Whats Your definition/criterias of a Competion Map ?..


(Ashog) #21

Bad english :slight_smile:

It means to me that all maps were used but with MCP stage disabled :slight_smile:
Should have written “all non-MCP maps” instead :tongue:

Come on SD, hire .Chris already!


(rookie1) #22

INFERNO, Racoon and few others was in WCG with kind of etqw map a bit modified …may be he can tell


(Rex) #23

rookie they played a bad version of QW there, but back to topic. Don’t want to annoy other guys here with QW talk only. :tongue:


(Bangtastic) #24

No Idea about QW :smiley: sry for that, just giving some input, dont hate me :D:

  • always several ways(3?) to approach/defend an objective, capabilites of deceiving the enemy -> ambush, surprise, deceive the enemy, change the focus on other objectives; less XonX massacres without aiming properly and less rewarded camping, more comeback capability?
  • possibility of circular movement, flanking-> more fluid gameplay?
  • more tactical options using items flash, smoke, wayne nade, (no 1 hit kill mines or anything like that)
  • maps with only 1 level, second level can be attached on hard points to attack/defend, e.g. tunnels?
  • not too small windows with dark lighting, where the enemy can be barely seen
  • avoid winding staircases tend or other winding spots where watching angles are too tricky to approach (player above is always in advantage aiming straight, when attacking player needs to whirl his aim all the time) tend to become camper spots
  • for competition maps should be fairly smallsized compared to big maps (1/2, 2-3/5?) - only when there are really big maps^^
  • good timings, when people can get to a objective and how much time defenders have to set things up?

    …etc.

thats it for now, you can call me cpt, obvious^^