Removal of the 'Fence Maze' problem

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    • Removal of the 'Fence Maze' problem

      Regardless of your point of view, fence mazes have taken a strong hold in how RP is played on the server. They aren't perfect and have offered up some unfair advantages to the defending party. Be it in new defending tactics using splash damage or having the maze be absurdly long going through multiple doors.

      The following set of props are built in 64u segments. These props are designed to keep the attacker crouched at all times in a respectable and predefined amount of space which allows for easy, 'non-glitchy' movement. The attacker has clear line of sight to fire with any form of weapon, likewise for the defender.

      Side note: I am also under the belief that a change has to be made with the maximum length one of these mazes can be. Such as if the attacker is unhindered it should take them no longer than two minutes to get through the entire maze. Some of these mazes and defenses are a little absurd in length.

      Depending on resulting feedback, I'll compile these 'props' and forward the small set to Syle.

      Segments:
      prnt.sc/u7kmlz

      Example 'Maze':
      prnt.sc/u7kut8


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      Birddieboo wrote:

      I dunno how this would work with different sized apts because they might not fit, but this is a big brain idea +1
      48u or smaller variants could be made to fit into smaller spaces.





      Grubbsy wrote:

      imagine raiding a gangbase that has 35 of those small segments making up the shit in the second screenshot lmao,
      either way I really like those and that's some experimental type shit I think would probably work best in a test server or as a forced change for the length of 1 map (small length maybe like 1 month)
      The example shown uses 10 segments.

      The post was edited 2 times, last by Rezoz ().

    • imagine raiding a gangbase that has 35 of those small segments making up the shit in the second screenshot lmao,
      either way I really like those and that's some experimental type shit I think would probably work best in a test server or as a forced change for the length of 1 map (small length maybe like 1 month)
      CSGO CoLD Admin. Mapper. Server Destroy Supreme Master Extraordinaire. sniper
    • seminolemarine wrote:

      Would love to see real gameplay with these concepts before i give my honest opinion on it. Good idea though to shift the way the game is played. +1
      I'm with Kelpy. They don't look bad but it would be nice to see them in real gameplay to see the difference between how they been made to this especially since in recent mazes shooting the person who was in a sense hiding behind it hasn't been completely easy due to how people set things up and of course some being better at dm than others.
      “no admin for nova“- The Doggy 7/3/2018 @21:50pm (9:50pm)