This video discusses why de_dust2, a Counter Strike asymmetrical map, is successful.
Points that were raised in the video:
- Background colors contrasting with the players help make them more easily seen at a distance. (The opposite is true as well - similar colors helps camouflage players.)
- Having a forced single path that you must always traverse can lead to boredom and wasted game play. It isn't interesting because you have no choices to make - you must take that path. de_dust2 on the other hand provides choices, and then more choices. But it also doesn't offer too many choices that makes the game play overly complicated.
- Having too many ways into a base is difficult to defend. Having just the right number allows for pushing out the defense line.
- Sniper positions overlooking a main contestable area allows for intel gathering by the defense, and forces the offense to play the snipers.
- Sniper positions or any forward position should not take defenders too far from the objective that they need to defend (e.g., flag in their base).
- Spawning should allow for minimal effort to any of multiple objectives when defending.
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