PDA

View Full Version : Inferno/De_Port



CrockD
05-14-2005, 02:18 AM
So what do you all think of the new maps?

So far in my completely inexperienced and naive opinion I like De_port, but I'm not a big fan of Inferno. Inferno is cool, but the firing lines are so tight and it's so easy to get bottlenecked that it makes it very difficult for the Ts (last 3 times the map cycled through when I was in there was 27-4 or something like that to the CTs) Still, with time there may be some strategies that come up that work for that map.

At first I didn't like De_Port, I thought it was way to open to sniping (which it is a bit in my opinion), but once i got the hang of it I realized that each team has a good assortment of good sniping positions. It's a neat concept for a map and a refreshing change.

Overall neither map is my favorite and neither are duds, but both are fun to play so far. What do the rest of you think?

Mike

Saur
05-14-2005, 03:53 AM
Yeah, right on! I totally agree. Inferno is intense, it's got choke points everywhere, and the actually paths are tight and confined. Bombsites are a little harder to defend as well.

And yeah, port is a bit refreshing for a sniper map. Like you said, both teams have good firing positions -- a lot better than aztec. Anyways, lookin' forward to gaming w/ ya soon!

<3 Saur

MajorPayne
05-14-2005, 11:21 AM
Inferno is simply breathtaking, it's many details create a scene that trully feels "lived in" However it is not perfect. The biggest problem that stands out to me at this point, is the junk that clutters the small covered passage between the two main "Lanes", there are a few bottles and what not, that will stop the player from moving forward, so you have to continuously shoot the debri out of the way.

port, is an ok map, it feels alot less "pretty" and detailed, and it obviously didn't have the production values of inferno, however it still plays rather nicely, and both teams have good chances of winning.

CrockD
05-14-2005, 12:26 PM
One thing I notice about both maps is that the winning strategy for the Ts is far different from anything I have seen on the other maps. This isn't a case of get everyone on the same page and rush a particular direction, in fact so far everytime I have tried that on Inferno it has been one of the more traumatic moments of my CSS life. (Twice my team died while killing only 1 of the CTs)

On Port it seems to be a far better strategy to have a small rush to the boat and then have everyone else on the team cover the boat with long range weapons due to the very exposed nature of the boat.

As for Inferno I have yet to find a good working strategy for the Ts though I have noticed there are an enormous number of paths to get you from one spot to another so long as you don't trip on a bottle on the way! (That underground passage is annoying because you have to shoot the bottles out of the way thus giving yourself away) I wish you could get into one of the bell towers and do a cover fire rush type strategy.

If I can get on to the servers later today I look forward to finding new ways to die to you guys. Assuming I am not dying in the water like I did on my very first game at Port!

FiLTHY_SNiPER
05-14-2005, 01:16 PM
I think both maps are fantastic.. I'm much more content with this update than any other.

Inferno is done brilliantly, I have no gripes.

Port is a great sniping and long distance shooting map, I love it.
It also looks fit to replace Compound ;)

TC HEAT
05-14-2005, 01:20 PM
Port lags =(

CrockD
05-14-2005, 02:47 PM
Port does lag a bit though i've noticed it only seems to be when there are about 30+ players. As for Port being like compound, that's not the first time I have heard that comparison and I thought the same thing. I think it is a great replacement for compound, it's much more balanced, but allows the open space for long range shooting.

Kev Kanos
05-14-2005, 06:58 PM
Inferno has been my favorite since I played it back when CZ first came out. I really like port to. I think these are 2 very nice additions to the game. And about time is all I can say.

Mr. Saigon
05-14-2005, 07:56 PM
I never liked the 1.6 inferno, but this one... just somethinga bout it. I'd say it's the clear victor in terms of quality out of the two new maps.

loopcycle
05-14-2005, 08:45 PM
the only problem with both maps, inconsistent:

Edited out inline pics. Too big! Please post the links. -wihadmin

[edit: pings of all players were +150}

MajorPayne
05-14-2005, 09:04 PM
Hey look it's me! OMG I feel special :rockon:

Bonez
05-15-2005, 09:55 AM
personally, THEY NEED TO PUT SOME MIST ON PORT, it's way too bright, it's a damn open dock, who in their right mind would assualt a port in the middle of the day.

and they need to darken up inferno, there was a really nice custom one that was released that was a nice dusk, with some fog and a little more 18th century looking buildings. had the hardcore sherlock holmes look to it.

Mad5cout
05-15-2005, 02:27 PM
Bonez, I agree with you... However, mist would only make the dang thing lag more. The port lags I think just like chateau sometimes due to the water effects. I am playing devils advocate by saying that the methods of winning any map are the same because the abjectives never change. Ts still have to rush to plant and gaurd a bomb. CTs still must come up with good positioning to effectively stop a rush. Certainly, other methods, such as delayed or split rushes work, but they can work on any map if done with skill and precision. I like the maps only because they are new. I am somehow hungering for different objectives in order to change the game play.

Comments about the maps specifically, the routes in inferno annoy only because they seems to be splattered in random ways that don;t necessarily allow for strategic playing for the Ts. I have seen one method work well for them, which I will not outline here :flipoff: ... As for, port... I think the biggest mess is the sniping lanes. Not because they are so long but because they lack any good cover positions. Unlike compound where you could at least camp spawn or hide behind crates or walls as a CT, there are literally no cover points on the boat to speak of. Nothing on there can hide your whole body. They should've made some of the conduits and other crap on there a little larger so that you could hide from sniper fire.

All in all, I would say keep testing for a while or put them in rotation until they start really pissing people off like compound did. Word :thumbsup:

Mr. Saigon
05-15-2005, 02:52 PM
What we need now are ports of survivor, militia, and assault.

CrockD
05-15-2005, 03:25 PM
After playing the maps for some time now, I have a new question.

If you could add one of the two new maps or add both new maps and replace one from the existing rotation, which would you choose?

Personally I think I would add both maps and get rid of whichever map it is that Ts can rush A everytime and win everytime. I think it is chateau but i am not sure.

FiLTHY_SNiPER
05-15-2005, 07:46 PM
I'd replace Compound and havana... but that's just me.

Bonez
05-15-2005, 08:29 PM
What we need now are ports of survivor, militia, and assault.you forgot seige.

Phenix
05-16-2005, 11:51 AM
We need to bring havana back in the rotation :yippee: ...I'm not kidding :hehehe: