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Following recent suggestions to Inferno's layout, I began thinking of map balance in
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general. Do they have to be balanced? It's important to understand that it's a very big
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topic that everybody will have different opinions on, depending on why they play and follow
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the CSGO scene. To demonstrate this, watch Thorin's video for a different perspective.
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Firstly, what is the definition of 'balanced'? In his video, Thorin considers it a balance
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of the map-pool as a whole, rather than of individual maps! He argues that since different
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professional teams have unique play-styles, balancing is more about having a variety of
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different map styles to choose from and a fair way of picking them, so that each team
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can play to their strengths and their opponents' weaknesses.
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I wouldn't even have imagined it from this perspective! However, for this video I'm going
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to remain boring and consider it from a more traditional, 'per-map' basis where I consider
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'balanced' as having equal potential to be won on both CT and the T-side. Any match is
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naturally balanced by switching teams half-time. This doesn't say anything about the map itself
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though, since using this logic, any layout is 'balanced'! To get around this, I see it
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as a game of two halves and consider a very one-sided map to be wasting up to half of
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its potential. When designing a map, I feel that the focus should be on designing a layout
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that showcases the skill of the players, both as a team and individually. It feels horrible
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to be cheaply killed by a sniper half a mile away, or from not looking the right way when
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entering a bombsite with hundreds of corners. A map that I consider to be very balanced
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is Dust2. As a terrorist, when I die, it's generally because I was out-played by the
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other team. On Nuke, on the other hand, it's normally because the enemies are all camped
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out in obscure positions and there's no chance of a fair fight when up against similarly
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skilled opponents. Each side has to bring value to a match. And
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sure, everybody loves the easier side. People play CSGO, craving the next epic ace or situation
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where they single-handedly hold off an entire team until support arrives. This happens all-too-often
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on CT-side, where the enemies have to come to you.
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But remember that for every kill you get, another player has died and has to sit out
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for the rest of the round. From his point of view, it's no fun if he did everything
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right but the map itself was against him and instead he's reduced to being just a target
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to reward the other team with points, money and clips for frag-montages. Some people will
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point out that the beauty of a map like Nuke is that every victory for the terrorists means
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something! Sure enough, it does. It often means that the CT side made a big mistake
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or that some fluky, risky strategy paid off. That's not about skill! That's luck. Once
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the next round begins, even if the terrorists have enough money for everything they want
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to buy, the map is too CT-sided to make much of a difference. The outlook remains bleak
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for that round, even if it means that they'll probably win the game in 20 rounds' time.
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Add to this the unpredictable nature of the pistol rounds and you'll often see matches
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determined by how the first couple of rounds of each side play out. It's wasted potential
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and for every exciting match played on Nuke, there are a hundred more where it plays out
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in a predictable, boring fashion. Now I'm not saying that each game should have
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8-7 scores for each half. There will inevitably be matches where this doesn't happen. But
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I feel that if you average every game out, a good map should come to about 50-50. Here
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are some graphs created by Valve from the data that they've collected from popular CSGO
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maps. And here they are, ordered by balance. If you had to rank the maps from favourite
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to least favourite, is it similar to this list? If so, you probably enjoy playing on
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balanced maps! But these findings are further complicated
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by how different tiers of play result in different balances. For example, the highest skill levels
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are most likely to win the first 3 rounds as terrorists, but are then less likely to
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win the remaining 12 rounds. From this you can conclude that the higher
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the skill level is, the more advantage CTs have once they've got enough money to defend
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properly. Since the majority of the rounds are played out in this state, it's fascinating
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to see that the balance in this situation is closest for Dust2. In fact, it's only ever
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been beaten by Overpass for balance (and since then the map has become CT-sided), so Dust2
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remains the most consistently balanced map for all skill-levels.
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And remember that this data is collected from matchmaking. The pro-level teams will be above
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this again and I would expect to have even more of an advantage on CT-side if the trends
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continue. Tactics will no doubt have more of a role to play as you move up into professional
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tiered matches but on a personal level, they have a natural advantage when in a defensive
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position. Thorin's arguments for one-sided maps made
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sense to me when I watched his video but, with hindsight, I don't see how the points
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don't also apply to balanced maps- if not more so! For example, he brings up the case
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of TSM VS NIP on Nuke. They both have history of having a strong CT-side on the map and
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yet NIP managed to win the first 3 as terrorists. They lost the remaining 12 rounds of the half,
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only to then pull it back and win once they were on CT. He uses this as an example of
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how two strong CT-sided teams should battle it out on a CT-sided map, where they display
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their mastery on the stronger side by locking the map down and denying the other side most
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of the rounds. It certainly makes the rounds where terrorists
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manage to win more exciting. But I feel that it devalues the rest of them, both to play
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and to watch since it's usually filled with slaughters as the terrorist side fails one
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rush after another. I feel it's wrong for the outcome of a match to be determined by
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so few rounds- especially notoriously random pistol ones. Victory in CSGO should be a delicious
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and delicate combination of a number of factors, like skill, economy, team-work and so on,
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like a well-made meal. When a map is so one-sided I think it puts too much emphasis on one element.
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If CS:GO is a roast meal then Nuke is a plate full of potatoes. Yes, they're nice, but you
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need to leave room for everything else. As T-side, even a strong team with a good economy
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and tactics doesn't give them a good shot at winning the round! It's infuriating.
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Compare this with balanced maps. Every round is equally important and winnable if the teams
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do the right things, unlike Nuke where it's easy to see the outcome half an hour before
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we reach it since victory is all-too-often decided from the random nature of the pistol
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rounds. When the map is balanced, it opens up a lot more opportunities for the teams
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to play in their own style, rather than sticking to an over-powered, tried and tested CT defence
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that you can't do much about, even if you're prepared for it. In fact, I'd argue that a
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balanced map gives CT-sided teams MORE room to shine: surely that would be better testament
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to their ability than simply trouncing teams on a CT-sided map? 15-0 as CTs on Nuke? Well
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done, you stuck to a tried-and-tested defence on the easier side. 15-0 on Dust2? Incredible!
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You successfully gauged your opponents' attacks and countered them.
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Balanced maps give teams more options, more counters and in my opinion, a higher skill-ceiling.
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It's about understanding the opponent and devising a counter-strategy, rather than just
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being good at CT-side and choosing CT-sided maps and losing on ones that aren't.
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That's right. I think that balanced maps have the potential to have a higher skill-ceiling.
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With one-sided maps, once the tactics, counter-tactics, counter-counter-tactics of the map are done,
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what determines the winner boils down to the ability of the players and the map's natural
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biases. If both teams are ridiculously talented then it's the positioning that plays a big
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part in who will win. I see a biased map where one team has limited options as being like
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a chess board where some pieces are missing from one of the sides. In low-level games,
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this won't matter that much, but in higher ones, even a mere pawn can make a big difference.
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Let's look at the skill-ceiling in balanced maps instead. I still love the map but people
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are saying that Dust2 has become stale. Is that because it's too balanced? I don't think
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so. It just isn't complex enough. Just because a map's balanced, doesn't mean it's good!
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Here's one that I made in 2 minutes. It's balanced. Doesn't mean it's fun to play. The
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difficulty is that it becomes exponentially more difficult to balance maps as you add
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more to them. This isn't helped by tactics that may be thought up for the map in a week,
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month or years' time. What I don't like is people confusing complicated, one-sided maps
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as 'having a high skill-ceiling'. It's just bad map design.
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Enough of this, let's get to my conclusion. Ultimately, Valve chooses what happens. They
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have things of their own to balance: CSGO's success depends on pleasing a number of different
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audiences, ranging from the newbies and case-openers, all the way to good players and professional
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leagues. And they, with their infinite wisdom, have decided to remove Nuke from the main
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map pool. I suspect that they wanted to give their new
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Train map a chance to be tested and that they chose Nuke to go since it has consistently
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scored the lowest in terms of round outcome balance, has had the fewest successful bomb
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plants and more rounds with all terrorists being eliminated than any other map. And perhaps
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these factors have knock-on effects, like fewer people being interested in the map and
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therefore poorer spectator stats for Nuke matches and twitch streams. I know that I'm
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less likely to watch a totally one-sided match than, say, a close Inferno game where the
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balance tips every couple of rounds. So in conclusion, map balance is a touchy
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subject but I want more balanced maps and think that they benefit the game as a whole,
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both to watch and to play.