@leahk3565 how is this overcomplicating it, they stated its 2 seperate engines and the movement speed on both games differs. They aren't exactly the same. Using the movment speed with knife out wouldn't be a valid metric. I think you're measurement of size of map would have been vastly different than the answer they came up with solely based on this fact.
My first thought was that too. If you want to measure how the maps feel on different games, the best measurement sure is the speed with which the character runs, which can give you the time required to cross the map distance
@@zStC1But isn't space somewhat relative to speed? Like in a game where you can move faster the map is "smaller" in fact they even used that concept as an argument in the video for why Valorant feels smaller "agent abilities"
9:06 it’s funny too, the reason people kinda hate breeze right now is because they’ve made the map more tighter and blocked areas in a way that absolutely made no sense.
A large portion of the player base has always hated breeze. When riot first announced that breeze would be returning (before the map changes were revealed) most of my friends were disappointed and many said they would have preferred breeze be permanently removed from the map pool.
@@bl0ssum143i started valorant in may last year but i only played for fun and i was shit, but this year when i actially started playing the game, breeeze was gone, and dayum breeze is straight ass. Worst map by far. And i have no bias to other maps since i only started playing this year
I think the reason Riot did what they did to breeze is the original complaints of Breeze being TOO open and hard for attacking side to attack and the defending side to retake, since there was a metric ass ton of angles and rat spots to clear. Which would've been fine, if those angles werent so damn far away.
nah ive been loving breeze recently, i think partially cuz it gives me an excuse to play jett instead of raze (ive been a raze main for 2 years, still enjoy playing her but have recently enjoyed jett a bit more, even with the nerfs)
The only reason either game is going to get better is thru the competition look at the fact that valve started updating cs and adding more to it once Valorant dropped ( I mean bigger changes like finally nerfing the aug and Krieg and also the addition of battle passes and stuff which I didn’t really like but they tried new shit cos of Val)
People want validation for how many hours people put into their choice of competitive game. Even if that means putting down other people for their choice of time sink.
I kinda don't think that adds to my viewer/player experience... but the complexity does! Valorant make their maps details being not too much interactable, while CS2 make every furniture usable... like climbing the shelf in market (Mirage). But I know that's because the different approach from each game. It's great to play both so you can always have a different feeling.
@@carloseduardolimagoncalves6761 ??? Valorant design maps with big empty square corners in mind to have somewhere to hide when the area is getting bombarded by abilities. The map design is and layout is similar to an early stage CS map, way too many 90 degree corners and square cover. Its boring and adds no interesting map play as you rely on abilities to make the map even functional to begin with.
@@carloseduardolimagoncalves6761 his point is that Valorant maps themselves arent interesting, they just feel like boxes that force each side to interact in one way or another, of course you might flip this onto CS and say the same thing, and I'm not mapmaker. However, in some way CS maps just feels more... interesting and actually fun. People don't even like Valorant's maps, it's always "which map I hate the least" rather than actually liking them...
insertion 2 was the biggest map ever put in csgo on official servers that wasn't dangerzone and turned out to be one of the best csgo maps ever made. So it can be done.
@@Renos44 I honestly think it comes down to is it feasible to start having fun on a huge map in an acceptable amount of time. Like how much research and memorization is required. The example for me that comes to mind is Haven vs Pearl in Valorant. Like haven though large has clear ideas at the three points. Standard hiding. Interesting egresses and ingresses. Play a few times and you’ve got the few of it. Pearl on the other hand adds far too many books and crannies that are easy to forget because the other points got too much to remember too. Just a clunkier feel.
In a way, there are hardly any "unplayed" areas of the cs maps. Maybe Anubis and Nuke Tspawn, but Tspawn on D2, Mirage are played regularly for map control. On Inferno, if you consider t stairs and anything beyond bridge as tspawn, it is also utilized. Vertigo incorporates CT spawn just D2 did - as a proper mean of rotation and retake. On D2, taking the short route from mid or B through CT spawn to A is risky in retakes, but being there earlier often trumps the long rotation, especially if your teammates take over short. That's why D2 will also be one of the most played maps. Also, the option to intercept a B rush by rushing lower is just too powerful since the snipers cannot see double door anymore. Everytime I go B as T, I lose either utility or time to clear lower and expose myself to short and X-Box, before actually approaching B.
Also verticality and cover. They allow maps to be more open without leaving players completely exposed. Think of T-spawn, which is completely open but due to verticality you're safe from upper tunnels and outside long.
After playing CS i feel like the Valorant maps are very plain design wise, like if having so many eyes on the development trumps the quirkiness by a lot and make them end on a very large corridor and an S like shaped one with no verticality on EVERY MAP. I feel like we won't get anything even close to Nuke, Cobble, Vertigo, etc; in Val, closest one to CS so far is Sunset, maps super unique.
It was one of my issues with Valorant that made me go back to CS. I think also personal preference did that as well. I still really like to play Valorant on the side, I just had to choose one to main, yknow? I hope Valorant gets some better maps. Valorant stole from CS, now CS from Valorant, now riot ought to steal some map ideas.
@@sergiothee Weapon refunds, map sound indicator, overall clarity of the game (visibility), bringing back MR13 (even though it was in the early editions of CS)
I think a thing here that may not he as important as the spawn area is model size relative to map and how they transverse these maps. Valorant operators are large relative to their maps making it feel even smaller
I feel the movement speed is what makes it feel so small, you move so slowly in valorant but you can cover so much of the map. Whereas in "god's game" (not biased at all) movement feels faster, more fluid and overall rotations take longer. It makes the world seem more bigger. It's hard to quantify, but its easy to "feel" the difference. I don't particularly agree with your findings, having the valorant player being 200m feels like a bit of a crutch. I would love if you could visit this in more detail in the future!
I think the main point in this discussion is exactly what's mentioned in the last points of the video: the fact that you can move everywhere in your side at the start of a round in Valorant and even set up some skills makes the maps feel a whole lot smaller. That combined with the fact that some characters can teleport or move a lot faster than by default, makes some part of the maps remain unused and empty because rotations are either instantly done, or not done at all. Just look at D2 for example: from T spawn you have a view of tunnels, long doors, and from suicide you can take a look at all of mid, and in CT you have many boxes with covers and off angles, you can peek mid, and you can have a look at long and B through double doors. Now look at the spawns of any Valorant maps: they're completely empty. There's nothing, just an empty plain. The spawns are not supposed to be played in, they're just a necessity. Not that this is wrong, it's just how the game has been designed, but it certainly makes the maps feel a lot smaller since those two big parts of the map become useless even before the round has actually started. Basically, in CS maps are played as a whole, while in Valorant only the sites are played.
@@iicettea yeah absolutely, the point is not that the spawns of all maps in CS play a big role, the point is that the spawns in Valorant *can't* play a big role because of how the game is designed.
@@iicettea yes but the fact that you actually spend time in cs spawns waiting for round start whether you play in it or not vs valorant you start at the barrier being seconds away from contacting an enemy changes the way you actually perceive the map sizes considering how much downtime there is between action in cs when you have to run from spawn to get to a hostile area
@@Jeregolnumber9 i think mid is the most important part of breeze u need at least 2-3 people on mid to take mid control to take either site effectively
@@kushiwa5506 players don't seem to like mid control maps like Breeze, Split, and Pearl in general. It should be a nice thing that there's an "arena" part of the map you're encouraged to brawl it out on every round.
@@kushiwa5506 Ngl breeze is good if you and your team know what they're doing. But B main tho, thats still kinda cramped and it sucks when enemy has a viper and any other agent with a molly/grenade.
bravo fellas. really impressive work, though one thing i was hoping you would take into account was the movement speed. Since you can move faster in CS (based on my "feeling), it could make up for the map size.
It could be cool to run some Valorant customs with a handful of friends and treat it like a CS buy phase where you’re just not allowed to move, then see how claustrophobic it feels / whether it feels more fun that way
It would be! However it wouldn’t be the exact same as CS due to the large issue of Valorant maps being built on the fact that you will be able to walk around in the buy phase. Nevertheless a good idea though!
I saw somebody do this to test if it mattered or not in terms of reaching the barriers/opening peeks quicker, and it averaged that both teams could reach the opening peeking spots at nearly the same time.
I think topics like this are super fascinating, the difference in map design philosophy even between the companies is insane to me. One person per map at Valve, whole teams working on maps at Riot, it explains a lot about why CS maps are more varied in terms of size. Things like gun balance and ability/utility balance (mostly Val for that second one) are talked about a lot when it comes to both of these games, but I think maps are just as important to talk about. I'd absolutely love to be a map designer for an FPS if I ever get into game development, I think that'd be a super interesting and challenging job.
I think that Valorant makes maps more similar, and CS, as said in the video, are made by a lot of different people. I do prefer the CS go gimmick of having pretty interesting game layouts, making so playing different maps is refreshing even after playing it after all these years. Valorant, on the other hand, just feels like the maps are all the same but with some type of a twist, but the basic layout stays similar, that's also why then they try to change that in one map, like Breeze, it just end up being worse because it feels and plays differently, and in my opinion, some times, even worse than other maps. I like the maps from both games, and I don't think there is a big way to fix these problems, I also don't mind with this type of standardisation, but I would love to see more experiments on map layouts and more usage of height. A great example is Icebox, I love that map, more different from the others, the way to retake is more original, uses more height, feels bigger because rotations take more time, jackpot! That's why I feel like Icebox is close to the way CS maps are made than, for example, Breeze, that feels like it is way bigger just for the heck of it. So, Riot, please be more careful with the angles, Icebox on release wasn't that great as well but it feels good now, and Valve, please let more experimental maps in matchmaking, I love then new experimental maps from the workshop come and actually turn out to be good, some workshop creator take so much time and effort to make these maps and balance them, just please, don't add a great workshop map and remove it, don't do that again, I BEG YOU VALVE. Anyway, you know what to do "Rito games" and "Valvo corpotation".
I think big valorant map feel more tedious more than big csgo maps because Valorant's movement is much slower than cs2, hence the reduced size to compensate for the lack of movement speed
Valo & CS are very different games at this point in time. To me, Valo feels more like a moba than a shooter at this point, which isnt necessarily a bad thing, it just appeals to a different playerbase. Comparisons between the two games were more valid two years ago, but rn its kinda pointless. The comparisons are funny tho, and i am not surprised that tribal warfare is happening between these two games. It always happens when two somewhat similar franchises have obsessive fans. Personally, I think it is fun to shit on either game just to get a reaction out of people. It's so funny the assumptions they make of you just from the first words in your sentences. You can sometimes see the image they have in their head of the "typical" Valo/CS player that they're imprinting onto you lol. In terms of the actual games & the maps in them, I think both are good. But I do have a bias to CS' maps, since I've been playing it on & off since 1.6. I feel like CS maps have more personality in them than Valo maps, but that might just be my bias speaking.
@@Chickenburger-2 visually I do agree that val is better but I think cs maps are more balanced. Yes cs has had a few maps with bad balancing but valve was quick to fix them. Val on the other hand, they always seem to benefit one side more than the other by a larger margin. take bind for example.
@@Chickenburger-2 nah you cant tell me valorant maps are better visually. at any resolution there is just too many boxy shapes and that takes away some of the immersion. cs is good at breaking up parts of the map so they look more natural. add to that and the 70% of the map pool is good and the 30% are playable, 70% of vals maps are just unplayable and dumb, yeah for all its faults cs wins in the map department
use the 13 second rule. In CS map making, there is a rule for bomb site rotations, it should take about 13 seconds to rotate. Which is designed for c4timer.
I think part of what makes valorant maps feel so small is how constrictive the spawn areas are. Like in cs, maps like inferno have varied and interesting spawn areas that make (as an example) hunting down someone trying to save an interesting task. Meanwhile, most valorant attackers spawns are a box with 2 exits that lead to a hallway which lead to the entry points. The only mzp that doesn't do this is bind (which afaik is the first map so checks out)
I think the reason why Valorant's map is small is so it can compensate for the game's sluggish movement. Add the fact that utility can only go a certain distance (with the exception of Sova's darts, Kayo's Zero Point, and Brim, KJ and Viper's molotovs). Having a small map balances Valorant's gameplay, unlike in CS the only limit is the skybox but it's possible to perform a cross map smoke
Havent played much valorant but I kind of agree. One thing to note is that all of CS2's maps that are played competitively were designed with a skybox that limited where you could and couldnt throw grenades, however on switching to source 2, the skybox was removed.
Valorant feels smaller more because you have access to almost half the map before a round even begins whereas in cs, you start in a very small area and move into position as the round progresses.
i think pushing back the barriers instead of removing them entirely could be helpful there just needs to be more playing space between where the attackers come and where the bomb site is, feels like every valorant map is just attackers spawn barrier -> very small chokepoint -> site
run speed is faster in cs so having bigger maps isnt too bad, but the maps in CS also feel like there are a gazillion corners and places u have to check.
Breeze is disliked because the individual spaces are large, not the map size. A map can be gigantic, but if each space is massive, It just feels empty and terrifying to go through, especially at lower ranks where people will sit in the middle of the open space somewhere.
I think that the better unit of mesurement is "Distance covered by player in 1 second" (while walking at linear velocity). Which puts relative perspective of the feeling of each maps, like the actual important size of a room is how long it takes you to walk accross it.
I played both games a lot and i prefer the cs buyphase. Spawnbased playstyle can create some randomness for example: On d2 when you have 3 mates spawned close to long, you should take long.
The fact that Valorant agents have abilities creates a lot of problems with implementing the CS buy phase. For example, there would be so many OP omen ults you could do off rip. Or if you're a sentinel like Killjoy or Cypher you would have to rush to your position and fumble with your utility to get it set up in time. It would make the game feel even more random and clunky than it already is IMO.
Having played both games extensively too, I personally prefer Valorant's spawn mechanics. It's more consistent for competitive gameplay, as it's less reliant on luck. Eg. Closest spawn to A long on Dust 2 gives you a better timing for the op. Compare this to Valorant, there is no luck-based advantage based on spawns. Minor advantage, but at the highest levels of play, this can mean the difference of losing or winning the round.
@@Euvern totally agree with that and you totally hit the point but i like the luck-based advantage, it creates timings for wierd positions or peeks and makes the contact point inconsistent. I think that makes the gameflow more random/suprising. (:
@@bqrsti802i think both work best for their respective games. theres already a lot of random stuff happening in valorant with all the util and ults so the barriers add some sort of consistency, while csgo util is much more streamlined so the randomness that can happen straight from being spawned adds the element of randomness to what is otherwise a very consistent game
Dude, when I clicked this video I was already thinking "it's the moving buy zone mechanic!" Having said that, I played some Valorant, and map size is not what I didn't like about it. I didn't like how many zoo animals and fireworks were going off. Oh, and the maps look so dull. I'm sorry for saying that for that chick that is a mapper in it. I'm sure it's not her fault, it's just the visual identity of the game that makes it look like it's made with slightly painted Lego bricks or something.
If you want to compare the scale start from velocity. Time how much it takes to run across the map, calculate the distance across axes and then areas. Velocity should be somewhat constant across the 2 games and even if its not should be directly correlated with the size feeling of the map
I play Valo and CS pretty actively (less so CS as they iron out 2's issues and get it up to GO's level of operation) but even though CS feels a lot bigger, the game compensates by giving you more time per round. That being said I've never had an issue switching back and forth and haven't felt cramped or claustrophobic on Valorant. Maybe it's because Val was my first serious shooter whereas before I didn't really care what I did in CS, but I haven't really had these issues switching between the two, and don't feel the molasses effect even though Val is slower in movement. The anchor bias of me starting with Val is probably I understand VCT more than I do CS esports (ESL and BLAST) as well. That being said I feel like I am playing fundamentally different games when I switch- maybe because I care about my CS2 rank a lot less, but still, it is quite a different game for me, so I don't feel any of these issues like others who play CS a lot more than Val do
Speed, movement in csgo is faster overall so slightly bigger maps are more warranted. In valorant you move around before round start rather than being frozen in place so you can reach sites faster, that doesn't always mean the maps are bigger/smaller, but it will make maps feel smaller in valorant.
i find the lotery of spawns much more fun... your bud got the fast spawn to peek window? trhrow him the awp, let him shoot, then swap guns... spawns and knowing timings is fun
you make a screen shot with minimap on, start walking, stop and take a screenshot when 1 second is over. You should be able to observe a second/distance scale.
@@MemoriesLP It's like saying that League is more complex than dota because it has summoner spells and dota doesn't. The core mechanics have much more depth in CSGO that something as simple as spraying or peeking takes years to master. It's not even comparable. And i'm not trashing Riot, imo they did a far better job than Valve in makin their games more accessible, but this has it's pros and cons.
lol, the inferno may be bigger than most of valorant maps, but for me it's still shit with just boring corridors, interesting listen to claustrophobic people about Inferno
Map size doesnt make a game good or bad, although it make the game better Ok that the playable area is roughly the same, but, since the map area is bigger, in cs the trails are completely different and unique. One thing I like to use to compare the two games is how many gun or utility fights you have to do in order to get into a site. Most of the time in Valorant you only do one or two fights, so you can flash, scout, kill or whatever, one point, smoke the bomb site and that's it, whereas in cs sometimes you have to fight on 3 different fronts, only to then get to the site, where sometimes, you still need to win another fight. thats why cs maps are better
I think CS players that now play Valorant can Agree that it's not so the size but how you use it... Ok ok jokes aside, Valorant feels verry cramped up from the get go in spawn, I CS you get some more options to creep up to where the action is, Compare Haven vs Dust 2 Or something, Or mirage, Or inferno. You have allot more alleyways to do strategic stuff. If we look at split on Valorant, GL going anywhere CT's already have controll of everywhere
That one gameplay change is what makes valorant different than csgo. Imo valorant is easier because of that even with the chaos of util in that game. You just know where people will be where as in csgo, the bigger maps tend to provide more spots to hide so you don’t always know. Also I think movement in cs is faster than Val so that makes a big difference in the way maps feel too
You can have a map that is Big that fell smal or a smal map that fell big. It just depens how you designe your map. If all of the Map is corridor after corridor it will fell smal, But if the map have open space where the player can breath it will fell bigger. And how fast it takes you to get there. It dosent matter how Big the game world is if your character is usian bolt, then the game will still fell small. So you also need to time how Long it takes to get there to know how Big the map realy is.
I don't think Valorant communities hate CS, it's just CS communities always trash talks Valorant and valorant players talk back to them to defend their community.
Honestly its not the reallife size, the time it takes to get from one end to another is more of what gives maps size. So i think you should measure the time it takes to run from one side to the other if you would ran in a straight line. Why do i think it matters more then actual size ? Cause the time you need to traverse it its what makes you as a player feel the size.
The thing about Valorant maps compared to CS maps is they feel more intuitive. It's a trade-off: Valorant maps lack the depth of CS maps, but are easier to learn, especially for new players.
Breeze update sucks ass because people are used to walking in small corridors all the damn time. Plus the slower movement in valorant makes the maps feel bigger as rotate times take forever.
Point Stated that in Valorant Buy Phase, players can move all over the place that was designated by Riot.. This design actually helps in keeping the Attackers and Defenders on a good spot where the Defenders actually have time to setup their utilities before Attackers reach them... After all, Valorant is a game of throwing out Utilities CS doesn't have much utilities that can be used aside from the good old Molotov, Smoke, Frag and Flash grenades... Though, in both games, the Bomb/Spike Sites can be found closer to CT/Defenders... There are some cases in Valorant where running from Attacker Spawn is actually faster to gain map control the than from the Defender Spawn.. Example is on Haven where Attackers can actually run faster from Spawn to Garage than from Defender Spawn.. Or just imagine Omen Ulting from Spawn to an empty B-Site at the start of the round on Haven to plant.. Then Attackers would be in a good spot to from Windows and Grass to spam on tap... Anyway, Riot won't change how Valorant Buy Round works..
8:23 this. I felt this staleness after playing about 10 rounds on each map. Every area of a map played out the same - it was incredibly boring and it's in my opinion one of the biggest flaws in Valorant.
Valorant BIGGEST issue in my opinion is its map design and is counter-intuitive to what it wants to be simpl because of bonehead contraints and obligations that the map designers seemingly give themselves. Over all size is just one of the many issues of Valorant map design and why I am very frustrated about the game. Please Riot. Let the community do maps. They would do a better job than your paid employees I assure you.
The reason why Valorant maps feels so small is cause the FOV in Valorant is much less than CS so it looks like CS maps are bigger but it's really just an illusion.
Valorant maps for me just feel empty, its probably its artstyle that makes it feel this way. CS maps especially CS2 has more life in them and look better overall which is why i prefer cs
Freezing the players on spawn is not an option in valorant since a lot of the agents have to set up their defensive utility prior to the round start which is not the case in CS GO, this is the primary reason that a lot of the gun fights are seen as soon as a round start in valorant which makes it more predictive while peeking angles but the utility part of it makes the game's skill ceiling a bit higher than CS. I feel if the player of CS are provided the same freedom as valorant during the buy phase we would not be having this conversation more often than we have it now
CS maps are just better than Valorant maps, they've been polished over years & years of pro play, also i feel like on Valorant you are always funneled into a choke hold where on CS because there are no abilities the tighter entries into some sites are alot easier to achieve because unless they Molotov you which you can easily counter there isn't much they can do to stop a rush whereas on Valorant you can just spam abilities. I just feel like in CS because you always start the round standing still the maps just feels bigger because you take a lot longer to get into engagements, I also prefer the difference sizes of maps in CS compared to Valorant, the maps in Valorant all feel like the same size, there is no variety, CS has done that beautifully!
I feel like you touch more parts of csgo maps during rounds, since of the barriers. However when running around val maps it feel like shit. Like so slow
I think u were overthinking the whole thing, yes the actual playable area is an important part to ur question but.. what makes valorant feel so small to me is the insanely short angles. Like there’s nothing comparing to dust2 a long, it always feel like u are 5 meter away from ur enemy and in cs u can aim over half a map with an awp on some maps. All the valorant “long” spots feel tiny compared to cs. I think u kinda missed the point of that feeling.
Man the RNG of having a slightly better spawnpoint in cs to determine whos your entry fragger for the round is so stupid and outdated and downright archaic.
valorant doesnt feel small... it feels Closterphobic because you are walking in narrow hallways with very little room to move in the playable area. take split for example mid heaven and ropes are all super narrow and are 90 degree turns... it feels like you point the gun down range and hold mouse 1 and you kill 3 people. in CS there is space to move around corners, you rarely have a ceiling above you, the maps are more natural in the sense of geometry because the world is not made up of 90 degree turns. Also the comment about riot 'having a map making process' and CS is somehow not as prestigious like ??? some CS maps are over a decade old and have been adjusted over and over and over over the years for more balance... valorant maps are virgins in that sense and only a few changes have been made to try to increase the competitiveness of the maps. i mean shit to support this arguement that valorant has next to no idea how to design a map is the player reception of majority of maps that have been released from launch, breeze-hated, fracture-hated, pearl-not hated but not loved. And with the trend of riot releasing increasingly broken characters it makes the game unenjoyable for the same reason league is dying. old characters that you loved no longer have a place in the game and a rework leaves the character so different from the origional that it might as well be a different character. CS > valorant. only thing that val has on CS is a good anti cheat(but at a cost because that shit is basically chinese malware so no thank you)
The best stick imo would be units covered per second while equipping a knife. This would scale rotation times equally between the two.
Unless I'm mistaken, CS movement is faster. This would make CS maps seem smaller than they actually are compared to Valorant maps
Exactly. I have no idea why they overcomplicated it so much.
@leahk3565 how is this overcomplicating it, they stated its 2 seperate engines and the movement speed on both games differs. They aren't exactly the same. Using the movment speed with knife out wouldn't be a valid metric. I think you're measurement of size of map would have been vastly different than the answer they came up with solely based on this fact.
My first thought was that too. If you want to measure how the maps feel on different games, the best measurement sure is the speed with which the character runs, which can give you the time required to cross the map distance
@@zStC1But isn't space somewhat relative to speed?
Like in a game where you can move faster the map is "smaller"
in fact they even used that concept as an argument in the video for why Valorant feels smaller
"agent abilities"
9:06 it’s funny too, the reason people kinda hate breeze right now is because they’ve made the map more tighter and blocked areas in a way that absolutely made no sense.
A large portion of the player base has always hated breeze. When riot first announced that breeze would be returning (before the map changes were revealed) most of my friends were disappointed and many said they would have preferred breeze be permanently removed from the map pool.
@@bl0ssum143i started valorant in may last year but i only played for fun and i was shit, but this year when i actially started playing the game, breeeze was gone, and dayum breeze is straight ass. Worst map by far. And i have no bias to other maps since i only started playing this year
I think the reason Riot did what they did to breeze is the original complaints of Breeze being TOO open and hard for attacking side to attack and the defending side to retake, since there was a metric ass ton of angles and rat spots to clear. Which would've been fine, if those angles werent so damn far away.
nah ive been loving breeze recently, i think partially cuz it gives me an excuse to play jett instead of raze (ive been a raze main for 2 years, still enjoy playing her but have recently enjoyed jett a bit more, even with the nerfs)
Breeze is just awful. Theres way too many different levels of elevation.
Why the animosity? Val and cs2 can coexist tg and help each other grow. Or is it just a meme at this point to irrationally hate each other
this is the only mature comment so far
The only reason either game is going to get better is thru the competition look at the fact that valve started updating cs and adding more to it once Valorant dropped ( I mean bigger changes like finally nerfing the aug and Krieg and also the addition of battle passes and stuff which I didn’t really like but they tried new shit cos of Val)
People want validation for how many hours people put into their choice of competitive game. Even if that means putting down other people for their choice of time sink.
idk man I play both, peace and love boys
This was like during the time of LoL and Dota of which one was better
the best thing for me about bigger maps like cs is watching pros getting map control. it's so fun to watch
I kinda don't think that adds to my viewer/player experience... but the complexity does! Valorant make their maps details being not too much interactable, while CS2 make every furniture usable... like climbing the shelf in market (Mirage). But I know that's because the different approach from each game. It's great to play both so you can always have a different feeling.
@@carloseduardolimagoncalves6761 ??? Valorant design maps with big empty square corners in mind to have somewhere to hide when the area is getting bombarded by abilities.
The map design is and layout is similar to an early stage CS map, way too many 90 degree corners and square cover. Its boring and adds no interesting map play as you rely on abilities to make the map even functional to begin with.
@@Ethiixx That's the whole point of Valorant... Abilities. Both are fun and get their job done.
@@carloseduardolimagoncalves6761 Valorants job is to be Chinese spyware so yeah I think you’re right it is doing it’s job :p
@@carloseduardolimagoncalves6761 his point is that Valorant maps themselves arent interesting, they just feel like boxes that force each side to interact in one way or another, of course you might flip this onto CS and say the same thing, and I'm not mapmaker. However, in some way CS maps just feels more... interesting and actually fun. People don't even like Valorant's maps, it's always "which map I hate the least" rather than actually liking them...
There’s a healthy medium. Don’t need super huge maps. They don’t need to be rust from mw2 but huge maps are too much a chore
insertion 2 was the biggest map ever put in csgo on official servers that wasn't dangerzone
and turned out to be one of the best csgo maps ever made. So it can be done.
Big maps are annoying i mean if it was 6v6 then sure but now that every fps is 5v5 smaller maps are actually better
@@Renos44 I honestly think it comes down to is it feasible to start having fun on a huge map in an acceptable amount of time. Like how much research and memorization is required. The example for me that comes to mind is Haven vs Pearl in Valorant. Like haven though large has clear ideas at the three points. Standard hiding. Interesting egresses and ingresses. Play a few times and you’ve got the few of it. Pearl on the other hand adds far too many books and crannies that are easy to forget because the other points got too much to remember too. Just a clunkier feel.
In a way, there are hardly any "unplayed" areas of the cs maps. Maybe Anubis and Nuke Tspawn, but Tspawn on D2, Mirage are played regularly for map control. On Inferno, if you consider t stairs and anything beyond bridge as tspawn, it is also utilized. Vertigo incorporates CT spawn just D2 did - as a proper mean of rotation and retake. On D2, taking the short route from mid or B through CT spawn to A is risky in retakes, but being there earlier often trumps the long rotation, especially if your teammates take over short. That's why D2 will also be one of the most played maps. Also, the option to intercept a B rush by rushing lower is just too powerful since the snipers cannot see double door anymore. Everytime I go B as T, I lose either utility or time to clear lower and expose myself to short and X-Box, before actually approaching B.
I actually think the unplayable area are the ones you have floor there, grenades can hit them, but no player can walk there without cheats
Also verticality and cover. They allow maps to be more open without leaving players completely exposed. Think of T-spawn, which is completely open but due to verticality you're safe from upper tunnels and outside long.
After playing CS i feel like the Valorant maps are very plain design wise, like if having so many eyes on the development trumps the quirkiness by a lot and make them end on a very large corridor and an S like shaped one with no verticality on EVERY MAP. I feel like we won't get anything even close to Nuke, Cobble, Vertigo, etc; in Val, closest one to CS so far is Sunset, maps super unique.
It was one of my issues with Valorant that made me go back to CS. I think also personal preference did that as well. I still really like to play Valorant on the side, I just had to choose one to main, yknow? I hope Valorant gets some better maps. Valorant stole from CS, now CS from Valorant, now riot ought to steal some map ideas.
Sunset is just haven without heaven on A and no Mid site. Basically dust 2
@@hobosnake1What exactly did cs steal from valorant?
@@sergiothee Weapon refunds, map sound indicator, overall clarity of the game (visibility), bringing back MR13 (even though it was in the early editions of CS)
Cs maps are largely community driven so the competition for map design is huge and the community has to actually like a map for it to get picked up
I think a thing here that may not he as important as the spawn area is model size relative to map and how they transverse these maps. Valorant operators are large relative to their maps making it feel even smaller
maybe cs feels bigger because of the use of the space. also the use of vertical space. every valorant map is like office when it comes to verticality.
I feel the movement speed is what makes it feel so small, you move so slowly in valorant but you can cover so much of the map. Whereas in "god's game" (not biased at all) movement feels faster, more fluid and overall rotations take longer. It makes the world seem more bigger.
It's hard to quantify, but its easy to "feel" the difference.
I don't particularly agree with your findings, having the valorant player being 200m feels like a bit of a crutch. I would love if you could visit this in more detail in the future!
Didn't know valorant agents are titans.
@@thriquinox At least they are not titanfall's titan
200cm
I think the main point in this discussion is exactly what's mentioned in the last points of the video: the fact that you can move everywhere in your side at the start of a round in Valorant and even set up some skills makes the maps feel a whole lot smaller. That combined with the fact that some characters can teleport or move a lot faster than by default, makes some part of the maps remain unused and empty because rotations are either instantly done, or not done at all. Just look at D2 for example: from T spawn you have a view of tunnels, long doors, and from suicide you can take a look at all of mid, and in CT you have many boxes with covers and off angles, you can peek mid, and you can have a look at long and B through double doors. Now look at the spawns of any Valorant maps: they're completely empty. There's nothing, just an empty plain. The spawns are not supposed to be played in, they're just a necessity. Not that this is wrong, it's just how the game has been designed, but it certainly makes the maps feel a lot smaller since those two big parts of the map become useless even before the round has actually started. Basically, in CS maps are played as a whole, while in Valorant only the sites are played.
There are maps in CS where the spawns also don´t play a big role - like nuke or T spawn on inferno (and overpass).
@@iicettea yeah absolutely, the point is not that the spawns of all maps in CS play a big role, the point is that the spawns in Valorant *can't* play a big role because of how the game is designed.
@@iicettea yes but the fact that you actually spend time in cs spawns waiting for round start whether you play in it or not vs valorant you start at the barrier being seconds away from contacting an enemy changes the way you actually perceive the map sizes considering how much downtime there is between action in cs when you have to run from spawn to get to a hostile area
You guys took "does size matter" to a whole new level.
as a cs player i kinda liked breeze the most and never understood why my friends disliked it
As a valorant player, i think csgo have better maps. Breeze is really just terrible, it's so hard to take site.
@@Jeregolnumber9 i think mid is the most important part of breeze u need at least 2-3 people on mid to take mid control to take either site effectively
@@kushiwa5506 yes, that's true
@@kushiwa5506 players don't seem to like mid control maps like Breeze, Split, and Pearl in general. It should be a nice thing that there's an "arena" part of the map you're encouraged to brawl it out on every round.
@@kushiwa5506 Ngl breeze is good if you and your team know what they're doing. But B main tho, thats still kinda cramped and it sucks when enemy has a viper and any other agent with a molly/grenade.
bravo fellas. really impressive work, though one thing i was hoping you would take into account was the movement speed. Since you can move faster in CS (based on my "feeling), it could make up for the map size.
It could be cool to run some Valorant customs with a handful of friends and treat it like a CS buy phase where you’re just not allowed to move, then see how claustrophobic it feels / whether it feels more fun that way
It would be! However it wouldn’t be the exact same as CS due to the large issue of Valorant maps being built on the fact that you will be able to walk around in the buy phase. Nevertheless a good idea though!
I saw somebody do this to test if it mattered or not in terms of reaching the barriers/opening peeks quicker, and it averaged that both teams could reach the opening peeking spots at nearly the same time.
I think topics like this are super fascinating, the difference in map design philosophy even between the companies is insane to me. One person per map at Valve, whole teams working on maps at Riot, it explains a lot about why CS maps are more varied in terms of size.
Things like gun balance and ability/utility balance (mostly Val for that second one) are talked about a lot when it comes to both of these games, but I think maps are just as important to talk about. I'd absolutely love to be a map designer for an FPS if I ever get into game development, I think that'd be a super interesting and challenging job.
I think that Valorant makes maps more similar, and CS, as said in the video, are made by a lot of different people. I do prefer the CS go gimmick of having pretty interesting game layouts, making so playing different maps is refreshing even after playing it after all these years. Valorant, on the other hand, just feels like the maps are all the same but with some type of a twist, but the basic layout stays similar, that's also why then they try to change that in one map, like Breeze, it just end up being worse because it feels and plays differently, and in my opinion, some times, even worse than other maps. I like the maps from both games, and I don't think there is a big way to fix these problems, I also don't mind with this type of standardisation, but I would love to see more experiments on map layouts and more usage of height. A great example is Icebox, I love that map, more different from the others, the way to retake is more original, uses more height, feels bigger because rotations take more time, jackpot! That's why I feel like Icebox is close to the way CS maps are made than, for example, Breeze, that feels like it is way bigger just for the heck of it. So, Riot, please be more careful with the angles, Icebox on release wasn't that great as well but it feels good now, and Valve, please let more experimental maps in matchmaking, I love then new experimental maps from the workshop come and actually turn out to be good, some workshop creator take so much time and effort to make these maps and balance them, just please, don't add a great workshop map and remove it, don't do that again, I BEG YOU VALVE. Anyway, you know what to do "Rito games" and "Valvo corpotation".
I think big valorant map feel more tedious more than big csgo maps because Valorant's movement is much slower than cs2, hence the reduced size to compensate for the lack of movement speed
Truly amazing all the research! Props to you for the effort
Valo & CS are very different games at this point in time. To me, Valo feels more like a moba than a shooter at this point, which isnt necessarily a bad thing, it just appeals to a different playerbase.
Comparisons between the two games were more valid two years ago, but rn its kinda pointless.
The comparisons are funny tho, and i am not surprised that tribal warfare is happening between these two games. It always happens when two somewhat similar franchises have obsessive fans.
Personally, I think it is fun to shit on either game just to get a reaction out of people. It's so funny the assumptions they make of you just from the first words in your sentences. You can sometimes see the image they have in their head of the "typical" Valo/CS player that they're imprinting onto you lol.
In terms of the actual games & the maps in them, I think both are good.
But I do have a bias to CS' maps, since I've been playing it on & off since 1.6. I feel like CS maps have more personality in them than Valo maps, but that might just be my bias speaking.
I like both games, but maps in valorant are arguably better visually and also from a balance standpoint. CS maps are more nostalgia than anything
@@Chickenburger-2 visually I do agree that val is better but I think cs maps are more balanced. Yes cs has had a few maps with bad balancing but valve was quick to fix them. Val on the other hand, they always seem to benefit one side more than the other by a larger margin. take bind for example.
Riot is all about copying and dont deserve any recognition
@@CSmtValValonotcoolmaking a game from the same genre aint "copying"
@@Chickenburger-2 nah you cant tell me valorant maps are better visually. at any resolution there is just too many boxy shapes and that takes away some of the immersion. cs is good at breaking up parts of the map so they look more natural. add to that and the 70% of the map pool is good and the 30% are playable, 70% of vals maps are just unplayable and dumb, yeah for all its faults cs wins in the map department
use the 13 second rule.
In CS map making, there is a rule for bomb site rotations, it should take about 13 seconds to rotate. Which is designed for c4timer.
In valorant, some maps takes like 20-30 seconds to fully rotate site to site
rotation time is the most imporant thing for me on deciding how big a map is
I think part of what makes valorant maps feel so small is how constrictive the spawn areas are. Like in cs, maps like inferno have varied and interesting spawn areas that make (as an example) hunting down someone trying to save an interesting task. Meanwhile, most valorant attackers spawns are a box with 2 exits that lead to a hallway which lead to the entry points. The only mzp that doesn't do this is bind (which afaik is the first map so checks out)
I think the reason why Valorant's map is small is so it can compensate for the game's sluggish movement. Add the fact that utility can only go a certain distance (with the exception of Sova's darts, Kayo's Zero Point, and Brim, KJ and Viper's molotovs). Having a small map balances Valorant's gameplay, unlike in CS the only limit is the skybox but it's possible to perform a cross map smoke
Havent played much valorant but I kind of agree. One thing to note is that all of CS2's maps that are played competitively were designed with a skybox that limited where you could and couldnt throw grenades, however on switching to source 2, the skybox was removed.
valorant maps feel smaller cus all the corners and angles and how boxy it is
Valorant feels smaller more because you have access to almost half the map before a round even begins whereas in cs, you start in a very small area and move into position as the round progresses.
Here it is, the monthly Val and CS comparison video
this is why movement in CS is faster than Valorant
Not really. You just move faster in cs
@@bubbles13244 hence the comment , "movement in CS is faster"
@@bubbles13244uhh just like what the comment said, captain obvious.
i think pushing back the barriers instead of removing them entirely could be helpful
there just needs to be more playing space between where the attackers come and where the bomb site is, feels like every valorant map is just attackers spawn barrier -> very small chokepoint -> site
the bind buy phase on attack might actually be the dumbest design ive seen a S&D type game
"Let's get into it" *intro plays* "Before we get into it!" 😆Just found that a bit funny
CS2 vs Valorant Does size matter?
9:02
movement is also slower in valorant than cs as well.
run speed is faster in cs so having bigger maps isnt too bad, but the maps in CS also feel like there are a gazillion corners and places u have to check.
Please guys film a video on why Valorant maps feel eerie and uncanny in comparison with Counter-Strike
Breeze is disliked because the individual spaces are large, not the map size.
A map can be gigantic, but if each space is massive, It just feels empty and terrifying to go through, especially at lower ranks where people will sit in the middle of the open space somewhere.
damn overpass fliped to the side looks so cool
I think that the better unit of mesurement is "Distance covered by player in 1 second" (while walking at linear velocity). Which puts relative perspective of the feeling of each maps, like the actual important size of a room is how long it takes you to walk accross it.
Bruh, I never realized that all the player models are the same height till it was pointed out.
I wasn't expecting people calling hammer units "complicated".
I played both games a lot and i prefer the cs buyphase.
Spawnbased playstyle can create some randomness for example: On d2 when you have 3 mates spawned close to long, you should take long.
The fact that Valorant agents have abilities creates a lot of problems with implementing the CS buy phase. For example, there would be so many OP omen ults you could do off rip. Or if you're a sentinel like Killjoy or Cypher you would have to rush to your position and fumble with your utility to get it set up in time. It would make the game feel even more random and clunky than it already is IMO.
Having played both games extensively too, I personally prefer Valorant's spawn mechanics. It's more consistent for competitive gameplay, as it's less reliant on luck.
Eg. Closest spawn to A long on Dust 2 gives you a better timing for the op. Compare this to Valorant, there is no luck-based advantage based on spawns.
Minor advantage, but at the highest levels of play, this can mean the difference of losing or winning the round.
@@Euvern
totally agree with that and you totally hit the point but i like the luck-based advantage, it creates timings for wierd positions or peeks and makes the contact point inconsistent. I think that makes the gameflow more random/suprising. (:
@@Euvernagreed. I when spawn T on Dust II i generally rush tunnel which is an issue if i spawn closer to long door
@@bqrsti802i think both work best for their respective games. theres already a lot of random stuff happening in valorant with all the util and ults so the barriers add some sort of consistency, while csgo util is much more streamlined so the randomness that can happen straight from being spawned adds the element of randomness to what is otherwise a very consistent game
1:45 lmao, I love this line
"id chock the size issue up to self esteem issues" 💀
"So the question of 'if size matters' is completely up to what you enjoy."
Lydia is great. Followed her work for a while.
Dude, when I clicked this video I was already thinking "it's the moving buy zone mechanic!"
Having said that, I played some Valorant, and map size is not what I didn't like about it. I didn't like how many zoo animals and fireworks were going off. Oh, and the maps look so dull. I'm sorry for saying that for that chick that is a mapper in it. I'm sure it's not her fault, it's just the visual identity of the game that makes it look like it's made with slightly painted Lego bricks or something.
Video starts at 1:22
If you want to compare the scale start from velocity. Time how much it takes to run across the map, calculate the distance across axes and then areas. Velocity should be somewhat constant across the 2 games and even if its not should be directly correlated with the size feeling of the map
if cs uses hammer units, 16Hu to 1 ft. why not just say ok, 52.48Hu is 1 meter in valorant?
I play Valo and CS pretty actively (less so CS as they iron out 2's issues and get it up to GO's level of operation) but even though CS feels a lot bigger, the game compensates by giving you more time per round. That being said I've never had an issue switching back and forth and haven't felt cramped or claustrophobic on Valorant. Maybe it's because Val was my first serious shooter whereas before I didn't really care what I did in CS, but I haven't really had these issues switching between the two, and don't feel the molasses effect even though Val is slower in movement. The anchor bias of me starting with Val is probably I understand VCT more than I do CS esports (ESL and BLAST) as well. That being said I feel like I am playing fundamentally different games when I switch- maybe because I care about my CS2 rank a lot less, but still, it is quite a different game for me, so I don't feel any of these issues like others who play CS a lot more than Val do
brother is winking to blink
wow props to you guys for all that effort
Valorant: Small maps, big characters easy to see and shoot
Counter Strike: Big Maps, smaller characters
Speed, movement in csgo is faster overall so slightly bigger maps are more warranted. In valorant you move around before round start rather than being frozen in place so you can reach sites faster, that doesn't always mean the maps are bigger/smaller, but it will make maps feel smaller in valorant.
i find the lotery of spawns much more fun... your bud got the fast spawn to peek window? trhrow him the awp, let him shoot, then swap guns... spawns and knowing timings is fun
you make a screen shot with minimap on, start walking, stop and take a screenshot when 1 second is over. You should be able to observe a second/distance scale.
all maps in valorant are like inferno template. There's a ton of angles to hold and it's fucking ridiculous with some of the maps gimmick
Super interesting, thanks for the deep dive.
It's crazy how Riot specialized into making Lite versions of complex games so that they are more easy to get into.
😂😂fr
CSGO maps feel like the full DotA experience while Valorant feels like DotA with the -apem command on.
Valorant sounds way more complex to me because of the skills.
@@MemoriesLP It's like saying that League is more complex than dota because it has summoner spells and dota doesn't. The core mechanics have much more depth in CSGO that something as simple as spraying or peeking takes years to master. It's not even comparable. And i'm not trashing Riot, imo they did a far better job than Valve in makin their games more accessible, but this has it's pros and cons.
@@RFKG dota is dead bro noone wants to play that shit. Being a neurosuregon is way more complex then league does that mean its fun lmao
"Let's get into it" *moments later* "before we get into it" ... bruh
nice shopify banner
Breeze used to be great, sure, it was a strict 50/50, you either loved it or hated it, but it was better than now, which is just hated.
lol, the inferno may be bigger than most of valorant maps, but for me it's still shit with just boring corridors, interesting listen to claustrophobic people about Inferno
Map size doesnt make a game good or bad, although it make the game better
Ok that the playable area is roughly the same, but, since the map area is bigger, in cs the trails are completely different and unique.
One thing I like to use to compare the two games is how many gun or utility fights you have to do in order to get into a site. Most of the time in Valorant you only do one or two fights, so you can flash, scout, kill or whatever, one point, smoke the bomb site and that's it, whereas in cs sometimes you have to fight on 3 different fronts, only to then get to the site, where sometimes, you still need to win another fight.
thats why cs maps are better
Valorant just likes to add a ton of 90 bends.
I have always hated the buy phase in Val after playing cs. You can’t really make plays off of beginning round timings because of the way it’s gated
4:14 You know the lore?!
I think CS players that now play Valorant can Agree that it's not so the size but how you use it...
Ok ok jokes aside, Valorant feels verry cramped up from the get go in spawn, I CS you get some more options to creep up to where the action is, Compare Haven vs Dust 2 Or something, Or mirage, Or inferno. You have allot more alleyways to do strategic stuff. If we look at split on Valorant, GL going anywhere CT's already have controll of everywhere
also contribute when u go to somewhere to flank or site in valorant enemy already there while in csgo u still can push and safe
That one gameplay change is what makes valorant different than csgo. Imo valorant is easier because of that even with the chaos of util in that game. You just know where people will be where as in csgo, the bigger maps tend to provide more spots to hide so you don’t always know. Also I think movement in cs is faster than Val so that makes a big difference in the way maps feel too
Comparing map size relative to the character size sounds better.
i find it weird that valorant maps feel smaller when the movement in valorant is so much slower.
Unrelated, what is that "The Front Bottoms" plaque thing in the back?
You can have a map that is Big that fell smal or a smal map that fell big. It just depens how you designe your map. If all of the Map is corridor after corridor it will fell smal, But if the map have open space where the player can breath it will fell bigger. And how fast it takes you to get there. It dosent matter how Big the game world is if your character is usian bolt, then the game will still fell small. So you also need to time how Long it takes to get there to know how Big the map realy is.
I don't think Valorant communities hate CS, it's just CS communities always trash talks Valorant and valorant players talk back to them to defend their community.
Honestly its not the reallife size, the time it takes to get from one end to another is more of what gives maps size.
So i think you should measure the time it takes to run from one side to the other if you would ran in a straight line.
Why do i think it matters more then actual size ?
Cause the time you need to traverse it its what makes you as a player feel the size.
I always felt that mirage is the most valorant feeling map outta cs
The thing about Valorant maps compared to CS maps is they feel more intuitive. It's a trade-off: Valorant maps lack the depth of CS maps, but are easier to learn, especially for new players.
I got one question y u all guys still working from home, what happened to your office.
Breeze update sucks ass because people are used to walking in small corridors all the damn time. Plus the slower movement in valorant makes the maps feel bigger as rotate times take forever.
Point Stated that in Valorant Buy Phase, players can move all over the place that was designated by Riot..
This design actually helps in keeping the Attackers and Defenders on a good spot where the Defenders actually have time to setup their utilities before Attackers reach them... After all, Valorant is a game of throwing out Utilities
CS doesn't have much utilities that can be used aside from the good old Molotov, Smoke, Frag and Flash grenades...
Though, in both games, the Bomb/Spike Sites can be found closer to CT/Defenders... There are some cases in Valorant where running from Attacker Spawn is actually faster to gain map control the than from the Defender Spawn.. Example is on Haven where Attackers can actually run faster from Spawn to Garage than from Defender Spawn.. Or just imagine Omen Ulting from Spawn to an empty B-Site at the start of the round on Haven to plant.. Then Attackers would be in a good spot to from Windows and Grass to spam on tap...
Anyway, Riot won't change how Valorant Buy Round works..
The absolute worst thing about Valorant are the maps, they feel so claustrophobic.
I'm uncomfortable with the energy score esports created in the studio this time.
8:23 this. I felt this staleness after playing about 10 rounds on each map. Every area of a map played out the same - it was incredibly boring and it's in my opinion one of the biggest flaws in Valorant.
Valorant BIGGEST issue in my opinion is its map design and is counter-intuitive to what it wants to be simpl because of bonehead contraints and obligations that the map designers seemingly give themselves.
Over all size is just one of the many issues of Valorant map design and why I am very frustrated about the game.
Please Riot. Let the community do maps. They would do a better job than your paid employees I assure you.
The reason why Valorant maps feels so small is cause the FOV in Valorant is much less than CS so it looks like CS maps are bigger but it's really just an illusion.
I don’t think this is it fam. Both games can change the fov in settings 😅
@@screacher12u cant in val and u can only do it through the dev console in cs
Valorant maps for me just feel empty, its probably its artstyle that makes it feel this way. CS maps especially CS2 has more life in them and look better overall which is why i prefer cs
Freezing the players on spawn is not an option in valorant since a lot of the agents have to set up their defensive utility prior to the round start which is not the case in CS GO, this is the primary reason that a lot of the gun fights are seen as soon as a round start in valorant which makes it more predictive while peeking angles but the utility part of it makes the game's skill ceiling a bit higher than CS. I feel if the player of CS are provided the same freedom as valorant during the buy phase we would not be having this conversation more often than we have it now
this is interesting, cuz i feel like valorant's maps are wayyyyy too big and open, while cs's maps to me feel more appropriate
before breeze, there's ice box, and that map shows how verticality is very different unlike csgo
CS maps are just better than Valorant maps, they've been polished over years & years of pro play, also i feel like on Valorant you are always funneled into a choke hold where on CS because there are no abilities the tighter entries into some sites are alot easier to achieve because unless they Molotov you which you can easily counter there isn't much they can do to stop a rush whereas on Valorant you can just spam abilities. I just feel like in CS because you always start the round standing still the maps just feels bigger because you take a lot longer to get into engagements, I also prefer the difference sizes of maps in CS compared to Valorant, the maps in Valorant all feel like the same size, there is no variety, CS has done that beautifully!
I feel like you touch more parts of csgo maps during rounds, since of the barriers. However when running around val maps it feel like shit. Like so slow
I think u were overthinking the whole thing, yes the actual playable area is an important part to ur question but.. what makes valorant feel so small to me is the insanely short angles. Like there’s nothing comparing to dust2 a long, it always feel like u are 5 meter away from ur enemy and in cs u can aim over half a map with an awp on some maps. All the valorant “long” spots feel tiny compared to cs. I think u kinda missed the point of that feeling.
I play both games, i ussualy rather play cs2/csgo but when i want an easier time i would go for valorant for like 1 match
I go for CS to have an easier time
@@Chickenburger-2 depends your rank, if ur imo on valo and silver on csgo it makes sense its gonna be easier
@@Chickenburger-2 same I go for CS if i want to have some fun, I mean in Valo I'm just shooting at animal zoo and gadget instead of enemy
TIL source uses it’s own measurements, cuz why not
Source is so old they didn't have standardized measurements yet.
Man the RNG of having a slightly better spawnpoint in cs to determine whos your entry fragger for the round is so stupid and outdated and downright archaic.
You should have just matched the height of the player models to scale them accurately, rather than based on the real world.
valorant doesnt feel small... it feels Closterphobic because you are walking in narrow hallways with very little room to move in the playable area. take split for example mid heaven and ropes are all super narrow and are 90 degree turns... it feels like you point the gun down range and hold mouse 1 and you kill 3 people. in CS there is space to move around corners, you rarely have a ceiling above you, the maps are more natural in the sense of geometry because the world is not made up of 90 degree turns. Also the comment about riot 'having a map making process' and CS is somehow not as prestigious like ??? some CS maps are over a decade old and have been adjusted over and over and over over the years for more balance... valorant maps are virgins in that sense and only a few changes have been made to try to increase the competitiveness of the maps. i mean shit to support this arguement that valorant has next to no idea how to design a map is the player reception of majority of maps that have been released from launch, breeze-hated, fracture-hated, pearl-not hated but not loved. And with the trend of riot releasing increasingly broken characters it makes the game unenjoyable for the same reason league is dying. old characters that you loved no longer have a place in the game and a rework leaves the character so different from the origional that it might as well be a different character. CS > valorant. only thing that val has on CS is a good anti cheat(but at a cost because that shit is basically chinese malware so no thank you)
wait ancient is smaller i thought nuke was the smallest map
size does not matter personality does