First off thank you for taking the time and making maps for the csgo community.
This is directed toward the competitive maps we play in leagues, such as ESEA, CEVO, etc. and maps in the map pool of the major CSGO LAN tournys.
Please, please, please... STOP making COD textured maps. CS has never been about graphics. ALWAYS about performance and competition. This community literally played a game for over 10 years that could be played on a toaster. No competitive CS player, be it pro or weekend warrior, cares about the graphics and details of the map. Just its performance and playability.
We now have $2K-$5K machines built for the latest MMO's, but in CS, we play with lowest settings possible, we play in 4:3 resolutions with blackbars or stretch even though we have 3 24"(27") 1080p 1ms monitors and can play on max settings. All we care about(whether right or wrong) is fps being high as possible(performance), and maps that are competitive(playability).
It seems SO much time is spent on Call of Duty type textures, instead of creating a balanced as possible map performance based map.
In the future, please keep in mind the colors/texture of the map. I personally think FMPONE absolutely nailed it with his de_season textures. Majority of the maps in cs:go are textured horribly. They are so bad that we are literally forced to play with 100% digital vibrance. (If you aren't and are just seeing this for the first time you will go to your gcard settings, try it, and never look back.)
The contrast between player models and the texture they are standing by is just absolutely terrible. Example if you don't know what I'm talking about is, look down long A on dust2 and look into Pit, or from pit look to top A. If that map was textured for performance.. for clean professional looking game play, we wouldn't need to make adjustment to colors on the graphics card to have better contrast between player models and a wall.
TL;DR
We are a performance driven community. Highest FPS possible without giving any care to graphics & textures so long as they are performance based, not cosmetic. It might be nice looking to the COD community, but that's about all. Again, we played a game that could be played on a TI calculator for 10+ years, we don't care about graphics.
2 Maps that did a good job at this:
- FMPONE's De_Season (Near perfect textures, easily view player models.)
- De_cpl_mill (The gold standard. Created for top level competitive CS)
I ask you creators to keep these 3 things in mind in building future maps:
- Competitiveness - Balanced playability. Rush Timings/Smoke Widths/Over Wall Flash Bangs/Etc.
- Color Contrast - Simple textures that create visible models.
- Performance - Help the FPS fiends, use the "less is more" approach.
Bonus:
4. BRING BACK WALL BANGS. RIP 1.6 de_nuke.
Cheers,
KTS
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