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English Project: CS2D Map Overhaul

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old Re: Project: CS2D Map Overhaul

Andrez
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Up_aztec is really a good map with an stunning looking, but ye it has many teleports and i'd like to see what you can do there, mrc

old Re: Project: CS2D Map Overhaul

VADemon
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@user smn: I wanted to reply there a week ago and then simply forgot to...

The dust2 map has a bug: the car beneath CT spawn is in different positions on real map and the cloned part. One of them is shifted by one tile to the left (is purely visual, but still)

old Re: Project: CS2D Map Overhaul

Yates
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Oh I put the new versions of his maps on today. I'll add a map vote script in a little while.

Server IP is 81.30.156.51:36963

old Re: Project: CS2D Map Overhaul

omg
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i dont really get the point of remaking the original maps. cs2d is a 2d game, inherently different from 3d cs. why dont we just design new maps that are fun to play on in 2d and abuse the mechanics that are common in standard games? the original maps are only balanced in 3d. if they are remade in 2d, it might feel like every engagement is too similar because it will just be one guy around a corner shooting another guy and too biased towards the better aimer/whoever has a rifle (because of the lack of good crossfire positions + moving doesnt change accuracy). thats my opinion

by mechanics i mean sniping things off screen (like down a long narrow path where its very predictable where the enemies will come from), holding narrow peek angles (like in 3d. this makes it easy to hit anyone passing through but makes return fire very hard without getting closer), crossfire from multiple places (for defense places), multiple grenade bouncing (like around narrow paths filled with boxes), defending inside a smoke grenade (and maybe sprites, but i dont know how that would be balanced), etc. cs2d is 2d and should be competitive in a way thats different than in 3d.

the map i think does this the best so far is de_cs2d. pls dont change √

something else i see is common is running around with an m3 and the original maps are just too big for shotguns unless ur defending a small corner with them
edited 5×, last 21.01.16 05:10:58 am

old Re: Project: CS2D Map Overhaul

J192
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@user omg: I actually thought that was the point of the Map Overhaul, to improve gameplay on the maps. The lack of vertical position and limited sight makes CS2D's gameplay very different from 3D CS. The map layout of 3D maps shouldn't be the same for 2D maps.

There are also factors that need to be considered when trying to balance a CS2D map, such as:
- Players can only see 7 tiles up/down and 9 tiles left/right.
- Because players occupy an entire tile, they are very easy to hit.
- The range of most weapons is a several tiles off the screen.
- Players shoot from the center of their body, so they need to expose most of their body to fire from cover.
- With full health and armor, you can only move 3-5 tiles before dying while being shot with an AK47 or M4A1.

The weapons are also in need of being balanced. Right now, most buyable weapons are took weak, and the weapon accuracy doesn't matter.

old Re: Project: CS2D Map Overhaul

Talented Doge
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de_cs2d doesn't even require aim. It requires only m3. What is so good about it?

Remaking maps gives you more visual comfort. And that's why we should remake it.

old Re: Project: CS2D Map Overhaul

omg
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@user Talented Doge: i didnt say de_cs2d is perfect, i said it was the best compared to the other maps im testing a new map that will hopefully apply these mechanics in a more balanced way
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