Counter-Strike: Theories of Design

Posted by Fluke at 20:26 14/9/2001.

Gonnas (Valve ERC) has written a long and informative article discussing the design-theories that make a Counter-Strike map good:

"Being a realistic team based shooter, Counter-Strike maps have some differences from normal deathmatch maps. The biggest difference is in the types of scenarios commonly used. Obviously in a mod like CS, maps about space stations, alien planets, and the like don't really work. What you want is something that is feasible in real-life, and the best way to do this is to come up with a good story about what the Terrorists and Counter-Terrorists are trying to do, be it blow up a nuclear power plant, attack an Arab town, or take over an oilrig. Above all it must be believable without conflicting with gameplay."

Read 'Counter-Strike: Theories of Design'.

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