awp_mexico 
11 comments awp_mexico is a rather small map (30×30), only suitable for a maximum of 10-12 players.
The map is symmetrical, so you can be sure it's balanced and fair.
It's quite a simple map; no sprites, cs2d_normal tileset, etc.
The four breakable walls are probably the most complicated aspect of the map.
But who knows - it might just be genius in its simplicity
The map is symmetrical, so you can be sure it's balanced and fair.
It's quite a simple map; no sprites, cs2d_normal tileset, etc.
The four breakable walls are probably the most complicated aspect of the map.
But who knows - it might just be genius in its simplicity


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Pagyra could you explain to me how this map is unbalanced? I believe counter-terrorists have just as much chance to win as terrorists here.
The palms are part of the gameplay - people tend to hide their when they have a heavy, slow weapon in their hands.
You have obviously not played on this map with enough people, for I have seen people on every single walkable tile of this map. If you believe people never camp in the little bays in the center, you are utterly wrong.
A good map needs not look good, nor does it need a lot of entities. It needs structure and it needs to be a challenge to play. A 2-dimensional game is not made to look realistic. Simplicity allows for better gameplay - in fact, I currently use fully stripped-down standard tilesets (and I'm certainly not the only one). Laziness? I don't think so. We simply have different priorities. Mine is gameplay, yours is aesthetics. I focus on the structure of a map, you focus on the look. I understand and respect that, but I want others to understand and respect that looks aren't all.
The palms are part of the gameplay - people tend to hide their when they have a heavy, slow weapon in their hands.
You have obviously not played on this map with enough people, for I have seen people on every single walkable tile of this map. If you believe people never camp in the little bays in the center, you are utterly wrong.
A good map needs not look good, nor does it need a lot of entities. It needs structure and it needs to be a challenge to play. A 2-dimensional game is not made to look realistic. Simplicity allows for better gameplay - in fact, I currently use fully stripped-down standard tilesets (and I'm certainly not the only one). Laziness? I don't think so. We simply have different priorities. Mine is gameplay, yours is aesthetics. I focus on the structure of a map, you focus on the look. I understand and respect that, but I want others to understand and respect that looks aren't all.
symmetrical ≠ balanced
Your map not fully symmetrical

There are too many palms, a lot of space in which players will rarely be.
In this case, simplicity - a sign of laziness and mind
Your map not fully symmetrical

There are too many palms, a lot of space in which players will rarely be.
In this case, simplicity - a sign of laziness and mind



