Some minor issues that showed up when watching demos were fixed almost immediately (Certain clip issues, grenade clips on door frames), others were written down for some changes in layout. From a match I met Mr. Steel, a Supreme Master First Class no and also from the pre-shuffle from some months ago. He was kind enough to join me and talk on detail about some changes and suggestions he had in mind. Very helpful. Most of those I am working on already, but I will showcase the changes from his talk in the next blog post. Hopefully when I have a full compile done.
Blog post was edited
This is not ideal. As such, I am doing some changes to bring the map some more balance, by nerfing some of the advantages that terrorists get.
The way I compiled the data, was by watching a demo, and at match point 15 - something, I'd count all the Terrorist wins, then all the Counter terrorist win. Then I would just add in the other rounds until the map ends. I also only considered rounds where it was a 5 vs 5 (Not including AFKs). If a player died, and then disconnected the round still counts. I would also consider rounds where the team with less players still won, but those never occurred.
To help with the names I use throught the blog, please refer to the call out radar image bellow.
Death Positions Terrorist
Something surprising is on bombsite B on the lower part of the site. Many players die around that zone. Might be because of the lack of cover, s those places can get flanked. I need to remember that players have to die at times, and they die in positions where they can be shot by surprise, which means, that there might have been other players who took better positions who didn't die.
For example, on B site, the top right corner, I though that one has some relatively flank holding positions, which I thought might lack cover, yet people don't seem to die very often in those positions.
Death Positions Counter Terrorist
The connectors is also another area where Cts get killed often. That is normal, as those are the fastest routes from bombsite to bombsite, so it's a matter of risk. Will you take the fastest route but be more vulnerable, or the the longer route near CT spawn, but be safer overall?
Another interesting note, is long B. CTs die quite often from trash and Main B entry. This was surprising to me, as I thought CTs had the upper hand. However, Mr. Steel explained that to me. Basically, the ramp on dig meas that Terrorist can head peak, which means the CTs have a small area to hit, while the terrorist know exactly where the CTs will be. We also have to consider rounds where the CTs cannot afford a sniper rifle, which puts them at a disadvantage when holding that line of sight.
Kill Origins Terrorist
On middle, the emergency exit gets a lot of kills. That is a very common spot. They can hold that position, then head over for A quite quickly. Something might have to be done about that. If they want the mobility and kill, they should be slightly more vulnerable.
On the B connector, lots of kills happen there. That is a very easy spot to flank the CTs, which means lots of easy kills for the Terrorist. I think something should be done over that area.
Finally, the ramp on Dig site. The head-picking is true. It yields many kills for the Terrorist over that spot, where I thought they would be quite vulnerable. So, a change is due on that area.
Kill Origins Counter Terrorist
Surprisingly, CTs like to push into the gift shop near the elbow connection for the sniping. That was surprising, as it's quite a vulnerable spot, specially from the emergency exit area. I expected the CTs to hold an angle from further back.
Then, CTs also tell the story of B connector being an easy spot for kills. Both teams seems to get many kills on the B connector. Finally trash, where I expected them to hold, seems to be where CTs like to hold long B.
HOLDing POSITIONS Terrorist
Over at dig site and lockers. the most common spots to hold are those. Seems like the Terrorist are not afraid at all of those positions. I thought Terrorist would be scared of being on lockers, as they could get sniped. And would be afraid of watching middle, a they could also be taken out. That should change I think, as it makes B an easier target for terrorist than A is.
Holding Positions Counter Terrorist
Over at B connector, I see the common locations for CTs. I think a box over there would favor out CTs position, and will force the Terrorist to proceed with more caution when trying out that route. I think that they can just grab a machine gun and spray out as they run through.
Tomb also requires some small tweaks. I like that it's tough to push through, but its also quite risky, as when you watch Anubis, it leaves you open to get shot from other angles, so teamwork helps CT side there. For example, if you hold top of Tomb looking towards Anubis, your teammate at gift shop should call out if he lost the fight over at middle, so then you know that you should look over the elbow connection as you can easily get shot if you are not paying attention.
The exit of A is a common position for CTs to hold, but that can be easily denied with grenades. I like this, as it encourages players to use their grenades to prevent the enemie from gaining an upper hand.
Terrorist like to smoke out the trash and B main entry. Deny that sniper. They also like to smoke out the gift side entry, to prevent the CTs from stopping the flank rush through connector. They deny the information from middle gift shop. And over A, the main A entry, and A exit. You can also notice some failed smokes on the outside of the map.
Smokes Counter Terrorist
Also, there is a surprising low amount of nades going to the other dig site exit, the one connection towards gift shop. It might be that CTs just don't have time to smoke it, so definitely a change must be made there.
To see how the map changes after this analysis, tune in next Monday where I expect to post the changes for the final version, which I expect to release during July 4th or 5th. I plan to release quite early, so I get time to do any minor tweaks.
So expect week 25 post and then, in mid week, the "final" build.
No top view this time, as there is no new compile to show.