Hey! Thank you for watching my video, I hope you enjoyed it. Inferno was one of my favorite maps in CSGO, and was by far my most played map. This video could have easily been 30+ minutes had I delved more into my love for CSGO Inferno. Unfortunately, that love is gone now, and I find myself avoiding this map in CS2 as much as I can. My opinions here are just that, opinions. If you enjoy Inferno, I don’t want you to feel like you shouldn’t (13:25). I love this map and this game, and with a few small tweaks, I feel like Inferno could be returned to its former glory. ❤
Even though the new Inferno took a week or two to get used to, I personally love the new Inferno, a few "campy" angles are removed, and its also visually very pleasing Personally, I don't really care about the clutter; it doesn't bother me at all when the map layout is in my head and it's just basically the same thing Yes, utility is heavily reduced now, and I do wish that Valve does do something to fix that, since it does get annoying when trying to counter CT utility
On T side I've started having to play alt mid and watch top mid at the beginning of each round, it's been such a weird adjustment and makes the pacing of the round feel so weird
Nah plz replace Anubis with cache. Idk why people hate inferno so much. You have to be extremely calculated with rotations and utility. I find that all my down to the wire close games are always on inferno.
My main gripe with Inferno is actually the visual clutter. There's just so many small details that it looks beautiful but also a nightmare to spot enemies (especially some Agent skins with their unique colours and models) in the crucial splitseconds you get. I also get less FPS on it which probably compounds the problem (I average ~144 FPS on it compared to ~180 on other maps, the 144 FPS often drops to ~100 FPS if there are smokes in view). I think CS2 Nuke is a map that made the transition much better. CS2's new lighting helped to modernise the late-CSGO version of Nuke, while the map's assets themselves were already good enough. The map is detailed enough to look real, while also lacking visual clutter and feels better with regards to target acquisition.
My team of friends instantly votes Inferno off, as I just can´t play on this map. I in fact get overwhelmed with the information, because of the clutter and my brain just stucks. Never had anything like this in my life while playing.
There was a time when I was pushing banana from B and a terrorist was crouched at the barrels and it was so hard to friggin see him. I only noticed him a few shots before I died. Not only was his head a little hidden, but the model's shirt and white vest made him easily blend in with the wall
no that was a big reason i liked it too, it was the most colorful map in go, overpass being another favorite of mine, both of the cs2 versions visually blow those out of the water but it doesnt play the same
Personally, I find inferno to be one of the few maps where positional control decides a lot, where tactics have to be almost perfectly executed in order to overrun CT advantage. Going out on a burning banana is great when a team makes a normal grenade purchase, puts out the fire with smoke, used flashes to go out in the smoke and crowding CT. This map is probably one of those maps that feels like you really play a tactical shooter, like R6, slow and deliberate.
Gameplay Perspective: I think when it comes to the "feel" of the map its obviously individual but when it comes to utility I can say it like this. In CS:GO alot of Inferno's utility and the way u play the map surprisingly intuitive, especially when u understood the skybox. A lot of good maps have this thing where it's intuitive where to put ur crosshair. CS2 Inferno's lineups to circumwent the "italian" buildings is simple. Aim farther up and jumpthrow into oblivion. Inferno might be one of the maps with the most UNINTUITIVE smoke and utility lineups, in the entire game. That combines with how central utility is and how much u need to know, makes the map feel off. Recently the changes to Inferno's spawns also make the map EXTREMELY weird with timings, with how far forward the T's spawn. It's a map where. to me, the only thing that FEELS intuitive is where to put ur crosshair.
Nah man its just that this community is so used with their comfort zone that they reject anything new from the get go. Took a while to get used to the new inferno but as soon as you get the hang of it its smooth sailing. New lineups are far easier and offer a lot more variation for plays than most maps. The moment a couple of teams will make it their home map the entire community will shift their opinion, cuz that’s how sheep work. Might as well leave miraggy as the sole map in the pool since people only want to play that map.
Inferno feels like a very team based map where solo play is still possible but to play it well it requires communication, coordination, and a depth of knowledge beyond just knowing the map
I find the slight changes in elevation a nice addition. Something small that a smart, adaptable player can use to throw you off just that little bit enough and you can't just muscle memory your way out of every situation, but actually have to engage your brain a little because the elevation changed just that little bit.
I like Inferno but there have been far too many games on T side where the team pushes up to mid and nothing really happens for a minute. Or we rush banana and either win hard or get mowed down. I feel as if Inferno lacks balance.
As a negev spammer, I enjoy cs2 inferno. Especially on CT side, I can just smoke banana and spam negev. It pretty much guarantees that we win that side of the map
The thing I like about Inferno is how it forces you and your team to use nades more. Everyone thinks they are an entry fragger in faceit, so when you cant do anything without at least throwing a flash it helps your team play together.
I really like the new Inferno. I like the new way to play it as we can improve and customize our playstyle with each different enemy. Yes, it depends on how you play T, because every CT has its own playing style. But I really like the variety, the challenges and therefore our sometimes stupid or irrational gameplay when the whole map is covered in smoke. Anyway, good and interesting video!
What a great video! It gave really good insight, and I think you were able to summarize all the points that I didn't even realize I hated from the map.
What really spoils inferno for me is how clunky many important angles feel now. Two key examples are pit on A and coffins on B. In CSGO these spots were really smooth to peak in and out of, and to change your angle on. Namely, with the removal of the nice curved surface of the bike wheel in pit, you can't jiggle peak over the wall. With just a narrow barrel there, your elevation is fixed, and you can't even crouch to take cover whilst on top of it unless you're looking directly downwards, which defeats the point of holding the angle. Since you now would have to jump upwards onto it to peak over the wall, or hold the angle and hope for a one-and-done (because you can't easily peak away), you're basically forced to just peak at ground level to the left or right of the wall which makes it much easier for the Ts to pre-aim you. Especially with the removal of the graveyard wall as a spot the position just feels so much worse. At coffins its a similar story, you can no longer peak into/out of cover at all whilst looking over the coffins towards banana. They put up some weird boards there that force you to be exposed the entire time unless you stand right at the back and crouch. It's yet another angle which basically becomes useless for more than a one-and-done spot as you can't easily peak away. I don't know why valve have struck back so harshly on the ct ability to peak horizontally, but it just feels awful to me. Anyway, these are just two examples of where the map is just a fundamentally worse playing experience to me.
5:25 - I believe that is the idea of inferno, to be pinned and dominated. That should be the idea behind the name, Inferno comes from Italian and means Hell. I think that is the idea behind the map development - to be inside tight space where you just want to get out. Hell depicted in a gaming map.
Inferno used to be one of my favorite maps in GO, but now it's just eh. I still like it, it's fun but I don't have the same vibe playing it anymore. I liked the countryside setting it had in GO far more instead of the town setting we have now (Ik it's not a big issue, it's still the same layout but the map just gives out a different vibe now, it feels way too closed). Another thing I don't really like is how awkward some of the angles are. Someone in the comment section already mentioned this and I agree - pit and coffin just feel weird to play now, the angles are weird and aren't as smooth as they used to be. Same thing with T bridge looking onto balcony, the angles feel very off. I wish they just gave it a visual upgrade like with Nuke/Mirage instead of feeling like they need to remake it from the ground up for the third time now, or at the very least keep the angles & setting the same but remake the textures and whatnot. Inferno really just feels like a different map now, especially with how differently utility works now. I'm just a casual, but I can confidently say that the GO version of Inferno was just much more fun & smooth to play on.
Inferno main here, and it definitely feels exactly as you were putting it. The map seems too crowded, taking space feels way too hard to a point at which playing with friends that are not as into the game as you are and maybe lack certain skills like trading or certain nade line-ups is neither fun for you nor for them. Banana is hell, good luck trying to rush it or take control of it early on. Exiting balcony is so damn hard without someone being able to trade you effectively or knowing some sort of nade-combo to take control, pit still feels overpowered (coming from a pit-player). Long seems like the only option you can enter a bombsite without thinking too much, which honestly doesn't allow any sort of creativity. The rounds feel repetitive and as if there is just one way to play the map, which is kind of sad imo.
As somebody who makes maps, we need a special type of "player clip". A "leg only" clip, one that doesn't effect your player view but DOES effect your third/first person leg view, this is one of the things that makes those elevation changes so annoying, because keeping things flat makes moving around the map good but makes shooting enemies look dumb because their legs/feet clip into the slight elevation changes, so instead Valve opted to add clips to the elevation changes causing your crosshair to bump up slightly.
this is why i think that i like Vertigo more as map and play it more over inferno, because it's less cluttery. it looks modern but also not too distracting with weird elevation or random objects around the map. most of the map constists of "boxes" for you to play around just like the good olds days of 1.6
Personally I don't hate the new inferno but I can see the complaints from the pros. It would be interesting to see if much of the same complaints would be there if the size of smokes and molotovs were reduced.
So many times when I play CS2 Inferno my whole team is just sitting T steps until like 1:20, so now effectively the rounds are 30% shorter because you're just sitting in T steps waiting out util. Also, with how aggressive the CTs play I've found that it's way more effective to just sit in apps and wait for them to walk into my crosshair rather than actually taking map control.
Mollies need a size nerf in general, hopefully that makes inferno a bit more playable. I think some widening of nana to accomodate the bigger/dynamic smokes would be nice too.
though inferno feels different from other versions, i’ve been able to adapt with little to no hiccups. i’m a chronic inferno enjoyer, so it’s a little different for me, but the fights are all mostly comfortable save for a handful of spots that we’re missing out on in the other maps
- there are too many props, details, cracks in the wall etc that need to be removed. its cluttered and makes visibility a lot worse. these small details like cracks or slightly bumpy walls also create weird angles. i've had this issue already when ancient came out in csgo. all these loose bricks and broken edges on the corners of walls make for uneven angles. i'd rather play on a map that is more boxy and has clear edges/lines. this also makes nades bounce more randomly as they hit small pertruding geometry. this is a competitive game after all and not a tech demo for source2. - the displacements on the ground are also annoying, way too many elevation changes (aiming is off, bhopping is harder) - instead of widening areas to account for the new utility, i think they should just make smokes and molotovs smaller overall, as i feel like theyre too big in general - no matter which map you play on - coffins should just be reverted to how the position was in csgo. the new coffins is way too spammable and unsafe to play. the area between coffins and church also has really weird angles with the wall sticking out and blocking the space + once again creating weird angles. i kind of feel the same about 2nd oranges on B. - t spawn should be a chill & open area again - as with almost all new maps, i think the map is too bright
i love inferno because you can do so much with so little (if you play solo). i never have the feeling it is impossible to clutch a round. also im playing like a casual relying on crosshairplacement and experience (timings/smokes/angles) rather than being good at aiming. Good Video man, i still agree the map changed for the worse
Im usually not a fan of your videos but this one was great and so true. I'm in awe of how bad some of the map choices valve made are. This new inferno, removing cache, whatever the hell anubis is instead of d2, the list goes on. The one new map that I am a fan of is ancient, its great. Cache was just so much more fun than most of these maps, the downside with it being utility and how awkward it was to throw on that map, but the gunplay was superb. Now, if they would remove anubis and put inferno under the scissors, I might become a fan again. And bring back cache, cache is just so good and it plays very well overall.
As a passionate Inferno Main I wanna say that I agree to a certain extent. Of course I am biased, because I play Inferno since before it's rework in the early early days of CS:GO, but I can still say that the map is by no means perfect and that things need to be ironed out. Banana right now feels impossible to cross and the positional advantage you have on the map is nuts. I also think that the clutter on the map is annoying, the angles are too blocky and can ultimately decide a 1v1 pick. I still play the map though out of nostalgia factor, but a rework would be most welcome
I basically started playing around launch of cs2, hated inferno at first (REALLY hated it), and ended up growing to love it thanks to people like you! I definitely hope that either cs2 gets fixed (more) or inferno gets fixed a little more, but it sure makes me regret not playing more csgo because inferno is where i get the absolute best cs experiences.
Fix small elevations (sidewalks, steps, stuff you get stuck on and shouldn't etc.. For example why do I have to jump on the ledge in graveyard? It looks low enough to just step on.), lower sorrounding buildings and remove buildings that bridge over banana and top mid. Widen out some paths, remove spots where you get stuck. And as a controverial Idea that would change the map in a big way: Maybe add another path between top mid and B site or top banana, with some drawbacks like audio que when it's used (vents or wood boards maybe) and/or jumps/drops. Maybe even make it one way without boost.. Kind of like drop on Cobble?
Even if every game with my friends turned into a yelling match and we always argued when we had to play Inferno, those games were some of the best memories i have. And I have to appreciate it for that, in some way me not liking inferno meant I had more fun with it because it gave more reason for me and my friends to yell at each other making it feel so much better when we won
Just for the sake of argument that it is possible: 1.6 inferno was way more roomy, especially towards mid, of course it made it harder to smoke of CT spots as well, but maybe that's the way to go. Also, tall buildings = bad idea, it's wrong you can't even flash over mid without proper lineup.
I havent played too much cs2 but inferno is very team-technical. Its amazing when it goes well and just terrible when it goes wrong. I can totally see how open skybox make it unfun with these OP smokes to squeeze Ts almost into their spawn point.
I like Inferno but I think they should make a couple of changes: - slightly elevate the buildings in CT spawn so CTs have less freedom to suffocate the Ts in mid and bottom banana with instant spawn util. - rework some areas so they still fit thematically but are more intuitive to players looking to throw utility. Besides this smoothing out elevation changes and being consistent with model collisions would go a long way to make the map feel less icky sometimes. And I don't mind that CTs can contest deep map control in the round, I just think it should be a high risk high reward kind of thing rather than just something you do every round to stall the Ts (I thought the whole reason nade mechanics were updated was so we would have less sitting behind smokes afterall lol.)
initially i was disagreeable with the title of this video but i quickly realised that i often vote for a ban of inferno in premier be that because it's popular and enemy has advantage or just because i don't want to play it
Inferno is my favorite map lol Before watching the vid id say this. I hate when maps have part of them be redundant space. second mid, pizza etc... anything on the right side from T side, feels super pointless. nothing ever happens there. Compared to mirage that seems a bit more popular. there isnt a single space that is pointless.
This helped understand why internet people are so mad about Inferno. I've played Inferno for years, but I'm not as mechanically good as to mind about most of the factors. I found the video interesting.
I think personally the biggest issue with the map is that it only has 3 points of contact really being, Top mid, banana and pit. And given how tight the map is there's no real different way of playing it. Other maps you can come up with crazy smoke strats to block of half a site etc etc. But inferno no matter how crazy your lineup is, a smoke banana is always going to do the same thing. Mid smoke will always do the same thing, pit will always be the same thing. There's 0 player skill expression on this map.
Spot on. This map is suffocating to play as terrorists. It's a nightmare when playing with randoms. You're spending more time dodging utility than actually playing the game. Inferno is always an instaban for me.
all the side to side comparisions show how "oversatureated" the map now is. I cant focus on the angle, there are 100.000 other things that want my attention now
Hated inferno until I discovered Negev spamming Banana every round, it may sound stupid but gets so much kills and allows your team to focus on going A
I like inferno! But its true, CS2's inferno is "worst" cuz of utility is different.. I think the building in the new inferno are taller cuz its represent the reality of Italy better, and the feeling of claustrophobia is just like that. Narrow streets with tall buildings. To fix it, asw a designer my self, I think they could open some lanes a little bit more to compensate new utility. And improving the CT entry areas for the 2 bombs a little for better retake
what I don't like with CS2's inferno is how claustrophobic it is. I'm not saying saying GO's was that much better, but at least you could see the sky there, and you weren't stuck between two houses with an archway. In GO I really liked the map, but now, every chance I get to avoid Inferno I take. (Hopefully y'all understand what I am trying to say.)
Wow I commented on your poll the other day saying I couldn't put my finger on why this map felt bad now but damn you hit the nail on the head with this video!
I think they did a bit too much to inferno. They should take it out of the map pool and go back to the drawing board, and take out mirage as well and replace both with cache and train. And bring back Tuscan for casual play.
I honestly think Inferno could be much more enjoyable with just a few tweaks. Mahone mentioned opening the entrance to bottom banana in my interview with him, and I thought that was a great idea. Removing the ceiling above mid brackets would be a huge help as well.
Inferno was always my best map in CSGO. Now I don't even want to play it. The vibe is completely lost. All those smokes and flashes I learned when I had free time are gone. It makes me hesitant to get into any more online games because of how they can be taken away or replaced forever. Imagine if Half-Life 2 was completely overhauled and you could never play the original again. It was handled in such a nonchalant way.
it used to be my favourite map ..feels modern and souless nowdays even design wise...it used to have that og source engine charm now its like a COD map
Still one of my fav maps Edit: Alright I commented that before actually watching the video because i was kinda tilted my favorite map was being picked on, but you guys actually do have a point. Still, the cs2 inferno is a literal masterpiece in design, and I think I'd find it sad if they removed too many good looking features (the tall buildings, the details in corners) in favor of gameplay I know gameplay it's arguably the most important aspect, but I fear it would do the samw end as cache did
Inferno is my favorite map, always has been and always will be. I love the dynamic of the tight corridors with long angles. However, like you said, banana is ruined in the current version, mainly due to utility issues. You also cannot meet the CT at car from T stairs anymore. In CSGO, if you ran fast enough from T spawn, you could meet the CT playing banana and hopefully get the pick. Now they get there JUST a fraction of a moment before you do. Combine that with utility, and banana is extremely difficult to take if you are on T side. Rushing banana is basically dead.
Yo, huge inferno fan here. I disagree about rushing banana. If u do it from best spawn place, u got window when u rush all timing nades flying over you on banana. Combining with instant own throw double flash nade and you can open b alone easily.
To me smokes feel more responsive for putting fires out in cs2 not csgo. Sometimes smokes would work instantly in csgo but other times it would take a bounce or 2 in the fire for it to go out. For better or for worse I think the larger fires and dynamic smokes make inferno more noob friendly and feel more intuitive because it makes it easier to free hand smokes and mollies. You mention that many CT spots got nerfed making it harder to hold sites but that also made it easier to retake them. In my low skill random games my friends and randoms always wanted to try to retake despite myself telling them we should save and it always felt like I would be given the choice to go in with them and likely loose the round and my buy or save by myself and my team would get really mad at me creating hostility on the team. It is still difficult to retake but I feel like I have a chance at winning a retake when I help out my team. I dont play at a high enough level for teams to be smoking bottom mid but I wonder if that meta will change over time like it did in csgo as talked about in Mahone's video. I will say that the high walls and increased arches make flashing feel really difficult and that is my biggest problem with the new map.
I like inferno, I also like all the changes for the sites to nerf CT. Both sites have tons of angles and can be pretty ratty. Graveyard, pit and behind the fountain were some pretty powerful positions. If played right it can be hard to get someone out of those spots. And even pit can sometimes still be annoying, easier but still somewhat annoying. I think the thing that would help inferno is reduce the size of util and reduce the affect time of extinguishing mollys. And maybe get rid of or heighten the arches on banana.
I enjoy the new maps, as a long time casual. I think most avoid overpass, because of the opposite problem, it's too big and twisty turny, callouts are hard to memorize. Plus, banana control will never not be funny.
I really like the utility heavy aspect of inferno, unfortunately the retakes are too slow for pubs in my opinion. The random russian that is your teammate is gonna go for that 1v4 retake that he has 10 seconds for because it took him 30 seconds to get to the site.
I was wondering why people were hating on Inferno in CS2. I always thought this was a loved map, but this explains why people hate it in CS2. Great video!
@@angelmariano896 if you talk like that every map is a 3 lane map btw. How complex should it be for you? 6 smokes to get to one spot? Or 5 ways to get to one side? This ain't dust2 unlimited. Change inferno back to CSS Version and look how t sided it was
Hey! Thank you for watching my video, I hope you enjoyed it. Inferno was one of my favorite maps in CSGO, and was by far my most played map. This video could have easily been 30+ minutes had I delved more into my love for CSGO Inferno. Unfortunately, that love is gone now, and I find myself avoiding this map in CS2 as much as I can. My opinions here are just that, opinions. If you enjoy Inferno, I don’t want you to feel like you shouldn’t (13:25). I love this map and this game, and with a few small tweaks, I feel like Inferno could be returned to its former glory. ❤
Solid video brother! Hopefully videos like this one and the pro scene dodging of this map leads to some reworking! 🙏🏼
Even though the new Inferno took a week or two to get used to, I personally love the new Inferno, a few "campy" angles are removed, and its also visually very pleasing
Personally, I don't really care about the clutter; it doesn't bother me at all when the map layout is in my head and it's just basically the same thing
Yes, utility is heavily reduced now, and I do wish that Valve does do something to fix that, since it does get annoying when trying to counter CT utility
Had to come back here to respond that no one hates Inferno now more than Karrigan 💀😭
It almost feels like you have to play CT side as a Terrorist and you have to play T side as a Counter Terrorist in order to get anything done
On T side I've started having to play alt mid and watch top mid at the beginning of each round, it's been such a weird adjustment and makes the pacing of the round feel so weird
office players: first time?
yeah but office IS a different game mode...inferno is still defuse@@youssefahmad6991
@@youssefahmad6991that's a different game mode, not really the same.
the best way to fix inferno is to replace it with cache
agreed
L take
@@Koijn2K the ratio would tell you otherwise bud
please jesus answer our prayers, i havent liked inferno since og version, the newest updated cache in csgo is my baby D;
Nah plz replace Anubis with cache. Idk why people hate inferno so much. You have to be extremely calculated with rotations and utility. I find that all my down to the wire close games are always on inferno.
Office having mostly perfectly flat floors is so cream
~ no one, ever
@@thnkr-jl7hw Office a different type of cs map lol shit is butter
Office is just messing around
Best map but people just love to hate it
tbh office is the type of map that only veterans like
I love Office and Italy cuz i always played it in CS:S
Feels good being featured in a WilsonCS2 video 😎 Thanks for having me!
Banana is hell right now lol
U mean inferno? Right ...😅
@@fotina45banana on inferno ofc
he means banana on inferno?
@@fotina45
My main gripe with Inferno is actually the visual clutter. There's just so many small details that it looks beautiful but also a nightmare to spot enemies (especially some Agent skins with their unique colours and models) in the crucial splitseconds you get. I also get less FPS on it which probably compounds the problem (I average ~144 FPS on it compared to ~180 on other maps, the 144 FPS often drops to ~100 FPS if there are smokes in view).
I think CS2 Nuke is a map that made the transition much better. CS2's new lighting helped to modernise the late-CSGO version of Nuke, while the map's assets themselves were already good enough. The map is detailed enough to look real, while also lacking visual clutter and feels better with regards to target acquisition.
My team of friends instantly votes Inferno off, as I just can´t play on this map. I in fact get overwhelmed with the information, because of the clutter and my brain just stucks. Never had anything like this in my life while playing.
I feel this, whenever I play Inferno, the game just become a stop motion movie. Even with lower graphics it's still straight unplayable.
There was a time when I was pushing banana from B and a terrorist was crouched at the barrels and it was so hard to friggin see him. I only noticed him a few shots before I died. Not only was his head a little hidden, but the model's shirt and white vest made him easily blend in with the wall
@@FakeFlemishOfficer yea too much color, too much light so the t are blending in if you are going default color
"Oh no I get 144 fps this game is UNPLAYABLE"
I like Inferno
BOO THIS MAN
inferno is a good map
Same bro
Inferno is goated
Npc
It may sound dumb but i liked the bluish feel to inferno in go. The new inferno feels bland
no that was a big reason i liked it too, it was the most colorful map in go, overpass being another favorite of mine, both of the cs2 versions visually blow those out of the water but it doesnt play the same
having played lots of inferno back in 2018, that blue atmosphere is certainly nostalgic by now.
It was such a beautiful and well made map not even from a nostalgia standpoint
Personally, I find inferno to be one of the few maps where positional control decides a lot, where tactics have to be almost perfectly executed in order to overrun CT advantage. Going out on a burning banana is great when a team makes a normal grenade purchase, puts out the fire with smoke, used flashes to go out in the smoke and crowding CT. This map is probably one of those maps that feels like you really play a tactical shooter, like R6, slow and deliberate.
yeah i agree, i get this feeling on nuke aswell
Gameplay Perspective: I think when it comes to the "feel" of the map its obviously individual but when it comes to utility I can say it like this.
In CS:GO alot of Inferno's utility and the way u play the map surprisingly intuitive, especially when u understood the skybox. A lot of good maps have this thing where it's intuitive where to put ur crosshair. CS2 Inferno's lineups to circumwent the "italian" buildings is simple. Aim farther up and jumpthrow into oblivion.
Inferno might be one of the maps with the most UNINTUITIVE smoke and utility lineups, in the entire game. That combines with how central utility is and how much u need to know, makes the map feel off.
Recently the changes to Inferno's spawns also make the map EXTREMELY weird with timings, with how far forward the T's spawn.
It's a map where. to me, the only thing that FEELS intuitive is where to put ur crosshair.
I agree. On a map where util is so important, it's really quite obnoxious to learn all of these tiny little lineups.
i think some train lineups were easier than Modern inferno, and i always found the T side util a pain in the ass
Nah man its just that this community is so used with their comfort zone that they reject anything new from the get go. Took a while to get used to the new inferno but as soon as you get the hang of it its smooth sailing. New lineups are far easier and offer a lot more variation for plays than most maps. The moment a couple of teams will make it their home map the entire community will shift their opinion, cuz that’s how sheep work. Might as well leave miraggy as the sole map in the pool since people only want to play that map.
My claustrophobia gets triggered whenever i play inferno 😢😢
Ywnbaw
@@leviathan-r8f who would want to be one when we have bitches like you around
@@leviathan-r8f what a sad life you must live
@@LB666-69 cant be sadder than yours bro
@@leviathan-r8f lmao Sure 😂😂
After the last update, crossing just banana is an achievement as the width was reduced and the plants were removed .
Inferno feels like a very team based map where solo play is still possible but to play it well it requires communication, coordination, and a depth of knowledge beyond just knowing the map
I always mess up my util line up on inferno. That map is cursed lol.
I find the slight changes in elevation a nice addition. Something small that a smart, adaptable player can use to throw you off just that little bit enough and you can't just muscle memory your way out of every situation, but actually have to engage your brain a little because the elevation changed just that little bit.
I like Inferno but there have been far too many games on T side where the team pushes up to mid and nothing really happens for a minute. Or we rush banana and either win hard or get mowed down.
I feel as if Inferno lacks balance.
wilson faded into existence, I wish my dad could do the same
sorry son but im here to stay
Inferno on T side is probably my favorite
Only the OG's enjoy any state of Inferno(+office+italy)
miss csgo inferno so bad. my favorite map
widen the whole map, curve banana to break sitelines... and maybe even bring back the pillars and give back Flower Pot boost
There's gotta be a better way to balance banana than by bringing back pillars. God i hated those.
As a negev spammer, I enjoy cs2 inferno. Especially on CT side, I can just smoke banana and spam negev. It pretty much guarantees that we win that side of the map
"I only play Nuke..." - FranzJ
I also hate getting -50 every time you leave T ramp when you want to go fast b or a
The thing I like about Inferno is how it forces you and your team to use nades more. Everyone thinks they are an entry fragger in faceit, so when you cant do anything without at least throwing a flash it helps your team play together.
Bringing the mahone zone into a Wilson Video? Totes why I still sub to this channel lots. Amazing essay.
Thank you! Mahone is the goat
Yo you're content has helped me tremendously with this game, you really puttin in the work to help alot of people, thank you dude!
I really like the new Inferno. I like the new way to play it as we can improve and customize our playstyle with each different enemy. Yes, it depends on how you play T, because every CT has its own playing style. But I really like the variety, the challenges and therefore our sometimes stupid or irrational gameplay when the whole map is covered in smoke. Anyway, good and interesting video!
What a great video! It gave really good insight, and I think you were able to summarize all the points that I didn't even realize I hated from the map.
What really spoils inferno for me is how clunky many important angles feel now. Two key examples are pit on A and coffins on B. In CSGO these spots were really smooth to peak in and out of, and to change your angle on. Namely, with the removal of the nice curved surface of the bike wheel in pit, you can't jiggle peak over the wall. With just a narrow barrel there, your elevation is fixed, and you can't even crouch to take cover whilst on top of it unless you're looking directly downwards, which defeats the point of holding the angle. Since you now would have to jump upwards onto it to peak over the wall, or hold the angle and hope for a one-and-done (because you can't easily peak away), you're basically forced to just peak at ground level to the left or right of the wall which makes it much easier for the Ts to pre-aim you. Especially with the removal of the graveyard wall as a spot the position just feels so much worse.
At coffins its a similar story, you can no longer peak into/out of cover at all whilst looking over the coffins towards banana. They put up some weird boards there that force you to be exposed the entire time unless you stand right at the back and crouch. It's yet another angle which basically becomes useless for more than a one-and-done spot as you can't easily peak away. I don't know why valve have struck back so harshly on the ct ability to peak horizontally, but it just feels awful to me.
Anyway, these are just two examples of where the map is just a fundamentally worse playing experience to me.
banger. The worst thing i hate about inferno has to be the constant micro changes in verticality
5:25 - I believe that is the idea of inferno, to be pinned and dominated. That should be the idea behind the name, Inferno comes from Italian and means Hell. I think that is the idea behind the map development - to be inside tight space where you just want to get out. Hell depicted in a gaming map.
I say let it be, the beauty of cs is that with time, people will find another way on how to play the same game.
Military Smoke Grenades Extinguish Fire . CS- LOGIC :p BTW How did u forget about Inferno unaligned WINDOWS ?
Are the molotovs bigger in CS2? I thought it was just more accurate to its actual range compared to CSGO.
They are, they can even spread out the last few seconds.
They're bigger for sure. I notice it while playing at how much less I have to think about util because of how big smokes and molotovs are now.
Inferno used to be one of my favorite maps in GO, but now it's just eh. I still like it, it's fun but I don't have the same vibe playing it anymore. I liked the countryside setting it had in GO far more instead of the town setting we have now (Ik it's not a big issue, it's still the same layout but the map just gives out a different vibe now, it feels way too closed). Another thing I don't really like is how awkward some of the angles are. Someone in the comment section already mentioned this and I agree - pit and coffin just feel weird to play now, the angles are weird and aren't as smooth as they used to be. Same thing with T bridge looking onto balcony, the angles feel very off.
I wish they just gave it a visual upgrade like with Nuke/Mirage instead of feeling like they need to remake it from the ground up for the third time now, or at the very least keep the angles & setting the same but remake the textures and whatnot. Inferno really just feels like a different map now, especially with how differently utility works now. I'm just a casual, but I can confidently say that the GO version of Inferno was just much more fun & smooth to play on.
Inferno main here, and it definitely feels exactly as you were putting it. The map seems too crowded, taking space feels way too hard to a point at which playing with friends that are not as into the game as you are and maybe lack certain skills like trading or certain nade line-ups is neither fun for you nor for them. Banana is hell, good luck trying to rush it or take control of it early on. Exiting balcony is so damn hard without someone being able to trade you effectively or knowing some sort of nade-combo to take control, pit still feels overpowered (coming from a pit-player). Long seems like the only option you can enter a bombsite without thinking too much, which honestly doesn't allow any sort of creativity. The rounds feel repetitive and as if there is just one way to play the map, which is kind of sad imo.
banana control is just a race to who’ll get half wall control first
As somebody who makes maps, we need a special type of "player clip". A "leg only" clip, one that doesn't effect your player view but DOES effect your third/first person leg view, this is one of the things that makes those elevation changes so annoying, because keeping things flat makes moving around the map good but makes shooting enemies look dumb because their legs/feet clip into the slight elevation changes, so instead Valve opted to add clips to the elevation changes causing your crosshair to bump up slightly.
this is why i think that i like Vertigo more as map and play it more over inferno, because it's less cluttery. it looks modern but also not too distracting with weird elevation or random objects around the map. most of the map constists of "boxes" for you to play around just like the good olds days of 1.6
Personally I don't hate the new inferno but I can see the complaints from the pros. It would be interesting to see if much of the same complaints would be there if the size of smokes and molotovs were reduced.
So many times when I play CS2 Inferno my whole team is just sitting T steps until like 1:20, so now effectively the rounds are 30% shorter because you're just sitting in T steps waiting out util. Also, with how aggressive the CTs play I've found that it's way more effective to just sit in apps and wait for them to walk into my crosshair rather than actually taking map control.
removes skybox but adds taller walls and buildings, its almost like the map didnt need fixing
Mollies need a size nerf in general, hopefully that makes inferno a bit more playable.
I think some widening of nana to accomodate the bigger/dynamic smokes would be nice too.
though inferno feels different from other versions, i’ve been able to adapt with little to no hiccups. i’m a chronic inferno enjoyer, so it’s a little different for me, but the fights are all mostly comfortable save for a handful of spots that we’re missing out on in the other maps
- there are too many props, details, cracks in the wall etc that need to be removed. its cluttered and makes visibility a lot worse. these small details like cracks or slightly bumpy walls also create weird angles. i've had this issue already when ancient came out in csgo. all these loose bricks and broken edges on the corners of walls make for uneven angles. i'd rather play on a map that is more boxy and has clear edges/lines. this also makes nades bounce more randomly as they hit small pertruding geometry. this is a competitive game after all and not a tech demo for source2.
- the displacements on the ground are also annoying, way too many elevation changes (aiming is off, bhopping is harder)
- instead of widening areas to account for the new utility, i think they should just make smokes and molotovs smaller overall, as i feel like theyre too big in general - no matter which map you play on
- coffins should just be reverted to how the position was in csgo. the new coffins is way too spammable and unsafe to play. the area between coffins and church also has really weird angles with the wall sticking out and blocking the space + once again creating weird angles. i kind of feel the same about 2nd oranges on B.
- t spawn should be a chill & open area again
- as with almost all new maps, i think the map is too bright
i love inferno because you can do so much with so little (if you play solo). i never have the feeling it is impossible to clutch a round. also im playing like a casual relying on crosshairplacement and experience (timings/smokes/angles) rather than being good at aiming. Good Video man, i still agree the map changed for the worse
Im usually not a fan of your videos but this one was great and so true. I'm in awe of how bad some of the map choices valve made are. This new inferno, removing cache, whatever the hell anubis is instead of d2, the list goes on. The one new map that I am a fan of is ancient, its great. Cache was just so much more fun than most of these maps, the downside with it being utility and how awkward it was to throw on that map, but the gunplay was superb. Now, if they would remove anubis and put inferno under the scissors, I might become a fan again. And bring back cache, cache is just so good and it plays very well overall.
Spammed Inferno on GO, but now it’s like I just let my random teammates decide the map in premier
As a passionate Inferno Main I wanna say that I agree to a certain extent. Of course I am biased, because I play Inferno since before it's rework in the early early days of CS:GO, but I can still say that the map is by no means perfect and that things need to be ironed out. Banana right now feels impossible to cross and the positional advantage you have on the map is nuts. I also think that the clutter on the map is annoying, the angles are too blocky and can ultimately decide a 1v1 pick. I still play the map though out of nostalgia factor, but a rework would be most welcome
I basically started playing around launch of cs2, hated inferno at first (REALLY hated it), and ended up growing to love it thanks to people like you! I definitely hope that either cs2 gets fixed (more) or inferno gets fixed a little more, but it sure makes me regret not playing more csgo because inferno is where i get the absolute best cs experiences.
Fix small elevations (sidewalks, steps, stuff you get stuck on and shouldn't etc.. For example why do I have to jump on the ledge in graveyard? It looks low enough to just step on.), lower sorrounding buildings and remove buildings that bridge over banana and top mid. Widen out some paths, remove spots where you get stuck. And as a controverial Idea that would change the map in a big way: Maybe add another path between top mid and B site or top banana, with some drawbacks like audio que when it's used (vents or wood boards maybe) and/or jumps/drops. Maybe even make it one way without boost.. Kind of like drop on Cobble?
I love inferno, you can do sneaky plays, you can win on pure aim, you can make things complex with utility
they could an elevated t mid window to give back control of mid to t's
Even if every game with my friends turned into a yelling match and we always argued when we had to play Inferno, those games were some of the best memories i have. And I have to appreciate it for that, in some way me not liking inferno meant I had more fun with it because it gave more reason for me and my friends to yell at each other making it feel so much better when we won
Just for the sake of argument that it is possible: 1.6 inferno was way more roomy, especially towards mid, of course it made it harder to smoke of CT spots as well, but maybe that's the way to go. Also, tall buildings = bad idea, it's wrong you can't even flash over mid without proper lineup.
REPLACE IT WITH CACHE BABY
100% agree. Too high and too narrow for me. The only map were learning nade lineups feels like hard and annoying work.
I havent played too much cs2 but inferno is very team-technical. Its amazing when it goes well and just terrible when it goes wrong. I can totally see how open skybox make it unfun with these OP smokes to squeeze Ts almost into their spawn point.
I like Inferno but I think they should make a couple of changes:
- slightly elevate the buildings in CT spawn so CTs have less freedom to suffocate the Ts in mid and bottom banana with instant spawn util.
- rework some areas so they still fit thematically but are more intuitive to players looking to throw utility.
Besides this smoothing out elevation changes and being consistent with model collisions would go a long way to make the map feel less icky sometimes. And I don't mind that CTs can contest deep map control in the round, I just think it should be a high risk high reward kind of thing rather than just something you do every round to stall the Ts (I thought the whole reason nade mechanics were updated was so we would have less sitting behind smokes afterall lol.)
initially i was disagreeable with the title of this video
but i quickly realised that i often vote for a ban of inferno in premier
be that because it's popular and enemy has advantage or just because i don't want to play it
This map is only even remotely bearable when you at least have 2 people who communicate and coordinate with you
Same thought.
playing B with a friend can be some of the best times you'll have in CS ever
This guy was definitely in a Old Spice Commercial
with my friend we would play inferno 9/10 times but now we dont even think picking it in cs2
Valve literally watched this video before the most recent update lol
its pointless the spawns feel like im playing ghost recon or something,it used to feel so at home and atmospheric,now its too much
The map is perfect and it’s a variation how teams need to work together in order to control sites.
Inferno is my favorite map lol
Before watching the vid id say this. I hate when maps have part of them be redundant space. second mid, pizza etc... anything on the right side from T side, feels super pointless. nothing ever happens there. Compared to mirage that seems a bit more popular. there isnt a single space that is pointless.
You are describing having to go for retakes rather than saving as if it is a bad thing.
This helped understand why internet people are so mad about Inferno. I've played Inferno for years, but I'm not as mechanically good as to mind about most of the factors. I found the video interesting.
I think personally the biggest issue with the map is that it only has 3 points of contact really being, Top mid, banana and pit. And given how tight the map is there's no real different way of playing it. Other maps you can come up with crazy smoke strats to block of half a site etc etc. But inferno no matter how crazy your lineup is, a smoke banana is always going to do the same thing. Mid smoke will always do the same thing, pit will always be the same thing. There's 0 player skill expression on this map.
Spot on. This map is suffocating to play as terrorists. It's a nightmare when playing with randoms. You're spending more time dodging utility than actually playing the game. Inferno is always an instaban for me.
all the side to side comparisions show how "oversatureated" the map now is. I cant focus on the angle, there are 100.000 other things that want my attention now
Hated inferno until I discovered Negev spamming Banana every round, it may sound stupid but gets so much kills and allows your team to focus on going A
I like inferno!
But its true, CS2's inferno is "worst" cuz of utility is different..
I think the building in the new inferno are taller cuz its represent the reality of Italy better, and the feeling of claustrophobia is just like that. Narrow streets with tall buildings.
To fix it, asw a designer my self, I think they could open some lanes a little bit more to compensate new utility. And improving the CT entry areas for the 2 bombs a little for better retake
Dust 2 is where you learn the basics, Inferno is where you get good at it
Idk maybe I’m in the minority but inferno and cache have always been my favorite maps. I will agree that banana might benefit from being reworked
Easier balcony push for T and a lot easier B retake for CT would fix the map.
what I don't like with CS2's inferno is how claustrophobic it is. I'm not saying saying GO's was that much better, but at least you could see the sky there, and you weren't stuck between two houses with an archway. In GO I really liked the map, but now, every chance I get to avoid Inferno I take.
(Hopefully y'all understand what I am trying to say.)
Wow I commented on your poll the other day saying I couldn't put my finger on why this map felt bad now but damn you hit the nail on the head with this video!
I think they did a bit too much to inferno. They should take it out of the map pool and go back to the drawing board, and take out mirage as well and replace both with cache and train. And bring back Tuscan for casual play.
I honestly think Inferno could be much more enjoyable with just a few tweaks. Mahone mentioned opening the entrance to bottom banana in my interview with him, and I thought that was a great idea. Removing the ceiling above mid brackets would be a huge help as well.
@@WilsonCS2 that would help a lot. It’s so tricky to flash into banana from below it
yes to play inferno at high level you need lots of game sense, rotations are very important this map
They need to fix the Molly delay and then inferno will feel better.
Inferno was always my best map in CSGO. Now I don't even want to play it. The vibe is completely lost. All those smokes and flashes I learned when I had free time are gone. It makes me hesitant to get into any more online games because of how they can be taken away or replaced forever. Imagine if Half-Life 2 was completely overhauled and you could never play the original again. It was handled in such a nonchalant way.
The very first thing i thought when i saw the new inferno was: "oh no, the util!"
it used to be my favourite map ..feels modern and souless nowdays even design wise...it used to have that og source engine charm now its like a COD map
I love this version a lot more than the old one..I didn't play csgo inferno cuz i hated it but now i can enjoy it
Still one of my fav maps
Edit:
Alright I commented that before actually watching the video because i was kinda tilted my favorite map was being picked on, but you guys actually do have a point.
Still, the cs2 inferno is a literal masterpiece in design, and I think I'd find it sad if they removed too many good looking features (the tall buildings, the details in corners) in favor of gameplay
I know gameplay it's arguably the most important aspect, but I fear it would do the samw end as cache did
Hahahha thanks for the edit man. I totally agree on the design aspect, I do still love the vibe and visuals of the map.
All these problems will be fixed by replacing the inferno with a new map
I never played inferno too much in csgo, but I have loved it since the change. I do miss the music though
Less rounds for the match is pretty annoying. I liked 30 rounds max, just it was easier to bounce out from losing
Inferno is my favorite map, always has been and always will be. I love the dynamic of the tight corridors with long angles. However, like you said, banana is ruined in the current version, mainly due to utility issues. You also cannot meet the CT at car from T stairs anymore. In CSGO, if you ran fast enough from T spawn, you could meet the CT playing banana and hopefully get the pick. Now they get there JUST a fraction of a moment before you do. Combine that with utility, and banana is extremely difficult to take if you are on T side. Rushing banana is basically dead.
Yo, huge inferno fan here. I disagree about rushing banana. If u do it from best spawn place, u got window when u rush all timing nades flying over you on banana. Combining with instant own throw double flash nade and you can open b alone easily.
To me smokes feel more responsive for putting fires out in cs2 not csgo. Sometimes smokes would work instantly in csgo but other times it would take a bounce or 2 in the fire for it to go out. For better or for worse I think the larger fires and dynamic smokes make inferno more noob friendly and feel more intuitive because it makes it easier to free hand smokes and mollies. You mention that many CT spots got nerfed making it harder to hold sites but that also made it easier to retake them. In my low skill random games my friends and randoms always wanted to try to retake despite myself telling them we should save and it always felt like I would be given the choice to go in with them and likely loose the round and my buy or save by myself and my team would get really mad at me creating hostility on the team. It is still difficult to retake but I feel like I have a chance at winning a retake when I help out my team. I dont play at a high enough level for teams to be smoking bottom mid but I wonder if that meta will change over time like it did in csgo as talked about in Mahone's video. I will say that the high walls and increased arches make flashing feel really difficult and that is my biggest problem with the new map.
I haven’t queued this map in months
I like inferno, I also like all the changes for the sites to nerf CT. Both sites have tons of angles and can be pretty ratty. Graveyard, pit and behind the fountain were some pretty powerful positions. If played right it can be hard to get someone out of those spots. And even pit can sometimes still be annoying, easier but still somewhat annoying. I think the thing that would help inferno is reduce the size of util and reduce the affect time of extinguishing mollys. And maybe get rid of or heighten the arches on banana.
I enjoy the new maps, as a long time casual.
I think most avoid overpass, because of the opposite problem, it's too big and twisty turny, callouts are hard to memorize.
Plus, banana control will never not be funny.
I really like the utility heavy aspect of inferno, unfortunately the retakes are too slow for pubs in my opinion. The random russian that is your teammate is gonna go for that 1v4 retake that he has 10 seconds for because it took him 30 seconds to get to the site.
I used to like playing inferno with my friends, but playing in solo queue is an absolute hell. I feel like inferno needs so much teamplay to work.
I was wondering why people were hating on Inferno in CS2. I always thought this was a loved map, but this explains why people hate it in CS2. Great video!
Thank you!:)
Why are we not talking about the complete disaster of a map that is ancient?
ancient is balanced
Ancient is top3 map
Ancient is one the most balanced lol, really basic 3 lane map, wide spaces, easy smokes, only elevation change is from b ramp to b site
@@angelmariano896 if you talk like that every map is a 3 lane map btw. How complex should it be for you? 6 smokes to get to one spot? Or 5 ways to get to one side? This ain't dust2 unlimited. Change inferno back to CSS Version and look how t sided it was
Nah ancient is like a mini Mirage bro