The new Dust

Jorzonator

Forum Fiend
Joined
Nov 8, 2008
Messages
735
...is it any good?
Well for the 30 or so minutes that I played it before the server changed to office, it was pretty darn good. Sure it was confusing after the simple Dust2 and it's going to take a while to get to know the routes and spawn area locations. Speaking of opitional routes, there sure are alot of them!! Now you have to watch your flanks too instead of just your six. The map is way more intese than the previous map, no matter was I camping at a control point or bashing my way to a control point, I was at the edge of my seat, afraid that soon someone will shoot me in the back.

For what I saw the spawn areas themselves looked roomy (like that'd even matter :P) and the ramps were a nice touch to it. I also noticed that there were barrels to eat! I don't have any problem with that, but when the grenades starts to fly, you're going to hit that F to push the barrels out of your feet like a mad man. And this brings me to the single most biggest complaint of all. The spawn exit ramps are too high to climb back, but low enough to put a barrel next to them and then climb to the spawn area. (Admins keep an sharp eye on that.) If this is to happen, you, as a member (e or eG) have to remove the barrel out of the exit to ensure a comfortable game session for all.

The level disign is clever and you really get the feeling that you are fighting in some city in the early morning. Ah yes, the fog. This is the part I like. There is a light fog flowing around the map which creates an edgy and intense feeling over the battle field. You can almost hear an enemy breathing around the corner before a shot gun blast to your back breaks the silnce.
The C point is an interresting one. It's extremely fun/difficult to capture. It's in a tight, small tower with two of your team mates while praying that no-one will spot you and shoot up there with a RPG. There are no easy control points to capture, all of them are in an open land or there leads routes from 4 different directions. Both of the teams have to work extra hard to gain victory on this map. So if you got used to just sit back on top of A on Dust2 with the saw, now you better take an extra mag with you because you will spam bullets only for paranoia that an enemy might be behind that corner.

In a nutshell: the map has been balanced and it has become way more tactical than it used to be, teamwork is essential.
Well, I think I have spoken enough, let's hear your experiences =)
 
Last edited:
It's a great close-quarters map. I'm horrible at the original INS maps so that's why I like ported maps/custom maps a bit better :)
 
The new office and dust maps should elevate a lot of the spawn campers and griefers who like to use barrels to get up into spawn.
 
I haven't seen dust as favoring any team at all. It just all depends on your teamwork to me.
 
Red team has the high ground which gives them a natural advantage. Plus the game overall favors the iraqis. My main problem with dust 4 is charlie is an rpg trap.
 
Red team has the high ground which gives them a natural advantage. Plus the game overall favors the iraqis. My main problem with dust 4 is charlie is an rpg trap.

Right, the game itself like the Iraqis, from the RPG to most maps being Iraqi sided, wheither it's custom or INS map. The game creators tried to balance the teams by making the weapons of the Marines just as good, with red dot scopes, and the launcher, which i fail with.
 
Thank you guys for the constructive criticism. I know the very idea of CS:S maps in INS makes some people unhappy.

I have been enjoying dust4 because there is so much more to it. More cover, more routes, more more more.
 
the new dust is great. as capy said it just has so much more then the old map. i love the extra rpg room.
 
Thank you guys for the constructive criticism. I know the very idea of CS:S maps in INS makes some people unhappy.

I have been enjoying dust4 because there is so much more to it. More cover, more routes, more more more.

Yeah, i like it also, plus we wouldn't have to worry about clowns firing rpgs into the marine spawn now!

It's just a shame that charlie is poorly designed.

Overall, i like the map.
 
personally i think office2 can go. it nearly emptied the server earlier and it not the best ins map around.
 
personally i think office2 can go. it nearly emptied the server earlier and it not the best ins map around.

It all depends on opinion, i personally find it a pretty good map and there is many pubs loving this map, I dont see a down side on the server itll probably attract more players :)
 
It (office) nearly emptied the server earlier and it not the best ins map around.

It all depends on opinion, i personally find it a pretty good map and there is many pubs loving this map, I dont see a down side on the server itll probably attract more players

I'd have to agree with both of you guys. I have seen the office empty the server out immidietly and after the players notice what kind of map it it, but also I have seen it fill the server from six to 32 players.

On my personal mind it is not among my favorite maps, but the balancing work like a charm in it. I gotta admit that join for the balance and stay for the players in there. Most of the time people are having fun there. And I don't mean not-disconnecting-fun but they are really talkative and the chat with mics and text and it's allways a joy to see pubs do that instead of the usual cursing and blaming hacks on everybody.
=)
 
At first I thought it was a little confusing, but I've soon gotten used to it!
You really have to watch where you're going, though, not run-and-gun it like you could do on Dust 2, really more of a stop and pop.
Btw this is my first post, I'm new :-D
Glad to be a part of eGO!
 
I like Dust4 as an INS map with capture points being the actual objective of the game, but on the other hand if Dust2 could have been made into a TDM without objectives but a max point limit it would've been interesting. I wish that had come to me earlier.

The only thing I don't like about this map is that every time I have played the Marines have an incredibly hard time getting more than 20 feet from their spawn. On the far right, there will be an RPK set up to annihilate anyone that drops down into that tunnel without any chance of firing back. On the far left, an RPG can just spam nades against the back wall of the stairs and pin them down there. Then middle left is being heavily watched from Charlie and anyone at Bravo. Middle right then is about 50 feet from the enemy spawn and is more fair but not anywhere near capturing any objectives. When I played as an Insurgent I found more of my time was running from spawn to the combat line than I was actually killing people. There's just this big open space past bravo and alpha that nobody ever really uses. I guess the real problem is that all the choke points are closer to the Marine spawn so it's easier to hold them there.
 

Latest posts

Back
Top