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What makes a CSGO map perfect?
DaZeD | 
Turkey qubeKs 
What factors do you think makes a csgo map better than other csgo maps? For example, inferno, it is considered as one of the most tactical maps out there, that you need teamwork and use your utility wisely to win the rounds. While some maps like dust2 and mirage are better for people who have good aim. The only things that I can think about are 1)The gameplay of the map 2)Is the map balanced for both sides 3)Does the map has good visuals(maps that have a good color contrast that makes it easier for both sides to see each other) 4)Is it easy for both sides to smoke chokepoints or bomb sites? Is there anything else that I missed that is also considered as another reason why some csgo maps are better than other csgo maps?
2020-02-15 07:16
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TLDR
2020-02-15 09:31
+999
2020-02-15 09:56
#2
ceh9 | 
World mukas17 
What makes a good map for me is: variety and commitment to rotation. Rotations: If you hold short on d2 it takes you 0.1 sec to drop down to watch mid but then if you want to come back to watch short it's very risky running through ramp if you don't have long and also takes like 10 seconds. Same with overpass balcony, nuke vents. This makes your decisions as CT very important. Whole round can hinge on how you react to the info you get from the map. Fakes from Ts are much more potent cos once you fall for a fake you can't go back on your decision very easily. Variety: overpass allows both aggressive and passive defense from CTs. Same with maps like mirage, you can give up A and play retake if you have mid or palace. Maps like vertigo or old cobble are boring to watch cos CTs don't have aggressive options.
2020-02-15 09:38
#3
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Russia nobody_cars 
Having long, short, tunnel, T spawn to mid doors sight
2020-02-15 09:39
Perfect map to rush B
2020-02-15 09:43
#4
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Australia opzy 
Ability for ct aggression, makes overpass so good
2020-02-15 09:40
#7
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Russia nobody_cars 
Cobble worst map then, mens
2020-02-15 09:44
#8
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Australia opzy 
It is, and nuke, inferno and overpass are best
2020-02-15 09:45
#9
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Russia nobody_cars 
Overpass Nuke Train are for 130+ iq mens
2020-02-15 09:45
#11
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Australia opzy 
Train is cool but not top tier because no ct aggression except for halls basically
2020-02-15 09:47
Worst map too watch and play
2020-02-15 09:49
Yep. This is why I hate cbble as a competitive map. I think it's fine for pubs or matchmaking. But it is not good for high level play. Anyone just has to look up the heatmaps for the cbble stats on hltv. B and drop are so much more favored than A that it's disgusting. You see little impact made at mid. It's a fundamentally flawed map going back to when it was first made in the original cs.
2020-02-15 09:59
Pubs kek
2020-02-15 10:20
Time
2020-02-15 09:41
Simplycity
2020-02-15 09:46
#13
LaimB | 
Lithuania Martis 
Cache is the best
2020-02-15 09:52
Perfect map is a map of the real world after you uninstall this crap game.
2020-02-15 09:55
#17
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Sweden Trkmag 
That it looks like mirage
2020-02-15 10:03
Best map
2020-02-15 10:06
I don't think a map necessarily needs to be balanced 50/50 to be a good map - nor does 50/50 balance necessarily make it a good map. I agree with the rest of your points though. It needs good gameplay (which is subjective), but it also needs to be simple - at least in layout. The first iterations of overpass and vertigo were significantly worse than their current versions because of how unnecessarily complex they were. I think vertigo still has room to improve, but overpass is one of my favorite maps atm. The visuals in terms of contrast, like you said, should be good but that's an easily solved issue. Valve has put white-ish backgrounds in positions that are harder to see throughout the years to improve visibility. I don't find the overall theme of the map that important, but many disagree. The smoke thing is an interesting point. I wouldn't mind if more parts of certain maps required more than 1 smoke to have perfect cover. For example, I don't think it's worse that you need two smokes to cross long (unless you smoke CT spawn). Obviously, an overwhelming majority of chokes are designed with 1 smoke/molly to be able to contain that point at the moment. tldr 50/50 winrate not necessarily good maps need to be interesting and not too complex visibility is important, theme less-so i don't mind 2x smokes to block a choke, but 1 is the current standard
2020-02-15 10:10
#21
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Czech Republic Xedys 
The "balance" part is not that important, as SpunJ once said, it is nice to have some maps ct or t sided. I would go as far to say that best map should have 10ct:5t halves. That will cause menatlly weak teams to suffer but strong teams will show their dominance.
2020-02-15 10:25
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