The Making Of: Dust
johnsto.co.uk
johnsto.co.uk
The underpass being isolated from the rest of the map was a feature in my opinion because it gave noobs a space where they only had to worry about what was directly in front of them. It wasn't optimal gameplay but new players liked it.
Dust2 pioneered what is basically the standard competitive layout - one bombsite with one entry for the Ts, one with two entrances (a short but dangerous way and a long but safe way) and a middle part that both sides fight for control of.
Essentially every popular map since is a variation of this kind of layout.
(What's annoying is when people try to attribute a map's popularity to its design. I've heard some people say that fy_iceworld is a brilliantly designed map. Seriously.)
As someone who makes music for fun, this definitely resonates with me.
I always felt like there should have been a staircase there. I'll trust him that it didn't play as well, but it just seemed like there should have been another way out of the underpass.
In the CS:GO version of Dust there is actually a staircase leading out of underpass, though not directly into the central hallway.
I only played the game briefly and very unsuccessfully back in the day. Is this what they call camping? I never understood that concept, it seems like basic common sense for shooting others while not getting shot, both in real life and in the game.
People get mad about camping, because it's a passive, "cowardly" play style, or "cheap".
I think calling someone a camper is just a way of trash talking and blaming them for your own loss. Kind of like the endless accusations of "hacking" (using cheat programs) or "smurfing" (a player playing with and dominating lesser skilled players just for fun).
In games deathmatch or team deathmatch (Quake et al):
• Hiding somewhere and trying to kill people as they run past (camping)
• Staying near a powerful item waiting for it to respawn instead of actively chasing down your enemies.
• Staying near player spawn points to kill them as soon as they come back to life. (spawn camping / killing). A lot of games give a short period of invulnerability after spawning (spawn protection) to prevent this.
In Counter-Strike:
• As the offensive team, staying at your base instead of attacking and trying to accomplish your objective (spawn camping). CS:GO gets around this by punishing the offensive team for letting the timer run out.
• Not trying to help your team, and instead just hiding somewhere and trying to kill people as they come looking for you. It's dull watching someone in a 15 v 1 hiding in some ridiculous place while the timer runs down. However, this is an accepted tactic in a hopeless situation in competitive CS (saving), mainly because of the short timers and importance of economic management.