WHAT MAKES A GOOD COMPETITIVE FPS MAP ? - A MAP DESIGN ANALYSIS

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  • Опубліковано 21 сер 2024

КОМЕНТАРІ • 41

  • @letrollface3831
    @letrollface3831 4 роки тому +60

    wtf? I looked up what makes a map good, and the first video was really misleading and instead talked about the good old days.
    This video is second, and gives a comprehensive look into map making. Great job man 👍

  • @ClashyRPZ
    @ClashyRPZ 5 років тому +29

    Back at it again with the porno music in background boi

    • @Flusher
      @Flusher  5 років тому +3

      You know it !

  • @tipsheda
    @tipsheda 5 років тому +46

    Cool video. Though, it was confusing when you were cutting to an entirely different game while talking about the CSGO maps.

    • @Flusher
      @Flusher  5 років тому +14

      Thanks, I can understand the confusion, I tried to keep the video as dynamic as possible, but it was my first video in this format so I was experimenting quite a bit. Thanks again for the nice comment.

    • @tipsheda
      @tipsheda 5 років тому +1

      @@Flusher I look forward to more

  • @julianeder3383
    @julianeder3383 3 роки тому +6

    Chokepoints are another thing i would add on top of this list especially in games that rely heavily on money management like csgo. Eco rounds should be tough on the team thats gotta save up but there has to be a fair chance for the team to make an entrance and push for the objective.
    CS has 2 kinds of maps.
    1: Maps where the chokepoints sit further back closer to the attacking team which makes throwing an incendiary to completely deny the push a risky task for the defenders (Cache a main, Dust 2 long doors, nuke outside, Inferno mid) are good examples for that. The defending team can also go for a more cautious approach and toss their utility from cover which will slow the push but leave a gap big enough for any incoming Ts to run arround it
    2: Maps where the chokepoints sit closer to the defending team (Mirage Train overpass) where every entrance can be blocked with a single molotov from behind cover which typically gives the defenders on the other bombsite enough time to rotate crushing any attempt to overtake the bombsite and get the bonus for planting.
    The second type of map will typically result in 2-3 consecutive ecos (more if you have to invest in smokes to take out the fire) and if you throw awps into the mix its usually gg until your team can afford one aswell.

  • @ChaS4m
    @ChaS4m 3 роки тому +6

    Honestly one of the best videos on map design I’ve ever seen, you gave a lot of great points and discussed them clearly and concisely.

    • @Flusher
      @Flusher  3 роки тому

      Thanks a lot for the kind words!

  • @Grimsikk
    @Grimsikk 5 років тому +16

    Great video, I'm taking this all into consideration going forward with my game design. I'm trying to make an arenaFPS that brings back that abstract and flowing feel of level design and movement.

    • @Flusher
      @Flusher  5 років тому +1

      Thanks! Nice to see aspiring game developers enjoying this video. Keep us updated with the progress you make on your game!

    • @Grimsikk
      @Grimsikk 5 років тому +1

      @@Flusher Will do! :)

    • @ragglerock2682
      @ragglerock2682 3 роки тому

      @@Grimsikk last update was a year ago :(

  • @spacemanproletariat4279
    @spacemanproletariat4279 2 роки тому +1

    Damn this video was way better than the other video recommendations for map design

  • @GingaTea01
    @GingaTea01 8 місяців тому +1

    as a game designer, I did not think map making was going to be hard...boy was I wrong

  • @Skildpad
    @Skildpad Рік тому

    This deserves way more recognition

  • @alexallengd4474
    @alexallengd4474 2 роки тому

    Currently designing and making a Valorant theme shooter map for a college project and found this video very helpful.

  • @lorax6001
    @lorax6001 5 років тому +5

    i came here from readdit and this is a great video very interesting

  • @razeenag8478
    @razeenag8478 2 роки тому

    excellent analytical skills!!

  • @Nyllsor
    @Nyllsor 9 місяців тому

    Good vid!

  • @muhammadanisurrehman2412
    @muhammadanisurrehman2412 2 роки тому +1

    THE BEST VIDEO ON MAP DESIGN! rest are all bullcrap

  • @lorax6001
    @lorax6001 5 років тому +2

    one tip use audiocity flattened tool and boost you voice aka. speak louder
    the audiocity thing you can search for on yt but you have a good yt chanal i can see you being really big

    • @Flusher
      @Flusher  5 років тому +2

      Thanks a lot for both the nice comment and the advice ! It means a lot, and I'll try to do better with the audio in the next video !

  • @bene7013
    @bene7013 3 роки тому

    great video, I do miss a mention of the standard square 2x2 map design (foursquare) that alot of csgo maps have. And you could go deeper in different gameplay and mechanics games has as different games require to be designed with their playstyle.

  • @SpaaaceCaaat
    @SpaaaceCaaat 5 років тому +2

    i came here from a vine compilation and i loved it

  • @casualartist4202
    @casualartist4202 3 роки тому

    1:26 calebcity popped into my head lol

  • @qwungepopyt
    @qwungepopyt 3 роки тому

    You deserve more subs

  • @levelwithme8535
    @levelwithme8535 4 роки тому

    Great video!

  • @heinrichkreuser2659
    @heinrichkreuser2659 Рік тому

    Can someone please help me understand what he is saying at 7:08 to 7:18?
    "is the time needed to reach a given destination well handled and ...(inaudible)... the time that takes to go the objective from ...(inaudible)... every time when there's a possible confrontation between two enemies" (7:18)

    • @Flusher
      @Flusher  Рік тому

      "...It's not only..." and "...spawn that matters, but also..."
      Sorry I probably had the flu or something. I was speaking through my nose.

    • @heinrichkreuser2659
      @heinrichkreuser2659 Рік тому

      @@Flusher thanks so much for the reply!
      "is the time needed to reach a given destination well handled and it's not only the time that takes to go the objective from spawn that matters, but also every time when there's a possible confrontation between two enemies"
      The reason I ask is that I've been doing a case study on what makes good multiplayer maps in video games (what makes them good, what attributes can a map have, how much does the base gameplay tie into it and what effect does it have etc.) and this video is one of sources

    • @Flusher
      @Flusher  Рік тому

      @@heinrichkreuser2659 Nice! Sounds very interesting! Happy to be of some help 😁

  • @Salamaleikum80
    @Salamaleikum80 3 роки тому

    Since when i overwatch fast?

  • @StitchfaceAirsoft
    @StitchfaceAirsoft Рік тому

    song at 6:00 ?

  • @or6060
    @or6060 3 дні тому

    overwatch is fast paced? CS is slow? lol

    • @Flusher
      @Flusher  2 дні тому

      @@or6060 Yes and yes

  • @bucket3475
    @bucket3475 2 роки тому

    your mom