Wow, as soon as I first entered de_inferon, it seemed to suffer from the same problem found in tides: too much stuff everywhere, too many flower boxes, too many things distracting you from the shape of the map and from important elements.
I thought that was fine, deciding to ignore it as this is one of my fav CS 1.6 maps.
Things got far worse: more corners, less open spaces, more "clutter" (the series of pillars for example) make the open avenues of 1.6 tides seem more complicated. Sure, the map and routes are the same, but extra details, more complicated paths, extra small turns etc. make the simple CS experience very...awkward.
The "depth" in CS is found in outsmarting the enemy, not navigating the details of a stuffed map! The maps are supposed to find complexity in layout, not in details and turns.
Just my opinion, and I'm sure many won't agree with me, but this map seems far more suited for HL2 than CS.
Q
I thought that was fine, deciding to ignore it as this is one of my fav CS 1.6 maps.
Things got far worse: more corners, less open spaces, more "clutter" (the series of pillars for example) make the open avenues of 1.6 tides seem more complicated. Sure, the map and routes are the same, but extra details, more complicated paths, extra small turns etc. make the simple CS experience very...awkward.
The "depth" in CS is found in outsmarting the enemy, not navigating the details of a stuffed map! The maps are supposed to find complexity in layout, not in details and turns.
Just my opinion, and I'm sure many won't agree with me, but this map seems far more suited for HL2 than CS.
Q