@@dr_birb 1. You're under 20, stop copying everything you see from the internet, it's not a witty remark. 2. It's a terrible map and my skill level isn't a determining factor in that judgement.
Haha sending all those bots off the edge got me. I've always wondered with the abandoned maps like aztec and dust one if they didn't try enough versions of them to make them work. Vertigo is a map they got to work. Such a bizarre layout that's very unconventional and has become a fan favorite. Likely due to their trial and error phase around making it the best it can be. I think with enough trial and error and experimentation Valve could get those abandoned maps back into the zeitgeist. They might not play like the original, but I'd love to see the attempts.
I think Aztec is too CT-sided and can't be easily saved. If you change it too much, then it is not Aztec anymore. I think dust is somewhat okay if they tried enough.
It appears that demolition maps are catered toward the competitive demographic. Hostage rescue maps have slowly been phased out of the CS mindset. You think of competitive CS, you think of DE maps generally. I'd love for hostage recue to make a come back. Office was my first love! Then later Italy. That was always CS to me.
unfortunately, this would be because all Hostage maps (aside from maybe Insertion 2) are inherently T-sided. The weapons in the game are balanced, stat and economy wise, to give the T's stronger, cheaper weapons to counter the CT's stronger positions and allow the T's to actually have a chance at advancing up to the bombsites. When you flip the script, and have the T's have a stronger position *and* the stronger, cheaper weapons, the CT's now have no real advantage. Couple this with how the Hostages are commonly closer to each other and easier to defend than traditional Bomb Sites, it means the T's have less work to actually defend their objectives. I mentioned Insertion 2 as potentially not T sided, because the open ended nature of how the CT's can approach, and how the Hostages are always in two different buildings, somewhat negates the T's new advantages they glean from their defensive positions. and the final nail in the coffin would be the community. We all know how hard it is to get the community to accept new Defuse maps in the Active Duty pool, so trying to make the community accept a whole other game mode with different balance and objectives is a headache that Valve clearly aren't up for suffering through.
Old Vertigo will always be remembered as the map for rank boosters as that was the only usage it got. Plenty of overwatch cases showcased how vile the situation of the map was.
Oh man... I used to LOVE to play on Vertigo so much back in the days... I think I've played over 100 matches on it at least. Yeah, the map had exploits, but you could counter-exploit them - it became a tradition for me to just wait 20 seconds in the round to kill any CTs that are trying to push us from the back. And also there were no need to push mid or B short - just use your friend and do the boost directly into B short!! Also, what about making video about Cobblestone? That's used to be my favorite map ever, but I, obviously, couldn't play on it since they have removed it from ranked
since italy got one of the best overhauls for cs2 im holding out hope that we'll see maps like militia and assault get cleaned up. assault especially will likely never be balanced but it'd be nice to see it get a visual makeover and some new changes
Assault and Militia werent balanced, but never as bad as office. And office has been in the pool for years and got remastered. As long as they hold onto that map, nobody can ever convince me, that the other maps don't come back because they are ''unbalanced''.
One thing that ill miss the most from old csgo maps like this is the ct heli flying away after they spawn.. Gives you an idea on how they arrived to the spawn in the first place
I remember playing the first CSGO Vertigo back in 2012 with my Brother, Dad and his co-workers during their lunch time. I was so young yet i knew it was the worse map on the game. That ladder by the bombsite was the worst. I kept playing the game since release, but i only gave Vertigo another shot in 2020 after many updates to the remake.
Since Alessa won't explain the jump and just take his time to behave like an ass, I'm gonna tell you how to take the ladder on T spawn on CS 1.6. The ladder in cuestion is next to T spawn and it is a little higher than the standard jump height of the player so it's true that you could boost a player up there, but it is a pretty disadvantageous play since it is closer for the CTs to camp said ladder. Although if you played the map slowly and with patience you could take the ladder with no problems, and pretty much without making a single sound. On the same room, to the right of the ladder, there is another one on the ground that you can climb on to and from there you can jump-strafe and take the ladder pretty easily if you have consistant strafing skills. It is not a difficult jump and you can do it yourself without the need of a teammate. I'm commenting this because I just love Cs 1.6 and Vertigo was one of my favorite maps for playing hide and seek with friends, with a little less gravity you could hide on the most ridiculous places.
I really want a competitively viable cobblestone, and not just for the Dlore drops. I just love the map! And they should bring Season back, that map was so underrated during the older operations.
Worst map is Mirage without question. It's stacked to favor the CT side and unless you got a team of T's who know all the smokes on the map it tends to favor the team that plays CT first. Between the poor B site layout and the stairs at connector that make it easy to get picked off from catwalk, it makes for a boring map that only favors people who camp with AWPs
look the new vertigo is far far better, but compared to every other map the strat depth is shallow and with cs2 its only getting shallower. T side under the ramp smoke is gone and the Ct smoke has no gaps to play around. its going to be a snooze fest
Pre 2017 Vertigo was like how it would really be to have a 5vs5 fight in a skyscraper under construction, absolute chaos. It was fun as a 10vs10 bullshitting match
Lessons: - For every encounter in cs it should be near equally likely to have a chance against each 2 player - cs should have compitive maps, nostalgic maps, casual maps and experimental maps,(and i really hope will be a story or mission maps (there are few in workshop and there are awesome )) - DeZolance is one of the most entreating cs youtuber - Map be realistic enough - Be counterstrikeousih feel
Many maps werent very competitive, then why is Office STILL in the current pool and has been for years, despite being THE most unbalanced hostage maps? They really need to bring back Militia and Assault, even if overhauled a bit. And Agency. God i miss the map already.
Vertigo went from being the worst competitive map because of how wild and unbalanced it was to being the worst because of how straightforward, boring and formulaic it is. Even if you like Vertigo, everyone agrees it's the worst map to watch because it is so stale. A ramp simulator anyone? Every round plays so similar to the next, it's too linear. There's so little room for flair, skill, or variety in strategy compared to every other map. The map design kills fast rotates, utility is required for a checklist of sequential area takes, it is less a CS map, more a series of boring puzzles and gimmicks to be solved through utility. Each "checkpoint" just long enough for someone to fall back and another set of utility be thrown without risk. It is the only current competitive CS map with what I call "the valorant problem" - where CT rotates are STILL faster than T rotates after T's have forced them back - THIS SHOULD NEVER HAPPEN! And even if CT's are pushed back entirely, there are still multiple nadesets (again, without risk) that can deny bomb plants! Only northern European autists enjoy this map, because they think learning lineups for grenades and boosts against randoms that never bothered makes them good players because the map design lets them fall back and play like cowards, never having to actually think about a decision between map control and self-preservation because the map is so limited they can't be caught off guard, aggro flanks/lurks are harder than any other map, never taking risks, having all the time in the world to throw the same utility every single round when they would get destroyed by an actual team on this map and randomers on any other. Fuck Vertigo. The only good thing about Vertigo is that clearly valve learned a lot about what NOT to do considering the over investment of time and resources that went into trying to make Vertigo playable. Consider how many YEARS of changes went into Vertigo vs the few changes Ancient has had, or how new Anubis is and how well it plays. -Vertigo +literally anything else for first season of cs2 please. dust2, old cache, a reworked cobble or train, tweaked tuscan or something new entirely. As a boomer who once had a soft spot for Vertigo in 1.1, rushing the ladder, multi-killing people in spawn still buying - valve please, let Vertigo die.
Idk, i still love old vertigo with that many problems, it just has its own vibe, back when cs was far more simple. Its like a "what if half life 2 had a skycraper" Maybe im a too big fan of half life 2 and its aesthetics, map design and textures😂
Hating vertigo is the biggest red flag in competitive CSGO. Angles are fair, timings are fair, utility is fair, etc. If you don’t like Vertigo, you’re probably just bad and need RNG maps like Dust. Sorry low ELO newbs: you have bad aim and game sense.
Vertigos "fairness" is why it is so bad. Every round is the same, it's too linear. There's no room for flair, skill, or variety in strategy. The map design kills fast rotates, utility is required for a checklist of sequential map takes, it is not a CS map, just a series of boring puzzles and gimmicks to be solved through utility. Only northern European autists enjoy this map, because they think learning lineups for grenades and boosts against randoms that never bothered makes them good players, when they would get destroyed by an actual team. Fuck vertigo and fuck you.