@@idk-jc5fs Did you even read what I replied? when did I say overpowered is boring. I said that something can be balanced and not fun. If you are referring to the 1000 health video well that one aligns with what I said. The game tied and they had no fun at all making it a good example.
@Dam Sen, so what, spanish people can't learn English and watch Warowl? I'm russian btw if that's gonna say something. So, it's unlikely but nonetheless can happen
I find it weird how so many people directly associate map balance with how good a map is. Instead there are lots other factors playing a roll, like angles, covers, positions, general geomtry etc. A map doesnt need to be perfectly balanced to be good, in fact imo slight unbalance makes a map interesting, not bad.
@@morfy2581 Textures/aesthetics are a major one for most players I'm assuming. Textures can completely change the way a map plays just with smoke and wallbang lineups, and on top of that they make the map easier to look at.
@@usernameig975 Oh.. it's really not... I don't know a lot of smokes, and I usually just die trying to use utils I just don't bother. That plus, I rarely play comp, is why I'm still Silver 1.
I hope that in like 15 years there is gonna be a video like: de_amigo, the map that refuses to die! And its like the next nuke everyone hates its but its old and amazing
@@atharvabarwe987 I agree, its gonna be pretty much impossible for it too happen. the only community map in the current map pool is cache. but still possible.
I strongly agree with this. However, if the most common feedback is negative, it's best to push for changes regardless of the data. The most important thing is game design is not to offer a balanced experience, but an enjoyable one. Obviously, those two aren't mutually exclusive, and often times, a competitive experience cannot be enjoyable if it's not balanced. For example, if there was only one character in a fighting game, it would be perfectly balanced, but people would be quick to complain that the game is too linear. For a 1v1 map, if it was just a box with a wall in the middle, it would be perfectly balanced, but it wouldn't be enjoyable. Here, we have the same problem; the data shows that the map is perfectly balanced, but there are some points about it that people do not find enjoyable. I like how WarOwl approached it; his changes were very light, dealt with the negative feedback, but weren't aimed at throwing off the balance of the map. The changes are trying to give player an easier time understanding how to play the map. First, he designed specific safe plant positions that are easy to understand. Then, by making those slight changes at middle, he helps players understand the importance of that area and gives them a better array of options to use to take control of it from T-side, seeing as the CT-side already had an easy time understanding how to take control of the area.
for short A: it takes T side approximately 13 seconds for T side to get fully up to furthest box on A short for CT side it is approximately 16 seconds to they same spot. This means that the CT side has to be ready for flashes coming over on a short rush almost immediately when the rounds starts. There is no other position that can hold this spot faster. possibly adding a very deep window that does not have much effect on mid but can hold that short position faster may work. U can add a pathway from that Z spot to mid balcony and have a very exposed window that peeks into top of a short. This means for CT that they can have a player hold this spot while they're A player throws flashes over the short wall and hold that contested area easier. Another thought is maybe to move the T spawns back a little bit but I am not sure how that would affect timings as I was not using a practice server will commands that I would love to have. You could also simply raise the main ct entrance to A a little bit so it allows for a fast molly to be thrown and control that short position. This may make short a little bit like water on monster where it is a very contested area and you have to molly for control of it, however I think if you do not have this molly this position may be very t sided. I very much enjoyed the rest of the map when I played it however I only played one game and I was playing short on ct side. (this was the last game on your stream). Maybe even making the ct side spawn closer but I am not sure how timings would be affected in other areas. There is also fast smokes the ct side can throw from spawn to cover that area but i am not sure that would be enough as with good flashes the speed that Ts can get to that area of the map is very fast. let me know what you think and comment if you would like me to elaborate on anything.
Could be a slight box on A site only accessible from site that you can climb up onto to watch short A. Perhaps the site just needs to be further away or there needs to be a slight cover for CTs similar to boiler on inferno I think. Just one last little bit of defence before site is given to them.
It's for this reason that I always play deathmatch on new maps for a few hours before trying to play anything serious on them. I start to learn the map from any random spawn location, and it helps me learn a lot about a map. But I assume you meant that everything is orange, and I can't help you there. I've played a lot of orange maps, so it doesn't confuse me. I look more at the layout around me, than the landmarks. If Dusk was suddenly all orange, I'd figure it out pretty quickly just from the layout alone.
it may be confusing butkeep in mind: This map may still change color and modelwise, therefore there could be a whole graphic design thing still going on if it is supposed to be in a community map pool for maybe a new operation.
About the Mid Window you can actually add a little 'balcony fence' so CTs need to jump over it to get the boxes on mid. It may prevent CTs to go boxes on mid less times cause' jumping of this fence slows them down. So they might be then taking kind of risk of death.
They say that it’s too CT sided because base on the data retaking sites in an after plant was hard and in every 4 plants there was 1 retake+defuse. And yet it was 50 50 which means that holding sites was easy and taking them was really hard. Which gives the feeling that the map is CT sided.
Yeah, it was only 50-50 because the players were deathmatching (team wipes for a win, more than planting). I'd say the firefights are balanced, but the plant/post-plant is not.
@@Tar_Tar2171 Probably be a problem if that wasn't the case, since defense is suppose to be stronger then offense, you're already setup and the offense has to come to the defenders to win. Which makes it strategic bait.
@@Spartan322 yeah since normally if you check a map like mirage you will have 2 guys A one mid against 5 if they all rush being outnumbered making it hard after it for ct to take back at 3 or 2 v 3-5 depending if the trade was good
The lord of tea would like to hear more about this map with “no exploits”. You shall receive a request by carrier pidgeon, together with a box of Yorkshire Tea.
i couldn't agree more with what you say at 9:40, same applies for sound mixing (sound recordist here!). good analogy: if you overcook, it looses it's taste.
@@Twat2024 But yeah, that's just making the texture itself. The image that will be used as a texture. The mapper places them on the right surfaces, etc.
Some advice on mapmaking: -While 50/50 winrate is the desired outcome of map balance, the degree of complexity/redundancy laid out to achieve it is (in my opinion) the indicator for how good it is (not in all cases though). Take a simple symmetric flat map as an example with equal skill players, you're most likely going to see ~50% winrate(with some kinks due to team item difference or some other), the degree of simplicity would be unacceptable in that case. ( I have some ideas as how you can give/take advantage from each side and let them figure out proper tactics for the map) -At some point in map development, you have to go into visual design as well, the bland blocky look fails to give hints to unfamiliar players in their early experience with the map, for example, in that mid problem you mentioned, say the left path was a road with a visible wall destroyed by a car crash, and the right path was a tight alley, players would get the idea the road is a more direct route, and since there is an unintended destruction, it is probably a shortcut, meaning they would most likely take the left route if they wanted to rush. Or, in case of planting, you can use crates and suggestive architecture to show the bombsite boundaries (and if you do not wish to use visuals that also serve as gameplay, then just put a bucket or brick (or even put a massive arch or a telephone pole) etc to give the hint of boundary instead).
the best type of channels can provide entertainment while being helpful, this channel gives advice, tutorials, tips, entertainment. pretty respectable man
I suggest that you make the spawn area at 7:46 a bit more like the ct spawn in mirage, where you can't see the whole spawn from the entrance. For example if you make some kind of a hole into the wall where someone can hide, and maybe make the spawn a bit more like a square and not a circle. But yes, Thats an awesome map!
been a fan of this channel for a long time. You leaving the hole that the smoke went down because it is funny was the hardest I have laughed in quite a while! Thanks Mr. Warowl! Great vid as usual!
about a year ago when he was first working on the map i suggested de_amigo in my re-sub message and he included it, so gives me a fun felling when i see people use the name i came up with as a joke lol
this is so cool to see but honestly im just commenting to support the algorithm because i really enjoy the videos about the map and cant wait to see the final result with actual graphics
To fix short A, make it more narrow to increase multifrag potential from a pushing CT. This should increase utility usage from the T side during rushes, therefore decreasing afterplant power even if the bomb gets down.
@@TheWarOwl In that case I would make it slightly slower for the T's to enter the short A alley. This could either be done by increasing the pathway to get there from t spawn, or using a change in elevation such as a staircase or a ladder for the delay.
really love your update videos on your map. its so relaxing just listening to it and turn off all the thoughts. plus its interesting to see what thoughts go into the creation of a good competetive map :)
Is the perfect 50/50 balance just because everyone was playing the map for the first time? I feel like it would become easier for the T side as more nades/angles/spots are learned.
Let's make A short more like choke point, or make it maze or make it slope to give the cts high ground, or make some cover for cts like on banana on inferno
You should consider adding a more clear visual indication of where the bombsite is. Ideally, I personally like having a different material entirely similar to on Vertigo, or Nuke, but other options include things like a border with decals, or a more obvious elevation change. Its a pretty minor change, but makes learning the map on the fly easier, and will probably help first-impressions some.
I hope you finish this one, or even start a new project. I enjoyed the mapping content. I've rewatch all of the de_amigo videos countless times because there's no new ones. plz do more...
"people said it was overpowered. the data did not agree" is the most cs thing i've ever heard
lmao
Valve style
yup
@@idk-jc5fs Did you even read what I replied? when did I say overpowered is boring. I said that something can be balanced and not fun. If you are referring to the 1000 health video well that one aligns with what I said. The game tied and they had no fun at all making it a good example.
@@Asdf-wf6en but that's not what players complained about. They argued that the map was CT-sided even though the Ts won 50% of the time.
SoloQ to map pool
Ok
Still easier than SoloQ to GE it seems :D
SoloQ to spending 5 years on a series and not finishing it
Map Poolday is in progress on my channel :) did a couple of difrent maps from Counter Strike in fortnite Buzzkill will releaaed soon :)
SoloQ to global on Amigo only?!
“I think it’s funny.” Is the mindset all mapmakers need
Im sorry
I laught so hard
Just no
100% agree
yo why this mans profile picture is a mandelbrot set
"I think it's funny" is the best design decision making process ever created.
Yeah I think there should be more holes in different areas for continuity sake, but it's hilarious.
Ikr
Yes
yea and i was like "understandable have a nice day"
fr tho I would love to play maps like this with some trolls, getting trolled and watching ppl get trolled
People: "This hole wastes smokes!!"
WarOwl: "But it's *f u n n i .* "
In words of ancient master of strategy Sun Tzu: Git gud scrubs!
"super CT-sided" is just being picked by AWPs when you don't know the utility
relatable
@@TheWarOwl as my DMG friend puts it "it's an awp, either you have a flash or it's in your ass"
i usually just jiggle with awper until he shot and missed then i'll push
but it never ends well since there will be the other guy with an M4
@@s0meRand0m129 relatable...
@@IsM1ku if i'm playing wingman it's because i'm not sober
Imagine if the Amigo kid grows up and finds out what he started.
@Dam Sen You never know. I lot of people learn English at some point. Or someone who does could show them. It's a really small world.
@Dam Sen, so what, spanish people can't learn English and watch Warowl? I'm russian btw if that's gonna say something.
So, it's unlikely but nonetheless can happen
@@a_wild_Kirillian were you unable to read the first half of the comment
@Dam Sen the kid speaks Portuguese (Brazilian)
Amigo
I feel like when CS players don't enjoy a map they immediately say "it's __ sided"
You're allowed to not like a map that is perfectly balanced.
I find it weird how so many people directly associate map balance with how good a map is. Instead there are lots other factors playing a roll, like angles, covers, positions, general geomtry etc. A map doesnt need to be perfectly balanced to be good, in fact imo slight unbalance makes a map interesting, not bad.
No one likes angle that gives you free kill as a CT, Nuke for example has plenty of them, and is heavily CT sided.
@@morfy2581 Textures/aesthetics are a major one for most players I'm assuming. Textures can completely change the way a map plays just with smoke and wallbang lineups, and on top of that they make the map easier to look at.
@@gyrozeppeli00 when I play nuke. It is t sided
@@SuchanOriginal it's (whatever side I'm not on)-sided
"I can't imagine running into site dry peeking everything"
Silvers: "There's another way to play?"
I certainly Hope that's a joke
I’m level 10 faceit and I know 0 smokes on any map except mirage lol
If you can take map control properly you don’t actually need lineups
@@usernameig975 Oh.. it's really not... I don't know a lot of smokes, and I usually just die trying to use utils I just don't bother. That plus, I rarely play comp, is why I'm still Silver 1.
@@ChrisD__ nah Its ok i just got slightly mad cuz im Silver Elite And i rarely ever dry peek.
@@LibertyMapper. well idk what Elo You're in but im guessing it's not very high Now Is it?
Please bring this series back, man I come back and watch these 4 vids all the time
Agreed
Same I love it
^^^
I cri everytim
He said he was having issues with the old Source map editor, which is why this stopped.
he hopes to continue with the new CS2/Source 2 editor.
Every WarOwl fan playing the map: "AMIGO! AMIGO!"
Aww, that was a wholesome moment...
yes
Confirmed 😃
Dude its the traditions you know
ah yes, that kid
Just a comment passing by! Not biased
"Don't ask about the nose"
*Sees nose*
OH NOSE!
Nose cope
Stop to lie Pinocchio
I hope that in like 15 years there is gonna be a video like: de_amigo, the map that refuses to die! And its like the next nuke everyone hates its but its old and amazing
I mean the name literally just sounds like it would be a classic map name.
@@thing4826 exactly, and besides, we could use a spanish themed map nowadays
WDYM NYUKE BEST MAP!!! PLS NO REMOVE THATS ONLY MAP I PLAY!!
@FighterTC1 csgo won't die until vavle wants it to
@@bogdanbogdanovich140 tfuck
Add an Easter egg that plays the "amigo, amigo" sound somewhere
Yes, that would be good.
How about one where he says "S P R E A D"?
In the spawns would be nice, like the cross game in inferno t spawn
Make it play whenever a decoy drops into the hole. That would be perfect
The sound should be played when a nade lands in the “I think it’s funny pit"
"however my thoughts on this are; I think its funny". Best map designer of the century
If this map goes to the official matchmaking when it's done, It would be really really nice.
No way that's gonna happen
@@atharvabarwe987 I agree, its gonna be pretty much impossible for it too happen. the only community map in the current map pool is cache. but still possible.
@@jonahalkana5195 zoo, abbey, biome?
And if you check history you have ALOT of maps
I wish it he does great job ✌🏼✌🏼
a gamedesign tip: your players don't know what they want, trust the data
this
"People often don't know what they want until you give it to them"
-Steve Jobs
Hence why focus groups ruin everything
There are also faults in Data than player feedback. Check the game developer toolkit vid about feedback
I strongly agree with this. However, if the most common feedback is negative, it's best to push for changes regardless of the data. The most important thing is game design is not to offer a balanced experience, but an enjoyable one. Obviously, those two aren't mutually exclusive, and often times, a competitive experience cannot be enjoyable if it's not balanced.
For example, if there was only one character in a fighting game, it would be perfectly balanced, but people would be quick to complain that the game is too linear. For a 1v1 map, if it was just a box with a wall in the middle, it would be perfectly balanced, but it wouldn't be enjoyable. Here, we have the same problem; the data shows that the map is perfectly balanced, but there are some points about it that people do not find enjoyable. I like how WarOwl approached it; his changes were very light, dealt with the negative feedback, but weren't aimed at throwing off the balance of the map. The changes are trying to give player an easier time understanding how to play the map. First, he designed specific safe plant positions that are easy to understand. Then, by making those slight changes at middle, he helps players understand the importance of that area and gives them a better array of options to use to take control of it from T-side, seeing as the CT-side already had an easy time understanding how to take control of the area.
I went to a Zoo yesterday and the owls there had closure.
sick bro. love the zoo stories.
Maybe they weren't war-owls
pls.like
bruh thats called an enclosure
*Impossible...*
for short A: it takes T side approximately 13 seconds for T side to get fully up to furthest box on A short for CT side it is approximately 16 seconds to they same spot. This means that the CT side has to be ready for flashes coming over on a short rush almost immediately when the rounds starts. There is no other position that can hold this spot faster. possibly adding a very deep window that does not have much effect on mid but can hold that short position faster may work. U can add a pathway from that Z spot to mid balcony and have a very exposed window that peeks into top of a short. This means for CT that they can have a player hold this spot while they're A player throws flashes over the short wall and hold that contested area easier. Another thought is maybe to move the T spawns back a little bit but I am not sure how that would affect timings as I was not using a practice server will commands that I would love to have. You could also simply raise the main ct entrance to A a little bit so it allows for a fast molly to be thrown and control that short position. This may make short a little bit like water on monster where it is a very contested area and you have to molly for control of it, however I think if you do not have this molly this position may be very t sided. I very much enjoyed the rest of the map when I played it however I only played one game and I was playing short on ct side. (this was the last game on your stream). Maybe even making the ct side spawn closer but I am not sure how timings would be affected in other areas. There is also fast smokes the ct side can throw from spawn to cover that area but i am not sure that would be enough as with good flashes the speed that Ts can get to that area of the map is very fast. let me know what you think and comment if you would like me to elaborate on anything.
I also love the attacking ideas on this map in terms of team play for different defaults and control of different areas I think this map is very good
Nerd
So? WarOwl said so to create some suggestions for A site.
@@thebluguyyt6447 issa joke
K ಠ_ಠ
Please bring this back! I loved watching you iterate on the map
Imagine making a map for the first time and its perfectly balanced
As all things should be.
@@aninditapaul9291 Sips yorkshire gold
@@benguo2563 *Yorkshire netherite.
@@aninditapaul9291 pogers
@@blightedcrowmain8236 ə
Let's FaceIt, your map is going places!
Did you just
OH NO NO NO, YOU JUST DIDNOT
AHA. HA. OH AHAHAHA. AHHHH. AHAHA. HA!
:(
Well played.
@@biscut8650 He did not hit her, he DIDNOT
Houngoungagne: Posture check
WarOwl: Fitness test
✅✅✅
ruclips.net/video/Y82jDHRrswc/видео.html
Who
Meanwhile I'm still: PP Check
2:33 “I cant imagine running into a bombsite dry peeking everything”
*laughs in silver elite*
I miss this series so much, hope to see it for cs2 one time since its got such a good map editor.
1:28 Someone's been drinking Yorkshire tea apparently
seems like it
I didn't realize it while watching. :D
Spiff broke RUclips, that has endeared him to me.
@@TheWarOwl keep makin the map warowl even if things don't go as planned
Hah, I was wondering if that's supposed to be a reference to Spiff.
I am calling this now, this map is gonna feature sometime in the game
1 and a half years at most
@@DLkiba let's hope
the spiffing brit references tho
Glad I'm not the only one who caught that 👍
This map looks like it would be insanely fun to play on once it's textured
I wish some talented map maker would decorate the final version of de_amigo.
i really wanna see that
Yes, fish pee in stream water, and NO, it is not safe to drink it. Always drink purified water.
You can pee in a tree or an hidden coner LOL
You could make short A more exposed using inclinated floors
Could be a slight box on A site only accessible from site that you can climb up onto to watch short A. Perhaps the site just needs to be further away or there needs to be a slight cover for CTs similar to boiler on inferno I think. Just one last little bit of defence before site is given to them.
“NOOOO!
YOU CANT JUST PUT A HOLE THAT LEADS TO NOTHING BUT INFINITE DARKNESS AND LONELINESS NOOOO!!!”
“haha smoke go -----“
"I'm throwing a smoke" . . . . . . . . . . . . . . . . . . . .
smoke go BBBBBRRRRRRRrrrrrrrrrrrrr...........
15 years later *if a game allows custom maps...there is de_amigo*
"I thought it was funny" we have similar reasoning on why we do things huh
people *overpowered feedbacks* warowl: get gud
The only thing for me is that I can’t really tell where I came from from everything looking the same, messes with my game sense
It's for this reason that I always play deathmatch on new maps for a few hours before trying to play anything serious on them. I start to learn the map from any random spawn location, and it helps me learn a lot about a map. But I assume you meant that everything is orange, and I can't help you there. I've played a lot of orange maps, so it doesn't confuse me. I look more at the layout around me, than the landmarks. If Dusk was suddenly all orange, I'd figure it out pretty quickly just from the layout alone.
it may be confusing butkeep in mind: This map may still change color and modelwise, therefore there could be a whole graphic design thing still going on if it is supposed to be in a community map pool for maybe a new operation.
I think he has plans to "decorate it" with real textures. That's what he means by "the next step", after he is done balancing it.
Yea put textures ya bum
About the Mid Window you can actually add a little 'balcony fence' so CTs need to jump over it to get the boxes on mid. It may prevent CTs to go boxes on mid less times cause' jumping of this fence slows them down. So they might be then taking kind of risk of death.
They say that it’s too CT sided because base on the data retaking sites in an after plant was hard and in every 4 plants there was 1 retake+defuse. And yet it was 50 50 which means that holding sites was easy and taking them was really hard. Which gives the feeling that the map is CT sided.
Yeah, it was only 50-50 because the players were deathmatching (team wipes for a win, more than planting).
I'd say the firefights are balanced, but the plant/post-plant is not.
Holding sites is always easier than taking them. That 25% retake stat is standard across pretty much every map
@@Tar_Tar2171 Probably be a problem if that wasn't the case, since defense is suppose to be stronger then offense, you're already setup and the offense has to come to the defenders to win. Which makes it strategic bait.
@@Spartan322 yeah since normally if you check a map like mirage you will have 2 guys A one mid against 5 if they all rush being outnumbered making it hard after it for ct to take back at 3 or 2 v 3-5 depending if the trade was good
“sometimes u just gotta know when to stop” - warowl
well im waiting this map on the next operation
1:27 The Spiffing Brit
approves this line.
The lord of tea would like to hear more about this map with “no exploits”.
You shall receive a request by carrier pidgeon, together with a box of Yorkshire Tea.
the moment I saw the stats 1:21
I: "sheesh"'d
"i think its funny" is the perfect reason and i hope you keep The Hole
i couldn't agree more with what you say at 9:40, same applies for sound mixing (sound recordist here!). good analogy: if you overcook, it looses it's taste.
Mapper spends weeks perfecting map with texture. Warowl makes boxes and gets into faceit map pool
I dont think you understand how mapping works. Many maps are textured by other people external to the mapper.
@@Twat2024 I'm dumb so i got an excuse lol thx tho
@@sedness7039 i might be wrong aswell, ur comment seemed like a satire joke hehe
@@Twat2024 But yeah, that's just making the texture itself. The image that will be used as a texture. The mapper places them on the right surfaces, etc.
"Perfectly balanced map with no exploits."
Did anyone else think of Spiffingbrit?
Exactly my thoughts
Great becauss that's what he was referencing.
He didn't once mention tea so it was not a perfectly balanced video.
@@mechanicuslupus yep
A lot of people did
it'll be awesome to see this map in cs2 among with the changes he plans on making to it.
Some advice on mapmaking:
-While 50/50 winrate is the desired outcome of map balance, the degree of complexity/redundancy laid out to achieve it is (in my opinion) the indicator for how good it is (not in all cases though). Take a simple symmetric flat map as an example with equal skill players, you're most likely going to see ~50% winrate(with some kinks due to team item difference or some other), the degree of simplicity would be unacceptable in that case. ( I have some ideas as how you can give/take advantage from each side and let them figure out proper tactics for the map)
-At some point in map development, you have to go into visual design as well, the bland blocky look fails to give hints to unfamiliar players in their early experience with the map, for example, in that mid problem you mentioned, say the left path was a road with a visible wall destroyed by a car crash, and the right path was a tight alley, players would get the idea the road is a more direct route, and since there is an unintended destruction, it is probably a shortcut, meaning they would most likely take the left route if they wanted to rush. Or, in case of planting, you can use crates and suggestive architecture to show the bombsite boundaries (and if you do not wish to use visuals that also serve as gameplay, then just put a bucket or brick (or even put a massive arch or a telephone pole) etc to give the hint of boundary instead).
the best type of channels can provide entertainment while being helpful, this channel gives advice, tutorials, tips, entertainment. pretty respectable man
I suggest that you make the spawn area at 7:46 a bit more like the ct spawn in mirage, where you can't see the whole spawn from the entrance. For example if you make some kind of a hole into the wall where someone can hide, and maybe make the spawn a bit more like a square and not a circle. But yes, Thats an awesome map!
Each one of these videos has me telling myself I should make a map.
Blink twice if The Spiffing Brit has you locked away in his basement Warowl
Bro if this map had textures and models and if I didn't knew you made it, I would have thought this was a Valve map.
been a fan of this channel for a long time.
You leaving the hole that the smoke went down because it is funny was the hardest I have laughed in quite a while!
Thanks Mr. Warowl!
Great vid as usual!
Last time I was this early. SoloQ to Global Elite was still a thing.
Back in ma days...
@@Alekksu1111 I’m sorry
I WAS WAITING FOR A DE_AMIGO VIDEO FOR SUCH A LONG TIME
about a year ago when he was first working on the map i suggested de_amigo in my re-sub message and he included it, so gives me a fun felling when i see people use the name i came up with as a joke lol
@@oliverfreeman1905 lmfao
"This is a perfectly balanced map with no exploits." Stealing someone's lines, are we? XD
It's okay. I sense a tea drinker coming already
Remember yorkshire gold
Who's line?
Chivokroy the spiff hhahahaha
@@lordgaben5152 shhhhh
this is so cool to see but honestly im just commenting to support the algorithm because i really enjoy the videos about the map and cant wait to see the final result with actual graphics
Road to Getting a WarOwl Map Into Competitive Matchmaking
What if the real closer was the friends we made along the way?
Imagine if the map gets accepted as a scrimmage map. He's gonna get so much money from that!!
Not going to happen and the money isn't that much
@@nordic2617 The word imagine exists for a reason
@@nordic2617 the money should be insane considering skin makers get six figures for one skin. One map would be used a lot more than one skin
@@harshrangwani3424 the money for maps is a lot less than skins
@@Slimek that's weird
When’s the next vid?! Such a huge fan of this series.
I loved the Spiffing Brit reference! Great video Mr. Warren Fowler :D
To fix short A, make it more narrow to increase multifrag potential from a pushing CT. This should increase utility usage from the T side during rushes, therefore decreasing afterplant power even if the bomb gets down.
I think this would work, but the CTs get there very late, the meeting point is at the entrance.
@@TheWarOwl In that case I would make it slightly slower for the T's to enter the short A alley. This could either be done by increasing the pathway to get there from t spawn, or using a change in elevation such as a staircase or a ladder for the delay.
6:33 *FIRE IN THE HOLE* for the very first time
it was a smoke
You didn’t get it
How the fitness going mr WarOwl?
the last bit of the video gives an update on his fitness thingy
yee watch the last 5 secs of the video
Just don’t ask about the nose
really love your update videos on your map. its so relaxing just listening to it and turn off all the thoughts. plus its interesting to see what thoughts go into the creation of a good competetive map :)
It's genuinely interesting to see the progression of a map being made, can't wait for the next video
The Amigo Kid Became a History
Startin to think someone should give him a closer he been lookin for one for a while
That he has no closer is his closer.
Would love to see this in Valve's Official MM someday❤️
The videos you made on your map have been my favorite on RUclips thank you Warowl
Jesus I just love this projekt. Just to see this evolution is incredible and exciting
Maybe make the short a pretuding wall into a thinner wall that you can shoot through.
When is the new episode, warowl?
LETSFUCKINGOOOOOOO
MY MAN GOING BIG TIME
That Spiffing easter egg tho...nice!
Thanks for the video, and I'm looking forward to playing your map myself!
As someone who used to map in my youth, I love these videos. Takes me back to those days.
Is the perfect 50/50 balance just because everyone was playing the map for the first time? I feel like it would become easier for the T side as more nades/angles/spots are learned.
Yeah, this is quite possible. I think WarOwl needs a much bigger sample size over a longer period of time to say for sure.
I also think that's because the map hasn't fully figure out yet, but that is also why we got weapon balances regularly
9:29 maybe some doors?
Let's make A short more like choke point, or make it maze or make it slope to give the cts high ground, or make some cover for cts like on banana on inferno
living for the either "it didn't wooooork/it woooorked", my ears are blessed again.
This really is my favorite series of yours. It's so creative and smart but also fun. Very cool 10/10
What happened to this series, I mean it got good views and was different yet on brand!
And a couple years later, it would be added to Valorant under the name Pearl. They deadass copied ur homework.
I sometimes wonder if Warowl is ever gonna have a closer.....
I just binged all these and this is interesting to watch
I like how the maker of the map is creating his own nade lineups, rather than waiting for players to make them.
That was a spiffing reference right there in the beginning... ENJOY YORKSHIRE TEA!
Warowl i know ur not gonna see this but i just wanna let u know i love ur videos and that i hope you keep on making them
I saw it, and thank you!
@@TheWarOwl ❤️❤️❤️
3:04 LMAO
You should consider adding a more clear visual indication of where the bombsite is. Ideally, I personally like having a different material entirely similar to on Vertigo, or Nuke, but other options include things like a border with decals, or a more obvious elevation change. Its a pretty minor change, but makes learning the map on the fly easier, and will probably help first-impressions some.
I hope you finish this one, or even start a new project. I enjoyed the mapping content. I've rewatch all of the de_amigo videos countless times because there's no new ones. plz do more...
More mapping videos please
i had to click because of the title
yea me to
There's an easier rule of thumb: it's a WarOwl video --> you gotta click.
@@Kiefini haha that too
"i think its funny"
-man after losing his license to map
This series is really interesting. Keep 'em comin'.
I really enjoy watching this series! Keep it up! 😊
Zig zag way towards short so timing is slower and ct can take better positions