.3, things changed. The new hitboxes and/or some other drastic, undocumented change, made the Colt very dominant. Not so coincidentally, maps where the CT's hold the advantage gain great popularity: de_prodigy, de_aztec, de_survivor. The Colt, full burst, aiming barely at all, strafing, often kills faster than people who aim their shots with other weapons. It is an odd phenomenon. Why the sudden change? Although the players may not realize it, they are enjoying maps where they do better. They do the best on maps where the terrain practically guarantees their victory IN ADDITION to having superior weaponry (as a team overall advantage) adding even more weight to the equation. When players play on balanced maps, or on a team without the subtle weapon or terrain advantage, they interpret their decreased success as a map they are bad on "because it's a bad map." This is not the only problem propped up by these maps. On the losing (disadvantaged team), those with the top scores are usually those who ignore the mission objectives and simply hide and hope for cheap / easy kills simply so they will look better than their teammates. This encouranges harmful camping (leaving your teammates even more outnumbered in any attempt to accomplish the objectives) by making them look better. The end result is that the most rewarding and popular technique on a public server is for someone to either join the advantaged team and slaughter the other team as they run into your camp or ignore your team and try to slaughter any opponents who get too frag happy and run into your camp. Of course, these two techniques play similar -- ignore your objectives, try to get kills without dying. This is what is Counterstrike right now. Is this how it should be? What could be done? Tweak these maps so the timing works out more favorably for both sides, so that options for each side are diverse enough to ensure the gameplay is not so simple that the same team basically wins the same one or two ways over and over for at least the first 5 rounds -- usually resulting in the hopeless team camping their spawn, because they know they can't accomplish their mission objective. Imagine if the spawning points were moved a bit on cs_militia, for example? If the T's all spawned in the sewer base, or at least far out in their backyard, so that a CT could potentially take the basement or the first sewer vent reasonably. It could make for more of a fight. The same thinking could be applied to every map that is part of this phenomena. Or, we could scrap these shameless newbie bait maps and bring back maps that are already great and have been left behind for all the wrong reasons. ==============================---+ Appendix 1: Nearly Official Maps ===------------------------------+ (under construction) Even though they never became official, some maps were quite notable as non-official maps, in their time. as_desert unofficial map that as_tundra was built on (??) as_iraq an edit/improvement of cs_iraq but not official. cs_beirut is a custom map I've seen played for a while (??) cs_delta_assault was arguably the most playable assault map. de_scud is a custom map I've seen played for a while (??) de_dawn was a great rebuild of dust with improvements. ======================================---+ Appendix 2: Significant Gameplay Changes ===--------------------------------------+ (under construction) Planned -major netcode "improvements" -dominant gameplay changes -significant map changes =========---+ Closing Note ===---------+ Every so often, a great map comes along. A map that has little things and and atmosphere you like, that you learn and grow with, that inspire you. A map that isn't completely screwed up for one side. A map where objectives are obtainable through teamwork, and still fun! And when these maps come along, they are quickly removed. Most players like maps where they get the best frag count, which means the most simplistic and imbalanced are the most "enjoyed." I hope I can show the other side of the coin to those who picked up this game and fell in love with the popular maps and wonder what all the bitching from the veterans is about. cs_siege (added BETA 1.0) cs_assault (added BETA 1.1) cs_militia (added BETA 3.0) de_dust (added BETA 4.0) de_nuke (added BETA 4.0) de_prodigy (added BETA 4.0) cs_backalley (added BETA 5.0) de_train (added BETA 5.0) as_tundra (added BETA 6.5) cs_italy (added BETA 6.5) de_aztec (added BETA 6.5) de_cbble (added BETA 6.5) cs_office (added BETA 7.0) de_dust2 (added MOD 1.1) de_inferno (added MOD 1.1) de_vertigo (added MOD 1.1) de_storm (added MOD 1.3) de_survivor (added MOD 1.3) de_torn (added MOD 1.3) Above are the current maps. I want you to use your imagination and see if you'd like any of these maps to go, considering which maps are not in the list above (maps you wish were there). Personally, I'd be fine saying goodbye to the ones added in MOD 1.3 and those added before BETA 4.0. de_aztec, de_prodigy, and de_vertigo would be fine if the starting points were tweaked so that terrorists were not so predictably owned. I don't know what should be done about as_tundra; terrorists should win, and few servers run it; perhaps it should just be given up on. What could be added? Perhaps six or seven of those below. cs_bunker (added BETA 2.0, removed BETA 6.0) cs_facility (added BETA 2.0, removed BETA 6.0) cs_docks (added BETA 2.0, removed BETA 7.0) cs_hideout (added BETA 3.0, removed BETA 6.0) cs_station (added BETA 4.0, removed BETA 6.0) cs_iraq (added BETA 5.0, removed BETA 6.0) de_fang (added BETA 6.0, removed BETA 6.5) es_jail (added BETA 6.0, removed BETA 6.5) es_trinity (added BETA 6.5, removed BETA 7.0) cs_arabstreets (added BETA 7.0, removed MOD 1.1) de_foption (added BETA 7.0, removed MOD 1.1) de_vegas (added BETA 7.0, removed in MOD 1.3) cs_thunder (added MOD 1.1, removed in MOD 1.3) de_rotterdam (added MOD 1.1, removed in MOD 1.3) Do you really know and hate all of the above maps and love every one of the current selection? If I had to choose seven of those (not that my opinion matters), I'd choose (in order of priority): de_foption de_rotterdam cs_docks cs_iraq de_fang cs_station es_jail Of course, I'd like to choose more, but those are my top seven. :(