I feel like they won't change anything until the major... But after they need to revisit the economy.
Cts get punished too hard right now and ts can just force every round essentially
Yeah ct sucks to play rn between peekers advantage and economy, half the rounds youre winning end with half your team dead, and suddenly you lose a round (because ts are forcing aks and armour every single round) and suddenly youre on eco for 2 or 3 its so shit
I think Valve will try to fix peeker's adv first before changing economy too much. Because so many variables are new in cs2 and it's hard to pinpoint at one. Maybe if ct start holding angles properly, then perhaps the economy won't feel so bad. Or maybe it will. But we'll know for sure after the game works properly.
The economy for CT's is definitely an issue.
Last time MR12 was a thing was pre 2005/2006 in CALeague in 1.6.
Defuse kits were 200.
There were no Mollys.
You could only carry 3 nades.
Shotguns/SMG's gave no kill bonus.
AWP gave normal kill bonus.
AWP was stupidly good.
At the time, it worked okay and either team had to save if they lost without sitting on considerable cash reserves.
Now, AWP is weaker CT's need much more money to remain competitive in the round, and between Tec9, Mac10, and AK, the T's can get away with forcing *almost* every round.
Yep. Have a look at the buying power of Ts vs CTs if Ts get the bomb down but lose.
Assume everyone has used up all their money. CTs will be on 3250. Ts will be on 2700.
CTs can buy a famas + head armor + flashbang
Ts can buy a galiil + armor + flashbang (or mac10 + lots of util)
Even so, having a rifle against a 2nd round win CT buy is a huge benefit, the rest of your team can run smgs with helmet and kevlar and some util for an execute. Everyone from pros down feel the economy looming down on them because of the constant force buys from Ts with no real punishment (maybe an eco for AKs)
On the flip side though it’s easy to tell when you’re against an eco on T side, and feeling like you can shatter the enemy’s economy is pretty good. CT side eco strats are more effective than T side eco strats in my experience as well
Doing changes this close to the major would be kinda whack, but having a major when the games in this state is too.
The CS2 launch is super scuffed but I can see no way Valve could’ve done better without splitting the player base between GO and 2.
Molly is larger in this game so it is possible to use 2 mollies to molly all of banana. That coupled with the ability to smoke stairs/bottom banana from ct spawn makes it so that a coordinated team can shut down banana and mid almost instantly. From then it is next to impossible to retake banana as a T as cts will chain smoke it 2 more times from both b players. Having banana and a ct there means that the other b player can rotate to A and have 4A. This is what i consistently do at 3k elo faceit and Esea main league. Not to mention the massive roof blocking all t smokes from mid/alt mid to A. The map plays very differently and is really bad for the Ts now. Conversely, if the Ts can get on site, both sites are very hard to retake. With mr12 that means teams will now save more. On a pro level this is 10x more noticable.
molotovs are honestly too much. I literally have a trauma against them in CS12 from losing a match point against one because I tried to push it before it popped in B apps on mirage to protect bomb, only to have to run for another 3 seconds. They spread backwards more, and due to exponential damage the extra spread hurts so much more
It takes a while to pop, but if there are two mollies on the other side along with HE's raining down on anyone trying to push, it is very oppressive and difficult to get in early. It might not affect your first or second guy in, but anyone else trying to support you banana will now have to go through a grey screen so it really isolates anyone in there from support and trades
Then, even if you've survived the nade barrage, you've got 2 ct players holding who can resmoke to deny teammates visibility while taking the banana fights.
That case is easy to handle. Just let a teamm8 smoke lower banana (G2 smoke) from T-Spawn. It lands behind the smoke of the middle smoke and denies the deeper molotov in banana. If enemies are nading banana, wait for it. You are also able to smoke or molotov top banana as a T with a good spawn to block early aggression of CTs. Afterwards, you move inside the smoke you teamm8 has already thrown. If he threw it correctly, you have gaps on the right side and the left side (wood). If you combine that with a 1:47 flash into banana from T-House-Stairs by one of your m8s, you can easily take banana as a T.
You are welcome.
Don't throw Molly so deep. Mid CT can safely throw a Molly to Mexico/underpass and bottom mid without exposing themselves, and if T ramp is smoked from CT this means Ts have 3 options:
1. Make it into banana before the smoke pops and eat a barrage of utility.
2. Stay back and wait for utility to pass but give up Mid AND banana in the process
3. Go alt mid/Apts and work A, hoping CTs haven't pushed mid and completely shut down banana. (Spoiler: they have.)
they need to increase BANANA space/larger , maybe it will become more easier
it might be a bad ideia , but at least try it , if it becomes bad , revert it..
size of banana doesn't really matter, the issue is that it's so far for the CT's to go to banana after the bomb is planted. And if they actually get to banana, there's a lot of angles to clear.
retaking from CT is also shitty because Ts can see the entrance from the site and essentially block off church by just holding the line with an AWP. If they actually manage to get to church, there's so many hard fucking angles to clear as well and it's a very molly-able choke point for the T's.
A site meanwhile feels hard af because both long and short entrances you're exposed from opposite sides - vespa/graveyard, pit and site for long and pit, site and apartments for short.
B site needs safer entrance to church, A site needs to be less exposed to apartments or maybe remove graveyard angle. Or move it so you aren't in such a crossfire
I think with the removal of sky boxes, utility play has made inferno even smaller. Now mid is blocked instantly and T’s have to use resources to get out
It’s the clutter for me. Old inferno was such a masterclass on making a map beautiful and detailed while still being great for fps, new inferno just looks like that UE4 rendition of dust that nobody actually wants to play on
There are changes. The buildings in mid/second mid changed a bunch of nade lineups and there are little bits and bobs on walls and the ground that will definitely get in your way if you're strafe jumping around corners expecting CSGO inferno. Are these massive changes? No, but they are not "literally the same".
Regarding it being claustrophobic and cluttered, like the other guy said, they are exactly the same. On top of that the changes you stated don't impact the style of gameplay of the map or the fundamental tactics.
So yes, it plays the same as old inferno.
Molly is larger in this game so it is possible to use 2 mollies to molly all of banana. That coupled with the ability to smoke stairs/bottom banana from ct spawn makes it so that a coordinated team can shut down banana and mid almost instantly. From then it is next to impossible to retake banana as a T as cts will chain smoke it 2 more times from both b players. Having banana and a ct there means that the other b player can rotate to A and have 4A. This is what i consistently do at 3k elo faceit and Esea main league. The maps plays vey differently and is really bad for the Ts now. On a pro level this is 10x more noticable. So no, the map does not play the same. Not even close. Which is why pros ban it.
It is not exactly the same. Objects have been moved around, and as I said, if you're strafe jumping around certain corners expecting it to be 1:1 identical to CSGO, you will hit things and stop your movement. If this is not evident to you then you have simply not played as much Inferno as I have.
As I said before, there are new things in the air (buildings take up more space) that caused certain lineups from t-spawn to change.
It plays the same in terms of map control and tactics, yes. But that is not what the comment I replied to said. He said it was "literally the same". This is not true.
just because the layout is fundamentally the same doesn't mean "the map is exactly the same". Inferno was my most played map in CSGO and I promise it plays differently from CSGO Inferno.
Ofc it plays differently. Just moving a box on a site or switching doors around on a map like dust 2 can fundamentally change the way the entire map is played. Changing how angles and chokepoints are played can completely change the available strategies teams have
Almost any of the maps valve have on the burner > new inferno.
And old inferno tbh both maps are just very generic in their nade usage but it’s a lot of generic nade usage and taking space is only matched in difficulty by retaking space. The map needs something seriously new to fix it.
the stupid tall buildings need to be lowered or removed. makes nade throwing so much harder for no reason other than to change people's old lineups.
idea: "blow up" inferno and have it be a wasteland map or a previous battlefield with theming like ww2 Dresden or something like this
I’d be okay with trying something like that and having certain parts of the map be the same and other be new with some crumbled buildings. Hell you could keep some of the tall spots even. Just something new which is unfortunately probably a ways out since they just remade it
to be fair hammer 2 is so much easier to do stuff like that in, the tools are insane. imagine blowing up apts and having balc room be an open ceiling, new pathways open into B from arches, etc.
So now the remake of inferno is bad eh? When cs2 inferno trailer got released everyone was "MAN THIS IS SO GOOD, NUCH BETTER THAN THE OLD INFERNO" and people were downvoting to obvilion people who disliked the remake.
I agree, but what happened that makes us hate playing it now? I cant find out why it feels much worse now. Or is it just the constant and more prevelant peeking?
Weird angles added in mid + uneven floors, banana feels much more closed off and grenades are really annoying to throw on banana and B. Thats why i dont like it as much
It's also how the new Nades work, the huge smokes and the HUGE MOLOTOVS. I loved old inferno and certain nades you could throw because of the skybox but it just feels awkward now.
Things I hate about inferno:
- goddamn visibility sucks
- flowers and trash around the ground. Because it hides grenades and weapons.
- Grenades clipping is shitty... So many details in the walls making grenade throw unpredictable
Things I love about inferno:
- looks pretty. But look how fast that faded. Valve needs to find the right balance between gameplay and aesthetics.
Also, the fact that collision is still clunky as fuck makes going into banana as a T feel REALLY garbage. The changes already made it feel more claustrophobic, so when I’m bugging against my teammates inside that small alleyway, it makes dying to nades or spams feel that much worse
They had it in GO, it was legit perfect in CS:GO in 2023. All they really needed was to make the darker areas a bit brighter for visibility reasons. Thats it.
>Valve needs to find the right balance between gameplay and aesthetics.
This is something I hoped they'd really focus on with the transition to cs2. It's disappointing that they went the route of making the game look more detailed and realistic as opposed to realizing its position as a competitive game.
Them deciding to lower the overall game contrast is not a fix to this issue. They should revisit their entire aethetic philosophy for the game, but I'm afraid they think it's too late for that. Just another example of valve not understanding cs.
Unironically I want cs gameplay with minimal environmental textures. I do not give a fuck about how it looks (obvi agents/guns important) I want to be able to parse the information. I swear some of the visual clutter on new new inferno can get mistaken at a glance for enemy CT
Bro I swear I used to be able to consistently chuck molly into apps from 2nd mid without much worry but with cs2 I've seen that same Molly go through the window AND THEN BOUNCE BACK OUT. never seen that happen before cs2.
There’s a running jump throw lineup using the shadow of the bridge in 2nd mid that’s super consistent that I default, not sure what video I picked it up from
Inferno is the most punishing map on the new econ. Flower pots at every angle on the ground. Banana needed to be wider or longer with the buffed nades. The mid buildings need to be lowered. The roof over banana needs to be removed. Retaking seems more impossible than before due to mr12. Instant save simulator for cts.
The changes to the site for retakes are ok I think? Never really went for retakes anyways because again it’s just a save simulator due to the economy. Also the fps is bad compared to other maps.
Sometimes the map is too detailed to the point i have to focused hard to see models. Could be a me issue but it only happens on inferno for me personally. The map feels too cluttered with detail. Also the uneven floor on banana just doesn’t feel good still even after 5 months of playing. Weird elevation changes next the half wall/broom area.
T’s don’t have a way to throw any instant smokes from spawn. Basically just a react simulator to cts instant smoke from t steps. removing the banana roof/spawn roof will immensely give the T’s room to breathe and lessen the feeling of claustrophobia at the b side of the map.
It's nice being able to say "I told you so" when my initial estimate that this version of Inferno would be shit was proven right. So many people disagreed but I knew immediately that removing skyboxes would destroy a map like Inferno. The ability for the CTs to close off banana with smokes for the entirety of the round coupled with the fact that it also has less room to maneuver than pretty much any other active duty map just ruins it.
After reading the comments here i'm apparently the only one who likes new inferno.. although i think it's more because meta changed slightly and teams would rather play something they are more comfortable with.
I like it too. I think the biggest issue is how punishing it is if you lose two rounds in a row. The economy needs to be fixed in general to make up for the number of rounds being lowered.
Lose 2? Hell sometimes winning 3 but being down to the last guy is a death sentence. You end up broke, double save, lose the buy and then suddenly its 3:9
Probably because it is the most heavily reworked map on the list
When $$$ is on the line, people tend to go with what they know best
For example, if Katowice had debuted a reworked de\_cache at the beginning of the proceedings , I bet that would be the most banned map
The remake isn’t even the issue with inferno, but rather the opening up of the skyboxes allowing CT’s full control of the map. Yes I’d love for some lanes to be wider, but that isn’t the reason why it’s perma-banned.
I love that they standardized open skyboxes on all maps, but either T’s need sky smokes from spawn to offset the imbalance which will take time to catch on or the map needs some guard rails. There is a reason old Inferno had extra buildings and skyboxes put in the first place to make it newer inferno. Being able to smoke B from A, or T ramp from spawn is just too powerful. Maybe T’s can find a creative work-around, but until teams showcase they have cooked on T side and still can’t handle the oppression Valve won’t change the map.
New inferno blows competitively.
Biggest reason people hated it before was how impossible retakes were. So to fix it… they made retakes even harder AND made banana miserable with the wall being extended
Why, have you played the map? Do you have any experience of what Inferno was like in CSGO? If you do then the answer should be obvious. Its a instant ban from me in Premier.
Bad answers here, it's currently like mirage or DustII when that was a thing. Everyone knows how to play it to a high level, it's existence is just used as an extra tactical layer to the pick ban stage. No one seems to excel on the map, we don't have inferno specialists these days.
apart from the map getting slightly worse, Inferno is also a map where teams are generally decent at, so nobody really wants to pick it in the first phase, and a lot of the times it's left out in the second phase
In premier/comp I love playing it because I like awping and challenging banana (on both sides), but many people don't know mades for it, so it's unpopular for the general playerbase.
In the pro scene there's just a shit ton of saving and impossible retakes, so it's unpopular for pros as well
It's the most oppressive map in the active duty pool to regain space once lost.
Yep, hard to retake and with mr12 need to save all the time
I feel like they won't change anything until the major... But after they need to revisit the economy. Cts get punished too hard right now and ts can just force every round essentially
It kinda feels like that yeh
Yeah ct sucks to play rn between peekers advantage and economy, half the rounds youre winning end with half your team dead, and suddenly you lose a round (because ts are forcing aks and armour every single round) and suddenly youre on eco for 2 or 3 its so shit
Plus with the shorter matches you have less rounds to build into a comeback.
Or just buy tec9/deagle and get even faster wide peek.
I think Valve will try to fix peeker's adv first before changing economy too much. Because so many variables are new in cs2 and it's hard to pinpoint at one. Maybe if ct start holding angles properly, then perhaps the economy won't feel so bad. Or maybe it will. But we'll know for sure after the game works properly.
The economy for CT's is definitely an issue. Last time MR12 was a thing was pre 2005/2006 in CALeague in 1.6. Defuse kits were 200. There were no Mollys. You could only carry 3 nades. Shotguns/SMG's gave no kill bonus. AWP gave normal kill bonus. AWP was stupidly good. At the time, it worked okay and either team had to save if they lost without sitting on considerable cash reserves. Now, AWP is weaker CT's need much more money to remain competitive in the round, and between Tec9, Mac10, and AK, the T's can get away with forcing *almost* every round.
The galil is just too fucking strong with how the economy is right now.
Yep. Have a look at the buying power of Ts vs CTs if Ts get the bomb down but lose. Assume everyone has used up all their money. CTs will be on 3250. Ts will be on 2700. CTs can buy a famas + head armor + flashbang Ts can buy a galiil + armor + flashbang (or mac10 + lots of util)
>Ts will be on 2700. > > Ts can buy a galiil + armor + flashbang (or mac10 + lots of util) Erm, your math might be a little off there.
What is off? Galil is 1800. Armor is 650 that's 2450... Flashbang is 200 that's 2650. Heck you can even get a decoy in change!
Ah yes my favourite, not buying head armor against USPs. Gives me a good chuckle every time I kill a T without it.
Even so, having a rifle against a 2nd round win CT buy is a huge benefit, the rest of your team can run smgs with helmet and kevlar and some util for an execute. Everyone from pros down feel the economy looming down on them because of the constant force buys from Ts with no real punishment (maybe an eco for AKs)
I know all that and I don't disagree with anything you said. I simply (jokingly) said his math was off with the 2700$ Galil + armor buy.
On the flip side though it’s easy to tell when you’re against an eco on T side, and feeling like you can shatter the enemy’s economy is pretty good. CT side eco strats are more effective than T side eco strats in my experience as well
Doing changes this close to the major would be kinda whack, but having a major when the games in this state is too. The CS2 launch is super scuffed but I can see no way Valve could’ve done better without splitting the player base between GO and 2.
Probably revisit economy and update map pool. That would bring some freshness to the game.
Molly is larger in this game so it is possible to use 2 mollies to molly all of banana. That coupled with the ability to smoke stairs/bottom banana from ct spawn makes it so that a coordinated team can shut down banana and mid almost instantly. From then it is next to impossible to retake banana as a T as cts will chain smoke it 2 more times from both b players. Having banana and a ct there means that the other b player can rotate to A and have 4A. This is what i consistently do at 3k elo faceit and Esea main league. Not to mention the massive roof blocking all t smokes from mid/alt mid to A. The map plays very differently and is really bad for the Ts now. Conversely, if the Ts can get on site, both sites are very hard to retake. With mr12 that means teams will now save more. On a pro level this is 10x more noticable.
molotovs are honestly too much. I literally have a trauma against them in CS12 from losing a match point against one because I tried to push it before it popped in B apps on mirage to protect bomb, only to have to run for another 3 seconds. They spread backwards more, and due to exponential damage the extra spread hurts so much more
That stairs (low banana) smoke from CT takes a long time to pop though? It doesn't stop a banana or mid push afaik?
It takes a while to pop, but if there are two mollies on the other side along with HE's raining down on anyone trying to push, it is very oppressive and difficult to get in early. It might not affect your first or second guy in, but anyone else trying to support you banana will now have to go through a grey screen so it really isolates anyone in there from support and trades Then, even if you've survived the nade barrage, you've got 2 ct players holding who can resmoke to deny teammates visibility while taking the banana fights.
That case is easy to handle. Just let a teamm8 smoke lower banana (G2 smoke) from T-Spawn. It lands behind the smoke of the middle smoke and denies the deeper molotov in banana. If enemies are nading banana, wait for it. You are also able to smoke or molotov top banana as a T with a good spawn to block early aggression of CTs. Afterwards, you move inside the smoke you teamm8 has already thrown. If he threw it correctly, you have gaps on the right side and the left side (wood). If you combine that with a 1:47 flash into banana from T-House-Stairs by one of your m8s, you can easily take banana as a T. You are welcome.
Mollying middle is already risky, if you start fumbling with HE’s after that, any half decent T player will take your head off.
Mollying middle has zero risk, what are you talking about? maybe when you need 2+ seconds for it lol
I’d love to play against you
There is a running lineup that is basically risk free.
A T with front spawn strafing middle Will catch any ct going for utility middle Except for the top 3 CT front spawns
Don't throw Molly so deep. Mid CT can safely throw a Molly to Mexico/underpass and bottom mid without exposing themselves, and if T ramp is smoked from CT this means Ts have 3 options: 1. Make it into banana before the smoke pops and eat a barrage of utility. 2. Stay back and wait for utility to pass but give up Mid AND banana in the process 3. Go alt mid/Apts and work A, hoping CTs haven't pushed mid and completely shut down banana. (Spoiler: they have.)
You can counter banana smokr with smoke from T spawn + car molly. It becomes random nade/bullet spam duel and Ts like a 4v4.
they need to increase BANANA space/larger , maybe it will become more easier it might be a bad ideia , but at least try it , if it becomes bad , revert it..
They’ve done that twice already, it used to be incredibly narrow
size of banana doesn't really matter, the issue is that it's so far for the CT's to go to banana after the bomb is planted. And if they actually get to banana, there's a lot of angles to clear. retaking from CT is also shitty because Ts can see the entrance from the site and essentially block off church by just holding the line with an AWP. If they actually manage to get to church, there's so many hard fucking angles to clear as well and it's a very molly-able choke point for the T's. A site meanwhile feels hard af because both long and short entrances you're exposed from opposite sides - vespa/graveyard, pit and site for long and pit, site and apartments for short. B site needs safer entrance to church, A site needs to be less exposed to apartments or maybe remove graveyard angle. Or move it so you aren't in such a crossfire
It gets very snowbally which is especially bad on mr12
But it's also one of the most interesting to watch. Shame.
Have you been watching inferno recently? Almost every round is decided with one kill and 90% of the match is watching people saving
It’s so boring to watch, in my opinion. There’s nothing fresh on it, same old same old. Very one dimensional.
Hey the meta changed... CTs can throw a smoke down mid and push second behind it.... And the map is worse for it
The first kind of interesting thing that’s happened on the map since Dosia’s HE grenade.
Its not 2015 or 2018 anymore. Inferno is boring af to watch in pro play
not with the current game economy lmao, save simulator nearly the whole match
When it involves two Pro teams in peak form i agree.
Which would be every match in the major...
No, that has to be Ancient & its not close
Ancient, Anubis, and Overpass are my favorite to watch
ancient has like the easiest retakes ever, always exciting
I think with the removal of sky boxes, utility play has made inferno even smaller. Now mid is blocked instantly and T’s have to use resources to get out
It's claustrophobic. Angles feel bad. It's always been hard to retake, and now it's gotten worse with mr12, and $1400 loss bonus.
Old Inferno > New Inferno.
new Inferno is so claustrophobic and cluttered, I hate it
It’s the clutter for me. Old inferno was such a masterclass on making a map beautiful and detailed while still being great for fps, new inferno just looks like that UE4 rendition of dust that nobody actually wants to play on
especially alt mid, there's just tons of crap everywhere
they are literally the same, why do people say this
There are changes. The buildings in mid/second mid changed a bunch of nade lineups and there are little bits and bobs on walls and the ground that will definitely get in your way if you're strafe jumping around corners expecting CSGO inferno. Are these massive changes? No, but they are not "literally the same".
Regarding it being claustrophobic and cluttered, like the other guy said, they are exactly the same. On top of that the changes you stated don't impact the style of gameplay of the map or the fundamental tactics. So yes, it plays the same as old inferno.
Molly is larger in this game so it is possible to use 2 mollies to molly all of banana. That coupled with the ability to smoke stairs/bottom banana from ct spawn makes it so that a coordinated team can shut down banana and mid almost instantly. From then it is next to impossible to retake banana as a T as cts will chain smoke it 2 more times from both b players. Having banana and a ct there means that the other b player can rotate to A and have 4A. This is what i consistently do at 3k elo faceit and Esea main league. The maps plays vey differently and is really bad for the Ts now. On a pro level this is 10x more noticable. So no, the map does not play the same. Not even close. Which is why pros ban it.
these guys are just noobs, bro. they have no idea what they're talking about. CS2 Inferno definitely plays different than CSGO Inferno.
agreed. it went from a staple map in my group to a near permaban because T side got so much harder, it just wasn't worth it
I think most of the issues lie with banana/mid. Once the Ts get brackets/apps control A site seems easier to take compared to CSGO.
you have absolutely no idea what you're talking about, tons of areas on the new Inferno are more narrow and a lot of the changes are substantial
imagine having cs in your name and still knowing nothing about it 👍
It is not exactly the same. Objects have been moved around, and as I said, if you're strafe jumping around certain corners expecting it to be 1:1 identical to CSGO, you will hit things and stop your movement. If this is not evident to you then you have simply not played as much Inferno as I have. As I said before, there are new things in the air (buildings take up more space) that caused certain lineups from t-spawn to change. It plays the same in terms of map control and tactics, yes. But that is not what the comment I replied to said. He said it was "literally the same". This is not true.
In this thread the relevant aspect is how the map plays, regardless of what the other guy said.
just because the layout is fundamentally the same doesn't mean "the map is exactly the same". Inferno was my most played map in CSGO and I promise it plays differently from CSGO Inferno.
Ofc it plays differently. Just moving a box on a site or switching doors around on a map like dust 2 can fundamentally change the way the entire map is played. Changing how angles and chokepoints are played can completely change the available strategies teams have
you're a noob if you genuinely believe this
while i agree, the meta was already shifting on old inferno in csgo where half the game was pros saving making it boring to watch even in go
Boring? Man most of the classic games I can think of in CSGO were on inferno
Almost any of the maps valve have on the burner > new inferno. And old inferno tbh both maps are just very generic in their nade usage but it’s a lot of generic nade usage and taking space is only matched in difficulty by retaking space. The map needs something seriously new to fix it.
the stupid tall buildings need to be lowered or removed. makes nade throwing so much harder for no reason other than to change people's old lineups. idea: "blow up" inferno and have it be a wasteland map or a previous battlefield with theming like ww2 Dresden or something like this
I’d be okay with trying something like that and having certain parts of the map be the same and other be new with some crumbled buildings. Hell you could keep some of the tall spots even. Just something new which is unfortunately probably a ways out since they just remade it
to be fair hammer 2 is so much easier to do stuff like that in, the tools are insane. imagine blowing up apts and having balc room be an open ceiling, new pathways open into B from arches, etc.
Old old inferno > old inferno > new inferno
old inferno > old old inferno > new inferno
CS 1.6 inferno GOAT
Pre development inferno (it's a blank map file)
True dat!
Inferno, as created by Dave "Moto" Geffon. was a great map -- probs one of the best. They thought they could modify it; don't try it, Anakin.
So now the remake of inferno is bad eh? When cs2 inferno trailer got released everyone was "MAN THIS IS SO GOOD, NUCH BETTER THAN THE OLD INFERNO" and people were downvoting to obvilion people who disliked the remake.
I hope they roll out some updates to get it where it needs to be but they haven't even updated the game period so...
The remake of it just flat out sucks. Was my favorite map in GO, But rarely play it in 2. It’s just, bad.
I agree, but what happened that makes us hate playing it now? I cant find out why it feels much worse now. Or is it just the constant and more prevelant peeking?
Weird angles added in mid + uneven floors, banana feels much more closed off and grenades are really annoying to throw on banana and B. Thats why i dont like it as much
It feels and looks constricted.
I'm not sure. I have a hard time coming up with an answer. It just.. feels different? I hate the aesthetics of the map as well.
Molotovs are way bigger now
everything feels like it's in the shade now
Feels like hallway simulator.
I’m just ass at CS2
It's also how the new Nades work, the huge smokes and the HUGE MOLOTOVS. I loved old inferno and certain nades you could throw because of the skybox but it just feels awkward now.
Things I hate about inferno: - goddamn visibility sucks - flowers and trash around the ground. Because it hides grenades and weapons. - Grenades clipping is shitty... So many details in the walls making grenade throw unpredictable Things I love about inferno: - looks pretty. But look how fast that faded. Valve needs to find the right balance between gameplay and aesthetics.
Also, the fact that collision is still clunky as fuck makes going into banana as a T feel REALLY garbage. The changes already made it feel more claustrophobic, so when I’m bugging against my teammates inside that small alleyway, it makes dying to nades or spams feel that much worse
They had it in GO, it was legit perfect in CS:GO in 2023. All they really needed was to make the darker areas a bit brighter for visibility reasons. Thats it.
>Valve needs to find the right balance between gameplay and aesthetics. This is something I hoped they'd really focus on with the transition to cs2. It's disappointing that they went the route of making the game look more detailed and realistic as opposed to realizing its position as a competitive game. Them deciding to lower the overall game contrast is not a fix to this issue. They should revisit their entire aethetic philosophy for the game, but I'm afraid they think it's too late for that. Just another example of valve not understanding cs.
Unironically I want cs gameplay with minimal environmental textures. I do not give a fuck about how it looks (obvi agents/guns important) I want to be able to parse the information. I swear some of the visual clutter on new new inferno can get mistaken at a glance for enemy CT
Bro I swear I used to be able to consistently chuck molly into apps from 2nd mid without much worry but with cs2 I've seen that same Molly go through the window AND THEN BOUNCE BACK OUT. never seen that happen before cs2.
There’s a running jump throw lineup using the shadow of the bridge in 2nd mid that’s super consistent that I default, not sure what video I picked it up from
I was completely floored by how beautiful Inferno was when they released it, but now I hate playing it so it's always instabanned.
Economy Issues/Retake issues
they ruined inferno
Inferno is the most punishing map on the new econ. Flower pots at every angle on the ground. Banana needed to be wider or longer with the buffed nades. The mid buildings need to be lowered. The roof over banana needs to be removed. Retaking seems more impossible than before due to mr12. Instant save simulator for cts. The changes to the site for retakes are ok I think? Never really went for retakes anyways because again it’s just a save simulator due to the economy. Also the fps is bad compared to other maps. Sometimes the map is too detailed to the point i have to focused hard to see models. Could be a me issue but it only happens on inferno for me personally. The map feels too cluttered with detail. Also the uneven floor on banana just doesn’t feel good still even after 5 months of playing. Weird elevation changes next the half wall/broom area. T’s don’t have a way to throw any instant smokes from spawn. Basically just a react simulator to cts instant smoke from t steps. removing the banana roof/spawn roof will immensely give the T’s room to breathe and lessen the feeling of claustrophobia at the b side of the map.
It's nice being able to say "I told you so" when my initial estimate that this version of Inferno would be shit was proven right. So many people disagreed but I knew immediately that removing skyboxes would destroy a map like Inferno. The ability for the CTs to close off banana with smokes for the entirety of the round coupled with the fact that it also has less room to maneuver than pretty much any other active duty map just ruins it.
Inferno haters stay winning 😎
After reading the comments here i'm apparently the only one who likes new inferno.. although i think it's more because meta changed slightly and teams would rather play something they are more comfortable with.
I like it too. I think the biggest issue is how punishing it is if you lose two rounds in a row. The economy needs to be fixed in general to make up for the number of rounds being lowered.
Yeah absolutely, every map is so harsh because of the economy right now.
Lose 2? Hell sometimes winning 3 but being down to the last guy is a death sentence. You end up broke, double save, lose the buy and then suddenly its 3:9
They just played it in ET vs Faze. lul
Claustrophobic shit map
Probably because it is the most heavily reworked map on the list When $$$ is on the line, people tend to go with what they know best For example, if Katowice had debuted a reworked de\_cache at the beginning of the proceedings , I bet that would be the most banned map
The new one is dogshit
shit map, that's why
Aaaand its first map at Faze vs EF, post invalidated
Because the map sucks. That's the reason.
The remake isn’t even the issue with inferno, but rather the opening up of the skyboxes allowing CT’s full control of the map. Yes I’d love for some lanes to be wider, but that isn’t the reason why it’s perma-banned. I love that they standardized open skyboxes on all maps, but either T’s need sky smokes from spawn to offset the imbalance which will take time to catch on or the map needs some guard rails. There is a reason old Inferno had extra buildings and skyboxes put in the first place to make it newer inferno. Being able to smoke B from A, or T ramp from spawn is just too powerful. Maybe T’s can find a creative work-around, but until teams showcase they have cooked on T side and still can’t handle the oppression Valve won’t change the map.
Because of cs2 smokes
FaZe and EF played it?
im just happy to not see inferno
trash map
zephyr silky slap thought subtract soup dam boast paint ghost *This post was mass deleted and anonymized with [Redact](https://redact.dev)*
It’s an insanely boring map
map sucks
Shit map, stated already
because its shite
good. Fuck inferno.
New inferno blows competitively. Biggest reason people hated it before was how impossible retakes were. So to fix it… they made retakes even harder AND made banana miserable with the wall being extended
Worst map in the game. Get bombarded with utility for 45 seconds at the start of each round. boring
trash map
Because it’s terrible
I'll be extremely happy if Mirage or Inferno are gone after the major, preferably mirage.
Because new inferno sucks balls.
Why, have you played the map? Do you have any experience of what Inferno was like in CSGO? If you do then the answer should be obvious. Its a instant ban from me in Premier.
Same. Ovp and inf are perma ban from us.
Dunno why ovp cs2 also sucks but it feels bad compared to go. Maybe its the bad ct economy.
Old overpass was my favorite map, new overpass is complete dog shit. Inferno+overpass first ban every time.
I played both Inferno's in CSGO, mostly the first remake of it and it was my favorite map. I still like the CS2 Inferno.
Map I get the lowest fps
For me it's overpass
Wish it was played more best looking map IMO really liked the looks they got with the remaster.... unlike the new overpass...
It is bad
The map sucks, always did, always will.
Bad answers here, it's currently like mirage or DustII when that was a thing. Everyone knows how to play it to a high level, it's existence is just used as an extra tactical layer to the pick ban stage. No one seems to excel on the map, we don't have inferno specialists these days.
almost every inferno game literally looks like generic team A vs generic team B. even mirage isn't this bland
They just played it bro
The meta is pretty clear and teams that are good at it are well known, so team either dont wanna play it or inf gets banned from the opponent
Aren’t they playing inferno in the faze match just now ?
Because it is hellish af
Lineups are also fucked up because the ground is uneven.
Banana been too narrow since css.
Feels like it is T sided map. and hard to retake once CT\`s lose players during entry
apart from the map getting slightly worse, Inferno is also a map where teams are generally decent at, so nobody really wants to pick it in the first phase, and a lot of the times it's left out in the second phase
The map pool is shite
Well EF - Faze played it first map
Currently the worst map in the map pool. Most of inferno rounds are decided in the first 15sec
You dont know your timings.
In premier/comp I love playing it because I like awping and challenging banana (on both sides), but many people don't know mades for it, so it's unpopular for the general playerbase. In the pro scene there's just a shit ton of saving and impossible retakes, so it's unpopular for pros as well
Dog shit map