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aztec 2
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CS-Nation's MikeJ: The most obvious question is of course, will we see this map officially in Counter-Strike?
narby: Maybe, that's up to cliffe at this stage. Aztec2 has been sitting on my hard drive for almost a year now. I've only just had time to retexture and get it complete, I just wanted to get it released really.CS-Nation: Aztec is one of the most prominent maps in Counter-Strike, it's instantly recognizable and remembered for its unique style and gameplay. With that in
mind, when embarking on the task of creating a sequel to Aztec, did you feel that
this map would be the next step in Aztec's ever-changing history, or just a new map with Aztec textures?
narby: I hope it will be a compliment to aztec. It's still being balanced (I'd like it a little more balanced than the first iteration of aztec) but it still shares a lot of the recognizable areas and style of the first aztec.CS-Nation: Dust2 is the most famous "sequel-map" in Counter-Strike. Did you draw any inspiration from that zany DaveJ when continuing the Aztec legacy, or is he not worth the smarties in his pocket?
narby: Absolutely. Dave proved that a maps sequel can be just as fun as the first. Dust has always been a favorite of mine, purely for its learning curve and great action. Dave always has awesome layouts to his levels and I look forward to future maps he's working on.CS-Nation: Aztec is certainly known for its quirks. It has always been accused of being too one-sided, or too sniper-friendly. Did you see these quirks as negative traits and a need for change in Aztec2? Or did you see them as one of the map's memorable styles of play, and simply expand on them?
I would, of course, trade dust in for a massive box of smarties. But then again, who wouldn't?
narby: I certainly want aztec2 to be more balanced. I've had a lot of help from clan Sclam (as you know you cheeky little ewok) with practice sessions to get the timing tuned. It's impossible to say right now how exactly the map will play in matches for example, but I can always release tweaked versions through steam later on.CS-Nation: You've made a fair share of maps for Counter-Strike, so by now you have picked up a lot on what makes a map good. Are there any new ideas that you applied to Aztec2 that aren't in your current maps?
narby: Aztec2 wasn't really an experiment with layout, I tried to stick to what works. Simple layouts and good variation in height usually make better maps. It's also good to make the player know when they're in a "safe" area and know roughly where the enemy is likely to come from in any given location. The problem with more complex maps is they tend to have a lot of openings that confuse the player and make them paranoid. This applies well to choke points - you always know that going past a certain point you're pretty likely to encounter the enemy. It's good to see teams control a certain area and watch how they push through and shape the outcome of the round.CS-Nation: Some would say you are probably the most "league-friendly" mapper, in that you actively listen to the concern of league players when making maps. Are any parts of Aztec2's design influenced by your experience with leagues, and the people who play in them?
narby: NO AMBIENT SOUNDCS-Nation: Airstrip is one of your more recent maps, and for whatever reason it didn't quite take off. What do you think was the cause of that? Did it influence how you designed Aztec2?
narby: I think it was just a horrible layout. The timing was off and didn't really allow players to make forward progress very easily. It's a level I'd like to re-visit later and make some significant changes to.CS-Nation: Looking at the shots, the bombsites in Aztec2 are large, open platforms that leave little room for cover. I trust this was more than mere visual-design, why the lack of cover?
narby: The final version will have a little more cover. This was purely a testing/time thing.CS-Nation: So, is Aztec2 everything you wanted it to be? Will the Counter-Strike community catch on?
narby: I hope so, time will tell.Indeed. Thanks for your time narby! And now on to the goods.

