Thursday, June 23, 2011

Map Analysis: De_Dust2 Part1:Overview

With gaming seemly going towards multiplayer, its time (or has been for quite some time now) to look at map design and what makes a good multiplayer map and more specifically a good multiplayer map for an FPS.
The first of these maps I will take a look at is De_Dust2 for the game Counter-Strike 1.6 and Counter-Strike: Source. Counter-Strike has been around since 1999 lasting for over 10 years, and at one time being among the top games for E-Sports to date. De_Dust2 has by far been the most popular in Counter-Strike. I'm assuming you know what Counter-Strike is, even if you don't care too much for it, but if you don't, its ok as I wont go into depth as far as strategy goes, but how the map caters to the players and how it caters to serious players to come up with strategies.
Counter-Strike:Source
Counter-Strike: 1.6
These maps are very similar but differ in small but important ways, but the difference is not so important where it massively affects gameplay for the player. Both of these maps show excellent flow, great use of choke points, open areas and is an efficient size. I will break down each map section by section, including bombsite A, bombsite B, Middle, CT spawn, CT Middle, T Spawn, Long A and B Tunnels. And I will highlight each of these areas on each map. But for now, this is just an overview on the map itself.
                     

Thursday, June 16, 2011

First Thoughts

This blog will just be a way for me to express ideas on all things gaming but on a deeper such as game design theory, and how the game industry can improve to the point where gaming can be accepted as an art form by the mainstream audience. To get to the point where gaming can be seen just as acceptable as say going to the movies, or going to a museum, or an art gallery. But ya, I think that should do it in a nut shell. Should be a fun ride.