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The "Evolution of the Map" |vertigo

author:silentstorms

In the March 28, 2019 update, the Dead Mansion was moved from the Reserve Map Pool to the Active Map Pool, and the Dead City Mystery was retired from the Active Map Pool, which was the first time that the map entered the official competition. This map has been around since CS1.1, what kind of glorious past does such a historic map have? Today we will take a look at this classic map of CS - The Building of Death.

The "Evolution of the Map" |vertigo

The background of the map is set on the 51st floor of an unfinished building, where building materials can be used as bunkers. Camp T needs to blow up two chemicals in the building, while CT is the chemicals that defend both. This map is the largest of all, and on the top floor of the building you can see the city with its tall buildings, as well as vehicles on the ground. The prototype of CT in this map is the US Federal Bureau of Investigation, and the prototype of T is that of a professional.

The "Evolution of the Map" |vertigo

The English name of the Building of the Dead is vertigo, which means "vertigo" in interpretation, but this map is the only map that can jump off a building to commit suicide, and vertigo uses it to describe this map is the best, after all, no one has experienced wandering around the 51st floor of the unfinished building. So back to the point, when it comes to vertigo, we have to mention chris Auty, the creator of this map, who first designed the levels in Duke Doom 3D, and later became the designer of Quake and Half-Life. Chris is arguably one of the greatest map creators in CS, as many of the maps he creates are officially included and served as official match maps, such as the inferno, Aztec, and vertigo he has made.

Nowadays, vertigo in CS:GO has made drastic changes to the map in consideration of competitive balance, but in the ancient version, the map can be described as intricate, and some players have played from CS1.1 to CS1.6 and still have not figured out the structure of this map (yes, it is me [tears]).

The "Evolution of the Map" |vertigo

In the early CS version, the texture and background of the Fallen Mansion are from Half-Life, and subject to the map model built at that time, its jump setting is not in CS:GO can float in the air for a long time, and the author also specially set the scream and fall sound of jumping ("fluttering") to be honest, I heard this sound when I first played this map.

One of the biggest problems with early versions of CS was the navigation problem of bots, and vertigo was one of the best. In a matchup with bots, you're likely to watch them shoot and fall off the building, and if you throw a C4 bomb off the map, the BOTs will scramble to jump off the building to get their bags.

The "Evolution of the Map" |vertigo

Queue up to jump off the building

However, in the old version of vertigo, not everywhere can be "jumped", some places are blocked by invisible air walls, but these air walls can only block the character model, but still can not block the drop of firearms and C4 bombs. For example, there is an air wall in the birthplace of the CT camp.

The "Evolution of the Map" |vertigo

Ct camp birthplace

So let's take a look at the map construction of vertigo in the old version. The T-camp spawn point is not near the stairs, but further back, which vertigo removed in today's CS:GO version. Here, camp T can see the map's iconic location, the open-air construction site.

The "Evolution of the Map" |vertigo

But the A-pack point is not on the construction site, but on the second floor further inside, which is where the middle road and the construction site intersect today. Because camp T is very close to pack point A, in the early days, if you played ECO on this map, there was a good chance of choosing rush A.

If you choose to attack the B package point, then the right turn will first come to the staircase position, that is, the birth point of the T camp now, and then go upstairs and now the change is not big, but it should be noted that the B package point and the middle road are connected, not like today only CT can be set up from the police to the middle road first, and the CT side has the advantage of the innate gun, so the situation in the B package point is often changing rapidly. In the early version of CS:GO, this position was originally allowed to allow the T camp to reach the B package point, but in the subsequent map update, this position was eliminated, and I will mark it with a red circle in the following figure, and this location is the location corresponding to the old version where the middle road is connected to the A package point.

The "Evolution of the Map" |vertigo

In CS1.6, the map has a space easter egg, just below the B-pack point, and the wall records the contact information of the map creator and the cute photo of his cat (to be honest, it feels quite scary [halo]).

The "Evolution of the Map" |vertigo

In CS:GO, this map has been greatly improved from texture to overall structure, not only improving the competitiveness, but also improving the realism of the map, the background is a more realistic building and city streets, and the top of the blast point has been basically demolished and replaced by an open-air design. The biggest problem, the bug that C4 threw outside the map, was also fixed, and C4 reset to the area within the map.

In the November 13, 2017 update, the map was removed from the game for a while because it was somewhat unpopular, and the staff at the time hinted that the map might return to players in a new form. Sure enough, in the January 24, 2019 update, vertigo was added to the game map pool along with zoo and Abbey, and underwent drastic changes during that time, until it replaced Cache into the service map pool.

In CS:GO, this map has many Easter eggs, first of all, we can find the number "51" in the ground icon, and we can also see the "51" on the wall of the construction site, which also means that the construction site is located on the 51st floor of the building.

The "Evolution of the Map" |vertigo

The second is the "Jump Counter", which exists in both the CT and T factions, which counts the number of times all players have fallen into the building throughout the game, and if you play the map in Competitive mode, the number of drops in the authority game will be counted to the next start.

The "Evolution of the Map" |vertigo

The third Easter egg is the grill Easter egg mentioned by the editor when talking about the train platform map column, there is an identical barbecue on both maps, it seems that the author of the CS map has a special love for barbecue, but this place to eat barbecue is very outrageous, try to ask which small partner has had the experience of eating barbecue on the crane...

The "Evolution of the Map" |vertigo

Finally, there's the Easter egg in partner mode, where there's a live TV at the T camp spawn point that shows a bird's-eye view of vertigo. When you walk to the bag point, you can see a helicopter in the air watching us, and if you attack it, then it will fly away and never come back in this game.

The "Evolution of the Map" |vertigo

Finally, there are probably more stories about vertigo, this map has a map collection like other maps, personally prefer the P90 glacier grid, the background color is blue and white, symbolizing the open-air site of vertigo, and the addition of the grid symbolizes the barbed wire common in vertigo, and the combination of the two elements makes this skin more comfortable in appearance.

The "Evolution of the Map" |vertigo

Glacier grid

Do you want vertigo to remain in the active map pool all the time? Welcome friends to communicate in the comment area.

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