F5F Stay Refreshed Software PC Gaming The map limits in CSGO are often criticized for being too small or poorly designed.

The map limits in CSGO are often criticized for being too small or poorly designed.

The map limits in CSGO are often criticized for being too small or poorly designed.

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Brochette
Junior Member
35
11-24-2023, 12:36 PM
#1
It often frustrated me after CSGO launched (I didn’t play Source because of its physics). You should be able to reach any object within a certain jump range and height. However, in CSGO it doesn’t work that way. Developers intentionally block specific areas and make it hard for new players to access obvious spots. It becomes even more annoying with each new operation and map release. Many maps are overcrowded with items. In my opinion, the valve devs did a poor job communicating what areas are accessible and which aren’t. That’s why I’m sharing my frustration.
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Brochette
11-24-2023, 12:36 PM #1

It often frustrated me after CSGO launched (I didn’t play Source because of its physics). You should be able to reach any object within a certain jump range and height. However, in CSGO it doesn’t work that way. Developers intentionally block specific areas and make it hard for new players to access obvious spots. It becomes even more annoying with each new operation and map release. Many maps are overcrowded with items. In my opinion, the valve devs did a poor job communicating what areas are accessible and which aren’t. That’s why I’m sharing my frustration.

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TSpencer25
Junior Member
9
11-25-2023, 11:25 AM
#2
I encountered numerous interesting spots but couldn't get through...
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TSpencer25
11-25-2023, 11:25 AM #2

I encountered numerous interesting spots but couldn't get through...

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J_2_the_B
Junior Member
19
11-26-2023, 07:41 PM
#3
Perfectly execute the task.
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J_2_the_B
11-26-2023, 07:41 PM #3

Perfectly execute the task.

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DriveIn
Senior Member
739
11-28-2023, 11:09 AM
#4
Graphics > logic, beginner. To be honest, I see your point. It's even clearer with the updated Nuke map too—it's rafters.
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DriveIn
11-28-2023, 11:09 AM #4

Graphics > logic, beginner. To be honest, I see your point. It's even clearer with the updated Nuke map too—it's rafters.

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MinerJC_66
Member
106
11-28-2023, 11:19 AM
#5
They're likely reducing the number of hiding spots for CTs. Think back when Nuke was heavily focused on CTs—even three hits on the T side could turn things around (Cough NiP)?
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MinerJC_66
11-28-2023, 11:19 AM #5

They're likely reducing the number of hiding spots for CTs. Think back when Nuke was heavily focused on CTs—even three hits on the T side could turn things around (Cough NiP)?

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ViiRaL_Hyper
Member
167
11-29-2023, 05:29 PM
#6
I understand your perspective and the changes you're suggesting. Instead of creating a barrier that seems easy to bypass, we could position it closer, eliminating visible supports. It might look less appealing, but it would align with the actual boundaries. The updated version wouldn't rely as much on skill-based jumps, and the outside rafters would be less noticeable. Jumpers could more easily navigate silos without being caught off guard. The new design would feel more natural, though it might still have some frustrating elements like the flashing doors and awkward headshot boxes. Overall, Valve's approach to map remakes has become less polished, especially compared to the originals. Cobblestone, Train, and Nuke all feel like less engaging versions of their predecessors. Overpass seems to stand out as the rare exception in this trend.
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ViiRaL_Hyper
11-29-2023, 05:29 PM #6

I understand your perspective and the changes you're suggesting. Instead of creating a barrier that seems easy to bypass, we could position it closer, eliminating visible supports. It might look less appealing, but it would align with the actual boundaries. The updated version wouldn't rely as much on skill-based jumps, and the outside rafters would be less noticeable. Jumpers could more easily navigate silos without being caught off guard. The new design would feel more natural, though it might still have some frustrating elements like the flashing doors and awkward headshot boxes. Overall, Valve's approach to map remakes has become less polished, especially compared to the originals. Cobblestone, Train, and Nuke all feel like less engaging versions of their predecessors. Overpass seems to stand out as the rare exception in this trend.

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DigitalNev
Member
72
12-01-2023, 04:46 PM
#7
Olofmeister, boostmeister agrees with your point about visual appeal. It seems valve is working on improving map aesthetics now. Comparing Train and Nuke to Dust 2 or Inferno highlights the contrast in brightness between Nuke and Dust 2.
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DigitalNev
12-01-2023, 04:46 PM #7

Olofmeister, boostmeister agrees with your point about visual appeal. It seems valve is working on improving map aesthetics now. Comparing Train and Nuke to Dust 2 or Inferno highlights the contrast in brightness between Nuke and Dust 2.

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Shinedeep
Member
53
12-03-2023, 06:12 AM
#8
That also relates to where the map is placed. Still, I don't feel comfortable with prioritizing visuals over gameplay. I prefer fluid movement on a poorly designed map rather than awkward controls on a polished one. This improvement highlights how far Overpass has come since its early days, when it was a ridiculous mess. At least it hasn't reverted to being the silly product it once was.
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Shinedeep
12-03-2023, 06:12 AM #8

That also relates to where the map is placed. Still, I don't feel comfortable with prioritizing visuals over gameplay. I prefer fluid movement on a poorly designed map rather than awkward controls on a polished one. This improvement highlights how far Overpass has come since its early days, when it was a ridiculous mess. At least it hasn't reverted to being the silly product it once was.