==============================---+
 Counterstrike:  Map History Guide
 ===------------------------------+

   -[ Version    :  0.0.2
   -[ Author(s)  :  nonsoph@netscape.net
   -[ Filename   :  CsMHG-002.txt
   -[ Date       :  began     03 September 2001
                    rewrote   25 January   2002
                    submitted 25 October   2002

   The purpose of this document is to provide easy access to a range of
   perspectives on the history of Counterstrike's addition and removal of
   maps.  It's primary data was acquired by noting which maps were included
   and which were not included in each MOD version.

   This document (when completed) is also intended to discuss, explain, and
   provide opinion on specific issues made clear by these perspectives.

   ** It contains both fact and opinion.  You have been warned. **

   Perspective 1:  Addition Summary
   Perspective 2:  Duration Summary   
   Perspective 3:  Removal Summary
   Perspective 4:  Author Summary
   Speculation 1:  Hastily Removed Maps?
   Speculation 2:  Heavy Cuts In BETA 6.0, 6.5, 7.0
   Speculation 3:  Post-Retail Cuts
   Speculation 4:  Imbalanced Maps Are Popular
   Appendix    1:  Nearly Official Maps
   Appendix    2:  Significant Gameplay Changes

   "Terrorists are written with red text whereas the Counter-terrorists are
   written with white sex." -- typos from Beta1 readme.txt

   There are probably errors in here as well as some opinion which is not
   adequately justified in the text.  Feel free to E-mail me any comments
   or corrections, but please try to give me a URL or file to verify your
   corrections or adequate data; I cannot rely on the word of one person.

   I wrote this a long time ago.  I have not updated it since the release
   of 1.3, nor do I plan to.  The information herein is only important
   for historical purposes and so I do not intend to complete or update
   this document.  Please enjoy it only as a lesson what happened to CS.


 =============================---+
 Perspective 1:  Addition Summary
 ===-----------------------------+

   BETA 1.0
   cs_siege
   cs_mansion (removed in BETA 2.0)
   cs_prison (removed in BETA 2.0)   
   cs_wpndepot (removed in BETA 2.0)

   BETA 1.1
   cs_assault
   cs_desert (removed in BETA 3.0)

   BETA 2.0
   cs_alley1 (removed in BETA 3.0)
   cs_zoption (removed in BETA 4.0)
   cs_bunker (removed in BETA 6.0)
   cs_facility (removed in BETA 6.0)
   cs_docks (removed in BETA 7.0)

   BETA 3.0
   cs_militia
   cs_hideout (removed in BETA 4.0)
   cs_mansion (removed in BETA 4.0)
   cs_ship (removed in BETA 6.0)
   cs_tire (removed in BETA 6.0)

   BETA 4.0
   de_dust
   de_nuke
   de_prodigy
   cs_station (removed in BETA 6.0)

   BETA 5.0
   cs_backalley
   de_train
   cs_hideout (removed in BETA 6.0)
   cs_iraq (removed in BETA 6.0)

   BETA 6.0
   as_riverside (removed in BETA 6.5)
   de_fang (removed in BETA 6.5)
   es_frantic (removed in BETA 6.5)
   es_jail (removed in BETA 6.5)
   de_railroad (removed in BETA 7.0)
   as_oilrig (removed in MOD 1.3)
   cs_747 (removed in MOD 1.3)

   BETA 6.5
   as_tundra
   cs_italy
   de_aztec
   de_cbble
   as_forest (removed in BETA 7.0)
   es_trinity (removed in BETA 7.0)
   cs_estate (removed in MOD 1.3)

   BETA 7.0
   cs_office
   as_highrise (removed in MOD 1.1)
   cs_arabstreets (removed in MOD 1.1)
   de_foption (removed in MOD 1.1)
   de_vegas (removed in MOD 1.3)

   MOD 1.1 / Retail 1.0.0.1
   de_dust2
   de_inferno
   de_vertigo
   cs_thunder (removed in MOD 1.3)
   de_rotterdam (removed in MOD 1.3)

   MOD 1.3 / Retail 1.0.0.3
   de_storm
   de_survivor
   de_torn


 =============================---+
 Perspective 2:  Duration Summary
 ===-----------------------------+

   SURVIVED 10 MAJOR REVISIONS
   cs_siege (added BETA 1.0)

   SURVIVED 9 MAJOR REVISIONS
   cs_assault (added BETA 1.1)

   SURVIVED 7 MAJOR REVISIONS
   cs_militia (added BETA 3.0)

   SURVIVED 6 MAJOR REVISIONS
   de_dust (added BETA 4.0)
   de_nuke (added BETA 4.0)
   de_prodigy (added BETA 4.0)

   SURVIVED 5 MAJOR REVISIONS
   cs_backalley (added BETA 5.0)
   de_train (added BETA 5.0)
   cs_docks (added BETA 2.0, removed BETA 7.0)

   SURVIVED 3 MAJOR REVISIONS
   cs_bunker (added BETA 2.0, removed BETA 6.0)
   cs_facility (added BETA 2.0, removed BETA 6.0)
   as_oilrig (added BETA 6.0, removed MOD 1.3)
   cs_747 (added BETA 6.0, removed MOD 1.3)
   as_tundra (added BETA 6.5)
   cs_italy (added BETA 6.5)
   de_aztec (added BETA 6.5)
   de_cbble (added BETA 6.5)

   SURVIVED 2 MAJOR REVISIONS
   cs_ship (added BETA 3.0, removed BETA 6.0)
   cs_tire (added BETA 3.0, removed BETA 6.0)
   cs_estate (added BETA 6.5, removed MOD 1.3)
   cs_office (added BETA 7.0)

   SURVIVED 1 MAJOR REVISION
   cs_mansion (added BETA 1.0, removed BETA 2.0)
   cs_prison (added BETA 1.0, removed BETA 2.0)
   cs_wpndepot (added BETA 1.0, removed BETA 2.0)
   cs_desert (added BETA 1.1, removed BETA 3.0)
   cs_zoption (added BETA 2.0, removed BETA 4.0)
   cs_station (added BETA 4.0, removed BETA 6.0)
   de_vegas (added BETA 7.0, removed MOD 1.3)
   de_dust2 (added MOD 1.1)
   de_inferno (added MOD 1.1)
   de_vertigo (added MOD 1.1)

   SURVIVED 0 MAJOR REVISIONS
   cs_alley1 (added BETA 2.0, removed BETA 3.0)
   cs_hideout (added BETA 3.0, removed BETA 4.0)
   cs_mansion (added BETA 3.0, removed BETA 4.0)
   cs_hideout (added BETA 5.0, removed BETA 6.0)
   cs_iraq (added BETA 5.0, removed BETA 6.0)
   as_riverside (added BETA 6.0, removed BETA 6.5)
   de_fang (added BETA 6.0, removed BETA 6.5)
   es_frantic (added BETA 6.0, removed BETA 6.5)
   es_jail (added BETA 6.0, removed BETA 6.5)
   as_forest (added BETA 6.5, removed BETA 7.0)
   es_trinity (added BETA 6.5, removed BETA 7.0)
   de_railroad (added BETA 6.5, removed BETA 7.0)
   as_highrise (added BETA 7.0, removed MOD 1.1)
   cs_arabstreets (added BETA 7.0, removed MOD 1.1)
   de_foption (added BETA 7.0, removed MOD 1.1)
   cs_thunder (added MOD 1.1, removed MOD 1.3)
   de_rotterdam (added MOD 1.1, removed MOD 1.3)

   de_storm (added MOD 1.3)
   de_survivor (added MOD 1.3)
   de_torn (added MOD 1.3)


 ============================---+
 Perspective 3:  Removal Summary
 ===----------------------------+

   BETA 2.0
   cs_mansion (added BETA 1.0)
   cs_prison (added BETA 1.0)
   cs_wpndpot (added BETA 1.0)

   BETA 3.0
   cs_desert (added BETA 1.1)
   cs_alley1 (added BETA 2.0)   

   BETA 4.0
   cs_zoption (added BETA 2.0)
   cs_hideout (added BETA 3.0)
   cs_mansion (added BETA 3.0)   

   BETA 6.0
   cs_bunker (added BETA 2.0)
   cs_facility (added BETA 2.0)
   cs_hideout (added BETA 3.0)   
   cs_ship (added BETA 3.0)
   cs_tire (added BETA 3.0)
   cs_station (added BETA 4.0)
   cs_iraq (added BETA 5.0)   

   BETA 6.5
   as_riverside (added BETA 6.0)
   de_fang (added BETA 6.0)
   es_frantic (added BETA 6.0)
   es_jail (added BETA 6.0)

   BETA 7.0   
   cs_docks (added BETA 2.0)
   de_railroad (added BETA 6.0)
   as_forest (added BETA 6.5)
   es_trinity (added BETA 6.5)

   MOD 1.1 / Retail 1.0.0.1
   as_highrise (added BETA 7.0)
   cs_arabstreets (added BETA 7.0)
   de_foption (added BETA 7.0)

   MOD 1.3 / Retail 1.0.0.3
   as_oilrig (added BETA 6.0)
   cs_747 (added BETA 6.0)
   cs_estate (added BETA 6.5)
   de_vegas (added BETA 7.0)
   cs_thunder (added MOD 1.1)
   de_rotterdam (added MOD 1.1)   


 ===========================---+
 Perspective 4:  Author Summary
 ===---------------------------+

   Texture Credits
   Macman * MacManInfi@aol.com (de_aztec, es_frantic, cs_tire, de_cbble,
      de_dust, de_dust2, de_fang, as_forest, as_tundra, cs_iraq, as_oilrig)
   J0esm0e * joesmoe@home.com (cs_thunder, de_vegas, de_storm)
   Valve software (de_inferno)
   Sphinx (cs_office)
   George_Pooshoes * pooshoes@mapcore.com (cs_office, de_vegas, es_trinity)
   Locknut (es_trinity)
   Evile Dick (es_trinity)
   Poor Yurik * yak@lvcm.com (as_forest, de_foption)
   The Postman * heavengame@yahoo.com (cs_747)
   Paramedic911 * jason911@home.com (cs_arabstreets)
   DigiChaos * digichaos@hotsheep.com (cs_italy)
   Scud (de_railroad)
   Fingers (de_storm)
   MattC (de_storm)

   Other Map Credits
   de_vegas:  Macman, Chaos, Tech3D, Jubilee, Agent Orange.
   as_forest:  SkyBox by MJC (fluxion@ii.net), Special Thanks to
      [UGP]Skittz/AD testers
   de_foption:  Special Thanks to: Recycled & [UGP]SkittZ
   as_tundra:  Contributors Joshua (Euro*Brew) DeJong, Devnull (compiler),
      Mr_Deth, Janitor209, Feltch, N0TH1NG, Boxlor, The Guy, Agent
   as_oilrig:  Wessex helicopter by Agent Orange * agentorange@freemail.nl


   DaveJ * dv@btinternet.com * http://www.planethalflife.com/davej/
   de_dust (added BETA 4.0, survived 6 cuts)
   de_cbble (added BETA 6.5, survived 3 cuts)
   cs_tire (added BETA 3.0, removed BETA 6.0, survived 2 cuts)
   de_dust2 (added MOD 1.1, survived 1 cut)

   Chris Auty * Barney * fragged101@yahoo.com
   de_aztec (added BETA 6.5, survived 3 cuts)
   de_inferno (added MOD 1.1, survived 1 cut)
   de_vertigo (added MOD 1.1, survived 1 cut)
   cs_thunder (added MOD 1.1, removed MOD 1.3, survived 0 cuts)
   es_frantic (added BETA 6.0, removed BETA 6.5, survived 0 cuts)

   N0TH1NG * n0th1ng@mailcity.com
   cs_siege (added BETA 1.0, survived 10 cuts)
   cs_docks (added BETA 2.0, removed BETA 7.0, survived 5 cuts)

   Poor Yurik * yak@lvcm.com
   cs_ship (added BETA 3.0, removed BETA 6.0, survived 2 cuts)
   cs_zoption (added BETA 2.0, removed BETA 4.0, survived 1 cut)
   as_forest (added BETA 6.5, removed BETA 7.0, survived 0 cuts)
   de_foption (added BETA 7.0, removed MOD 1.1, survived 0 cuts)

   Zaphod_Beeblebrox * zaphod_beeblebrox@eudoramail.com * zaphod@mapcore.com
   as_tundra (added BETA 6.5, survived 3 cuts)
   cs_estate (added BETA 6.5, removed MOD 1.3, survived 2 cuts)
   cs_iraq (added BETA 5.0, removed BETA 6.0, survived 0 cuts)

   Hobbit * Hobbit6@MicroDSI.net * hobbit6@bellatlantic.net
   de_prodigy (added BETA 4.0, survived 6 cuts)
   cs_office (added BETA 7.0, survived 2 cut)

   Jo Bieg * MEEEEDIC@gmx.net * http://meeeedic.hlcenter.com
   de_nuke (added BETA 4.0, survived 6 cuts)
   de_fang (added BETA 6.0, removed BETA 6.5, survived 0 cuts)

   CryptR * lmuur@dlc.fi
   cs_assault (added BETA 1.1, survived 9 cuts)

   Andrew Aumann * andrewja@home.com
   cs_militia (added BETA 3.0, survived 7 cuts)

   +Cadaver+ * cadaver@planethalflife.com
   de_vegas (added BETA 7.0, removed MOD 1.3, survived 1 cut)
   es_trinity (added BETA 6.5, removed BETA 7.0, survived 0 cuts)

   TYR * tyr@barking-dog.com
   cs_backalley (added BETA 5.0, survived 5 cuts)

   Chris Mair * chris@barking-dog.com
   de_train (added BETA 5.0, survived 5 cuts)

   Matthew Van Sickler * mvsickler@uswest.net
   cs_bunker (added BETA 2.0, removed BETA 6.0, survived 3 cuts)

   Captain Gram * gram@bz2.com
   cs_facility (added BETA 2.0, removed BETA 6.0, survived 3 cuts)

   Stephen "Judas" Superville * witchdawn@hotmail.com
   cs_747 (added BETA 6.0, removed MOD 1.3, survived 3 cuts)

   MacMan * macmaninfi@aol.com
   as_oilrig (added BETA 6.0, removed MOD 1.3, survived 3 cuts)

   glenC * [HOTSHEEP]Bastard * glenc@hotsheep.com
   cs_italy (added BETA 6.5, survived 3 cuts)

   Markus * witchdawn@hotmail.com
   cs_station (added BETA 4.0, removed BETA 6.0, survived 1 cut)

   Mr_Deth
   cs_iraq (added BETA 5.0, removed BETA 6.0, survived 0 cuts)

   Rob Smolders * robsmolders2000@hotmail.com
   de_rotterdam (added MOD 1.1, removed MOD 1.3, survived 0 cuts)

   Bluestrike * inspiratie@hotmail.com
   es_jail (added BETA 6.0, removed BETA 6.5, survived 0 cuts)

   Paramedic911 * jason911@home.com
   cs_arabstreets (added BETA 7.0, removed MOD 1.1, survived 0 cuts)

   Zaka * zaka@mbnet.fi
   as_riverside (added BETA 6.0, removed BETA 6.5, survived 0 cuts)

   MattS * [BA]Pantera * pantera@hushmail.com
   as_highrise (added BETA 7.0, removed MOD 1.1, survived 0 cuts)

   FLiPMoDE|Daank * daankvirus420k@icqmail.com
   de_storm (added MOD 1.3, survived 0 cuts)

   Michael Visser * 3D_Mike * 3D_Mike@soneramail.nl * 3DMike@nmtrix.com *
      www.lanmaniax.com
   de_survivor (added MOD 1.3, survived 0 cuts)

   Crinity & Madcross * www.planethalflife.com/crinity/
   de_torn (added MOD 1.3, survived 0 cuts)

   KaRRiLLioN * JHCorwin@pageinc.org * and Lestat
   de_railroad (added BETA 6.5, removed BETA 7.0, survived 0 cut)


   Unspecified Author (need info please)
   cs_desert
   cs_mansion
   cs_prison
   cs_wpndepot
   cs_hideout
   cs_alley1


 ==================================---+
 Speculation 1:  Hastily Removed Maps?
 ===----------------------------------+

   The majority of the Counterstrike population is impatient and selfish,
   thus, they like the maps they do best on.  This means that they will like
   maps they do best on first, and hate anything else, because they do worse
   on it.  They will avoid these maps, and never learn them.  More
   experienced players took pleasure in learning maps, and the game was rich
   because of it.  Now, it is not.

   SURVIVED 0 MAJOR REVISIONS -- the early maps
   cs_alley1 (added BETA 2.0, removed BETA 3.0)
   cs_hideout (added BETA 3.0, removed BETA 4.0)
   cs_mansion (added BETA 3.0, removed BETA 4.0)

   Some of these maps, by today's standards, may be primitive in appearance
   or design.  Of course, so is cs_assault, a so-called "classic" map.  If
   players took the time to know some of these maps (that is, if any servers
   played them), they might find a new favorite "classic" map.  Some of the
   older maps have problems because Counter-terrorists only needed to rescue
   a percentage of the hostages to win when they were made.  In the current
   version, where rescuing every hostage is required, some of these maps are
   too difficult for Counter-terrorists to make such a rescue.  These maps
   would not play well for this reason, unless the mission objectives are
   somehow changed.

   cs_mansion had its concept later retried in cs_estate.  cs_mansion is
      considered a slaughter in favor of the terrorists.

   SURVIVED 0 MAJOR REVISIONS -- the golden age?
   cs_hideout (added BETA 5.0, removed BETA 6.0)
   cs_iraq (added BETA 5.0, removed BETA 6.0)
   as_riverside (added BETA 6.0, removed BETA 6.5)
   de_fang (added BETA 6.0, removed BETA 6.5)   
   es_frantic (added BETA 6.0, removed BETA 6.5)
   es_jail (added BETA 6.0, removed BETA 6.5)
   as_forest (added BETA 6.5, removed BETA 7.0)
   de_railroad (added BETA 6.5, removed BETA 7.0)
   es_trinity (added BETA 6.5, removed BETA 7.0)
   as_highrise (added BETA 7.0, removed MOD 1.1)
   cs_arabstreets (added BETA 7.0, removed MOD 1.1)
   de_foption (added BETA 7.0, removed MOD 1.1)

   Many of these cuts, in my opinion, ripped out the heart of any potential
   quality, integrity, or potential Counterstrike might have had.  cs_iraq,
   de_fang, cs_arabstreets, and de_foption are all fine maps and stand for
   what Counterstrike  once claimed it was about.  These maps were
   essentially removed in lieu of pleasing children who had just picked up
   this MOD and demanded more imbalanced and/or simplified gameplay.

   as_riverside and as_highrise were too heavily weighed in favor of a
      terrorist win.
   as_forest was generally hated for causing low framerates.
   de_fang was a rich and complex map which players did not care to learn.
   es_frantic, es_jail, and es_trinity were all removed because escape maps
      were generally disliked.  es_frantic was too large of a map.  es_jail
      was good fun amongst those who had any experience with it.
   cs_iraq and de_foption are great!  I want them back, at least!

   SURVIVED 0 MAJOR REVISIONS -- the newbie age?
   cs_thunder (added MOD 1.1, removed MOD 1.3)
   de_rotterdam (added MOD 1.1, removed MOD 1.3)
   de_storm (added MOD 1.3)
   de_survivor (added MOD 1.3)
   de_torn (added MOD 1.3)

   cs_thunder and de_rotterdam enjoyed heavy play when the new version came
      out, but quickly players found themselves lapsing into the same old
      maps, except for de_dust2, which is a good map that happens to be
      promoted as a sequel to the most popular cs map.
   de_rotterdam is a fair and interesting map but, for some reason (it really
      is not very complex or large at all) it is considered too large and
      confusing.
   cs_thunder, perhaps, has too many rescue points, and is simply a map with
      two routes, one pure sniper, and one pure deathmatch, resulting in
      repetitive play, perhaps(?).
   de_survivor is liked by some, laughed at by others.  every route can be
      owned by the terrorists, essentially.  I suppose the only thing that can
      come of this map is a trilogy of stalemates, as the smart T's refuse to
      waltz into an impossible ambush and the CT's hold the bomb sites.
   de_storm appears to be a remake of de_dawn (a greatly improved de_dust)
      with a a complete makeover and some changes.  No one really likes it
      and it is likely to be cut, or, hey, they could just make it look like
      dust and call it de_dust4 and it will be insanely popular. ;(  It is
      not as interesting or fun as torn, however, and I would rather see dawn
      itself released in lieu of this and dust.
   de_torn is a tacically mundane yet complex layout with lots of eyecandy,
      yet it is not an unfair map.  iraq, fang, foption, italy, nuke, train,
      arabstreets, jail, station, wpndepot, rotterdam all own this map, so
      why bother?.  Oh, yeah, because it's so pretty.


 =============================================---+
 Speculation 2:  Heavy Cuts In BETA 6.0, 6.5, 7.0
 ===---------------------------------------------+

   BETA 6.0 removed more maps than any other version.  This fact is
   interesting in relation to which maps were added.

   BETA 6.0 ADDED
   as_riverside (removed in BETA 6.5)
   de_fang (removed in BETA 6.5)
   es_frantic (removed in BETA 6.5)
   es_jail (removed in BETA 6.5)
   de_railroad (removed in BETA 7.0)
   as_oilrig (removed in MOD 1.3)
   cs_747 (removed in MOD 1.3)

   It appears as though BETA 6.0 was trying to make Counterstrike more
   diverse by adding two assassination maps, two defusal maps, two escape
   maps, and one hostage rescue map.  It appears as though this attempt
   failed; only as_oilrig and cs_747 endured more than a couple versions.

   as_oilrig isn't a bad map, but there's no way terrorists should lose.
   The same is true of cs_747.  So what happened here?  We lost a large
   handful of maps to add a handful of maps that later were removed.

   BETA 6.0 REMOVED
   cs_bunker (added BETA 2.0)
   cs_facility (added BETA 2.0)
   cs_hideout (added BETA 3.0)
   cs_ship (added BETA 3.0)
   cs_tire (added BETA 3.0)
   cs_station (added BETA 4.0)
   cs_iraq (added BETA 5.0)

   What did we lose, here?  I did not play most of these maps, so I cannot
   say.  I doubt all of these maps deserve to be as forgotten as the ones
   added in BETA 6.0.

   cs_bunker, cs_facility, cs_hideout appear acceptable and interesting.
   cs_iraq and cs_station are awesome maps.
   cs_ship looks fun but rescuing the hostages appears hopeless.
   cs_tire was a hopeless camping match.

   BETA 6.5 added many good maps, most of which are still in rotation.  It
   also cut two maps which could be great fun, if they got an honest chance.

   BETA 6.5 REMOVED
   as_riverside (added BETA 6.0)
   de_fang (added BETA 6.0)
   es_frantic (added BETA 6.0)
   es_jail (added BETA 6.0)

   Every map removed by BETA 6.5 was added in BETA 6.0.  So, we can see that
   BETA 6.0 was, at least in part, a mistake.  de_fang was generally hated
   because people couldn't understand the map.  It truly is a great
   team-oriented, tactical map, offering great opportunities for clever teams
   while not degerating into predictable, degenerate play.

   es_jail was also a great map.  It was fun, and it was fun with your team;
   I suppose if you started playing since the retail, you might not be able
   to imagine this as being a part of Counterstrike, but you are missing out.

   BETA 7.0 removed some less than perfect maps, but it also removed cs_docks.
   I don't understand why.  cs_docks is a great map.  Perhaps a possible
   motive can be found in what BETA 7.0 added.

   BETA 7.0 ADDED
   cs_office
   as_highrise (removed in MOD 1.1)
   cs_arabstreets (removed in MOD 1.1)
   de_foption (removed in MOD 1.1)
   de_vegas (removed in MOD 1.3)

   Perhaps they were attempting again to add some variety.  cs_docks had
   been around a while, and we see they added two defusal maps and an
   assassination map, as well as two new cs maps.  Why would they remove
   cs_docks and keep cs_siege, cs_militia, and cs_assault?  Popularity.
   Around BETA 7.0, CS was gaining great momentum.  More new players were
   in it than ever before, perhaps making intelligent play lose in the
   popular vote like never before, meaning that the simplest and least fair
   maps are in, and an interesting, clever, fair map like cs_docks is so
   unfortunately lost.


 =============================---+
 Speculation 3:  Post-Retail Cuts
 ===-----------------------------+

   The trend of new players dominating grew in leaps and bounds once masses
   were purchasing Counterstrike in computer game stores with the release of
   the Retail version.  This also meant even more attention, even more hype,
   and even more people using the MOD version.  All hope for the veterans
   and the game they loved basically is stomped to death from now on.  Below
   are the cuts made since the retail came out.

   as_oilrig (added BETA 6.0)
   cs_747 (added BETA 6.0)
   cs_estate (added BETA 6.5)
   as_highrise (added BETA 7.0)
   cs_arabstreets (added BETA 7.0)
   de_foption (added BETA 7.0)
   de_vegas (added BETA 7.0)
   cs_thunder (added MOD 1.1)
   de_rotterdam (added MOD 1.1)

   as_highrise seemed like an okay map, with the exception that the VIP should
      never be able to escape against a team with a couple of competent
      players.
   as_oilrig was the closest thing we had to a playable assassination map.
      as_tundra is pretty much a deathmatch where the VIP hopes all the
      terrorists foolishly die or camp in places that leave the escape points
      open.  as_oilrig was not much better, however.
   cs_747 is another one of the classical maps where the terrorists simply
      should not lose unless they really get bored (which they will).
      cs_estate also falls into this catagory.

   What about cs_arabstreets, de_foption, cs_thunder, de_rotterdam, and
      de_vegas?  Quite simply, they're casualties of the dying concepts which
      once were Counterstrike.  CS is now a slowed down, dumbed down, ready-
      for-children deathmatch, for most people that play it.  At competitive
      levels, I suppose, this is not the case, but the highest competitors
      are clearly not the ones influencing which maps stay and go.  Okay,
      cs_thunder may not have been the best map ever, but it's certainly
      better than cs_assault.


 ========================================---+
 Speculation 4:  Imbalanced Maps Are Popular
 ===----------------------------------------+

    Before MOD 1.3, the most popular maps were all ones where terrorists
    dominated.  The AK47, among the best players, was the best weapon
    in terms of affordability, practical use, and deadliness.  The MP5,
    deagle, AWP, and commando all had strong roles on both sides, of course,
    but the edge was with the AK47 coming out while the CT's couldn't
    afford Colts (which weren't quite as deadly).

    cs_assault, cs_militia, and cs_siege were all the popular maps.  On these
    maps, the terrorists pretty much only lose if they are eliminated.  The
    CT's must run into their camp and die hopelessly, basically, perhaps
    being sniped along the way.

    Then, in MOD 1.3, things changed.  The new hitboxes and/or some other
    drastic, undocumented change, made the Colt very dominant.  Not so
    coincidentally, maps where the CT's hold the advantage gain great
    popularity:  de_prodigy, de_aztec, de_survivor.  The Colt, full burst,
    aiming barely at all, strafing, often kills faster than people who aim
    their shots with other weapons.  It is an odd phenomenon.

    Why the sudden change?  Although the players may not realize it, they
    are enjoying maps where they do better.  They do the best on maps where
    the terrain practically guarantees their victory IN ADDITION to having
    superior weaponry (as a team overall advantage) adding even more weight
    to the equation.  When players play on balanced maps, or on a team
    without the subtle weapon or terrain advantage, they interpret their
    decreased success as a map they are bad on "because it's a bad map."

    This is not the only problem propped up by these maps.  On the losing
    (disadvantaged team), those with the top scores are usually those who
    ignore the mission objectives and simply hide and hope for cheap / easy
    kills simply so they will look better than their teammates.  This
    encouranges harmful camping (leaving your teammates even more outnumbered
    in any attempt to accomplish the objectives) by making them look better.
    The end result is that the most rewarding and popular technique on a
    public server is for someone to either join the advantaged team and
    slaughter the other team as they run into your camp or ignore your team
    and try to slaughter any opponents who get too frag happy and run into
    your camp.  Of course, these two techniques play similar -- ignore your
    objectives, try to get kills without dying.  This is what is Counterstrike
    right now.  Is this how it should be?

    What could be done?  Tweak these maps so the timing works out more
    favorably for both sides, so that options for each side are diverse enough
    to ensure the gameplay is not so simple that the same team basically
    wins the same one or two ways over and over for at least the first 5
    rounds -- usually resulting in the hopeless team camping their spawn,
    because they know they can't accomplish their mission objective.

    Imagine if the spawning points were moved a bit on cs_militia, for
    example?  If the T's all spawned in the sewer base, or at least far out in
    their backyard, so that a CT could potentially take the basement or the
    first sewer vent reasonably.  It could make for more of a fight.

    The same thinking could be applied to every map that is part of this
    phenomena.  Or, we could scrap these shameless newbie bait maps and bring
    back maps that are already great and have been left behind for all the
    wrong reasons.


 ==============================---+
 Appendix 1:  Nearly Official Maps
 ===------------------------------+

    (under construction)

    Even though they never became official, some maps were quite notable as
    non-official maps, in their time.

       as_desert unofficial map that as_tundra was built on (??)
       as_iraq an edit/improvement of cs_iraq but not official.
       cs_beirut is a custom map I've seen played for a while (??)
       cs_delta_assault was arguably the most playable assault map.
       de_scud is a custom map I've seen played for a while (??)
       de_dawn was a great rebuild of dust with improvements.


 ======================================---+
 Appendix 2:  Significant Gameplay Changes
 ===--------------------------------------+

   (under construction)

   Planned
    -major netcode "improvements"
    -dominant gameplay changes
    -significant map changes


 =========---+
 Closing Note
 ===---------+

   Every so often, a great map comes along.  A map that has little things and
   and atmosphere you like, that you learn and grow with, that inspire you.
   A map that isn't completely screwed up for one side.  A map where
   objectives are obtainable through teamwork, and still fun!  And when
   these maps come along, they are quickly removed.  Most players like maps
   where they get the best frag count, which means the most simplistic and
   imbalanced are the most "enjoyed."  I hope I can show the other side of
   the coin to those who picked up this game and fell in love with the
   popular maps and wonder what all the bitching from the veterans is about.

   cs_siege (added BETA 1.0)
   cs_assault (added BETA 1.1)
   cs_militia (added BETA 3.0)
   de_dust (added BETA 4.0)
   de_nuke (added BETA 4.0)
   de_prodigy (added BETA 4.0)
   cs_backalley  (added BETA 5.0)
   de_train (added BETA 5.0)
   as_tundra (added BETA 6.5)
   cs_italy (added BETA 6.5)
   de_aztec (added BETA 6.5)
   de_cbble (added BETA 6.5)
   cs_office (added BETA 7.0)
   de_dust2 (added MOD 1.1)
   de_inferno (added MOD 1.1)
   de_vertigo (added MOD 1.1)
   de_storm (added MOD 1.3)
   de_survivor (added MOD 1.3)
   de_torn (added MOD 1.3)

   Above are the current maps.  I want you to use your imagination and see
   if you'd like any of these maps to go, considering which maps are not in
   the list above (maps you wish were there).

   Personally, I'd be fine saying goodbye to the ones added in MOD 1.3 and
   those added before BETA 4.0.  de_aztec, de_prodigy, and de_vertigo would be
   fine if the starting points were tweaked so that terrorists were not so
   predictably owned.  I don't know what should be done about as_tundra;
   terrorists should win, and few servers run it; perhaps it should just be
   given up on.

   What could be added?  Perhaps six or seven of those below.

   cs_bunker (added BETA 2.0, removed BETA 6.0)
   cs_facility (added BETA 2.0, removed BETA 6.0)
   cs_docks (added BETA 2.0, removed BETA 7.0)
   cs_hideout (added BETA 3.0, removed BETA 6.0)
   cs_station (added BETA 4.0, removed BETA 6.0)
   cs_iraq (added BETA 5.0, removed BETA 6.0)
   de_fang (added BETA 6.0, removed BETA 6.5)
   es_jail (added BETA 6.0, removed BETA 6.5)
   es_trinity (added BETA 6.5, removed BETA 7.0)
   cs_arabstreets (added BETA 7.0, removed MOD 1.1)
   de_foption (added BETA 7.0, removed MOD 1.1)
   de_vegas (added BETA 7.0, removed in MOD 1.3)
   cs_thunder (added MOD 1.1, removed in MOD 1.3)
   de_rotterdam (added MOD 1.1, removed in MOD 1.3)

   Do you really know and hate all of the above maps and love every one of
   the current selection?

   If I had to choose seven of those (not that my opinion matters), I'd
   choose (in order of priority):

   de_foption
   de_rotterdam
   cs_docks
   cs_iraq
   de_fang
   cs_station
   es_jail

   Of course, I'd like to choose more, but those are my top seven. :(