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by anigbrowl
1773 days ago
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I've always hated the map memorization thing. To me it destroys the uncertainty and exploratory aspect of a game like CS. I didn't mind it as much in Team Fortress (which is built on cartoonish excess and thus fosters a sillier and less aggressive style of play. Thinking back to when I was a regular CS player, my favorite ever map was a Katamari Damacy style giant room where the players were effectively reduced to the size of action figures and moving around was quite time-consuming. Visually it was quite crude - very basic textures and blocky objects - but it gave rise to all sorts of interesting tactical problems and solutions, while being big enough to make speedrunning impractical. It's surprising to me that there aren't more procedurally-generated environments for multiplayer; there might not be as interesting to spectate (because you don't know where to look or what to expect), but they'd probably be much more exciting to play. |
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Every week, the developers proceduraly generate new maps using a theme / tileset (e.g. convenience store, chemical warehouse, gameshow studio), then remove ones that don't survive a playtest. A dozen or so maps are introduced each week and there's no way to choose one, making the pool too large for memorization to be useful.
At the start of each round, teams get some time to look at an overhead view, draw a plan on the map, and decide which of their limited resources to use (night vision goggles, breaching charges, barbed wire, etc.). While the layout is random, different areas on the map will have unique features, like a vault that can be opened with explosives or by pressing a button elsewhere, an arcade room with dim lights and cabinets for cover, or a bulletproof cashier's window.
I've been following the project for years and bought a copy when it entered early access last year. It has a friendly community (for now). Big recommendation from me. https://store.steampowered.com/app/753650/Due_Process/