![]() And for all the Split lovers out there, it will still be in customs and alternate game modes.įor esports events, we are removing the map slightly later in the year. It can feel like wasted time when you’re playing a map you know you’ll never see in Competitive. We considered a few different solutions like this, but ultimately decided that keeping parity between all our map pools made the most sense. “What about keeping all the maps in the unrated queue?” And pro teams get to have deeper, more exciting playbooks. New players will have an easier onboarding experience. You don’t have to spend all your time learning new angles, lineups, and strategies. The team thinks seven is a nice sweet spot that offers both variety and mastery. Simply put, too many maps to learn can feel overwhelming and doesn’t give some of you the opportunity to really go deep on any one of them. Not to mention all the combinations of Agents and utility. Doing that on a whole bunch of maps is a steep learning curve. Going from “learned” to “mastered” is even harder. Learning a new map can be one of the toughest parts of a tac shooter. We believe it’s a good balance of variety and mastery for new and returning players.Available in Spike Rush, custom games, and other game modes.Split will exit the map rotation at esports events after the LCQ’s in August. ![]() Temporary 6-map pool until Pearl enters the Competitive queue on July 12 (Patch 5.01).Split will exit the map pool in Competitive and Unrated queues, starting with Patch 5.0 (June 22)-no date set for its return.If you’re interested in our thought process, read on. So what’s that mean for our map pool?Īfter working with our esports team, surveying players and talking to professional organizations we’ve decided to keep a 7 map pool and will be rotating Split out for now. This year though, we’ll be at eight maps with the launch of Pearl in Episode 5. Last year, we were really excited to get to seven maps because it meant tournament best-of-5’s could have two map bans without any repeat picks. I’m Joe “Pearl Hogbash” Lansford, design lead on the Maps team. Attackers will have to be aware of new angles, although for a good team it may not create that much issue.Hey all. Overall, the update seems to favour the defending side a bit more. However, defenders also have an advantage as the main entry area is also shifted to create space to hold the ambush angle. The middle wall where players can hide is also no more. Instead of one box, there are now four in deep site C. This means that the attackers will have to go around the back instead of just getting entry and moving forward for planting. Site C also saw a decrease in spike planting radius, for the defenders side, and a little increase towards the main entry side. Developers have increased the connector area by a bit alongside the door. The other change was to the connector between site A and site B which earlier was a bit small. Along with that, the entry is also moved a bit, giving a little corner for defenders to tuck their gadgets or themselves. Spike planing area on B site saw a noticeable decrease, with players now not being able to plant right beside the two B site boxes. Previously deformed space is now even and contain boxes to provide some cover compared to previously open design. The area that links A site to B through a breakable door also saw some minor changes. The location which was previously open from two sides in a tunnel formation is now a simple shack looking building with entry facing the defenders. One major change in the A site is the Hut.
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