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In terms of your first recommendation, this is already planned. So good call. In terms of your second, I will have to see how much this presents a real problem in games. My instinct is that it's very situational and probably not that bad.
This is high level feedback and I think you're on the right track, but when you insert actual human beings into these geographic discussions of gameplay, that changes everything, and that's my experience with the map in testing and that is what I factored in as a "margin of error". At high skill levels, I agree the map will demand a lot of Ts, and if they lose 40-60 or so because of it, so be it. I think at lower levels of gameplay CTs will struggle to exploit their advantages in every case.
This is a discussion about degrees of advantage and whether they exceed what one would consider acceptable in a competitive setting. I think we're well within that range, that is my operating belief, and I expect it will be born out when you start looking at matches and they're relatively balanced.
If the statistics aren't looking relatively balanced, I believe there are good options with this layout.
Also, the T spawn pool is innovative but that eliminates Ts' chances to lineup a quick smoke during freeze time and throw it right after round starts. So another CT-sided point here.
If Ts have to count on ALL CTs to make mistakes and/or have poorer understanding for them to win, then the balance is already broken. 1 fairly experienced CT at the mid window will be enough to make it hard for Ts to get to B or mid.
I dont know what's your goal for this map really. If it's more about showing off CS2's new technology or your techniques then never mind. But if you ever wanted to make it competitive, I guess the B passage has to change somehow.
I don't think that the discussion as posed matches up with the reality in practice. That's my point. You can talk about "just put a CT mid window" but there are a lot of ways that CT can be eliminated. There are economic factors, very simple smokes to throw, window can get outplayed by a T awper or rifler, etc.
I certainly think Thera is a map that presents CTs with good starting map control, but that map control tends to be quite brittle, perhaps more so than on other maps. CTs certainly have a good hand starting out, but I think that can crumble very quickly and snowball into a great round for Ts. CTs will have to have a strategy going into each round.
The smoke I found right outside T spawn works well with the timing. CTs get to mid at roughly 10 seconds into the round, Ts at around 12~13. The mid smoke from outside T Spawn I found blooms out within 10 seconds from the start, so it'll bloom at the same time CTs get to mid. But since the CTs have the timing advantage, they can break it with an HE and get clear vision of the Ts passing mid. As I said, in high level CTs will have the same thinking to get control of mid. Maybe at lower levels the map will be balanced due to the lack of game mechanics understanding. I want this so bad on competitive to see how it'll go.