A lot of what I post here is probably just my opinion from personal experience, and I play at a single public server all the time, so anything I say here probably reflects a lot off of that fact. Anyways, there are three maps in particular which I have entitled "anger-causing maps"
1- Seige
2- Assault
3- Aztec
4- Militia
I call these maps anger-causing maps because I do not consider them to be for the most part "balanced". Just so I don't offend any more people than I absolutely have to, I say these are in rank of "unfairness." So it's not to say I don't like Militia, but I'm saying that the guys who make CS like to tinker with maps a little with each patch, and these maps are the maps I consider the ones that need the most tinkering.
And here's why:
4- Militia- One of the maps I grew up with. As classic as dust, I think. And this is the map I have the least problems with, but I think there's still a few loopholes in it. I'd say the T's have a definate advantage.
First, they control more of the map at the start. They have the entire house to hide in, the roof to snipe from, the sewers to go through, and determined T's can almost get to the exit of the CT's starting tunnel before they do. The T's call most of the shots at that level. If they want to try a head on rush, they can. Or they can sit and snipe from the house. Or they can camp IN the house. Or they can rush the sewers. Or they can camp at the exits of the sewers. Or camp in the comm room at the end of the sewers.
Hell... One time our T team got really bored going outside and we took all 4 hosties into the bathroom. I pushed one hostie into the corner and managed to hop on his head with my shotgun, while my friends had rifles and shot through the door. Also, the attic and garage are a popular place to camp out.
And if all else fails at the house, they can sneak their way back to the CT spawn and cause much death there too. In back of the sewers exit, for some reason, it is really hard to see enemies, but they can see both the sewer exit and the enterance to the tunnel. I've also seen that if you hide in the very back by the blocked off exit to the map, you are practically invisible, and at the same time can see anything coming out of the tunnel.
My main suggestion is to add more to the sewer so that it connects to the part of the house with the garage. That would make it harder to camp there and harder to guard the sewers. This would be great esp. if the sewer forked into two paths before (or at about the same time as) the T's could get there. Also, that bathroom is a tactical nightmare. In a remix of the level (a cool night-themed one) they made the bathroom completely inaccessable. Perhaps they could put an easteregg of some sort in there to replace those golden memories of camping on the john. I mean, the unflushed toilet is practically an easter egg unto itself.
3- Aztec- Aztec is an OK level. Not as fun as Militia, but not as easy to camp in. Advantage: CT's. The only way this map is fair is if the T's are organizated and coordinated as acrobats at a circus. If you miss the initial rush, you usually end up sitting not 100 paces away from your spawn and eventually the CT's surround and conquer. The only time T's have it easy at that map is when the CT's forget to cover both the bridge and the door.
Usually after the rush period has ended, going through the doorway because impossible, because you have shotgunners close up, colts and SMGs at medium range, and an AWPer or two at extreme range. And you can only get through one at a time.
The sewer is wide and open and usually covered by snipers and such. And then if you finally do get past the sewer, you enter in what is usually close/medium range, which means if a sniper goes sewer-wise, he can do fine until he gets out of the sewers where it changes to a med/short range environment, and a short range shooter usually doesn't do well in the sewer, thus never getting to the short/med range environment of the area above the sewer.
The bridge is usually your best bet from what I've seen, though the CT's end of the bridge is slightly more strategic since you have boxes to hide behind and go around. However, if your whole team works together, you can often overcome the CT's at the other side. However, it is still just as easy for the CT's to rush you or ambush you as you start across the bridge.
Making this map a little more fair is a bit more difficult that Militia. Maybe that's because it seems more balanced. But Aztec definately draws out more stalemate games where the CT's and T's just sit tight on their ends of the door and bridge. I think the map might be a little more fun if the bridge were to be made a little wider, allowing bullets to more easily be dodged. Also, the door should either be made so more people can come through at once, or even removed all together with perhaps more cover on the CT's side. Also, I think the sewer should have more places to take cover so that the T's can sort of "advance" to the other side (currently, it would be more accurately called a "mad dash" for the far end of the sewer). And perhaps that closed off grating at the end of the sewer could be opened up so it would lead to the CT spawn point. That would make things a lot more interesting if the T's got their since the CT's would then have to watch their backs:)
2- Assault- As we approach Assault, certain things come to mind... The vent, the "back door," the curse of always getting CT, the boredom of random instances we get T. Though the cameras combined with the new voice chat does wonders, the advantage is still clearly T.
Unlike the T's at Militia, these T's don't really call the shots. All they have to do is make sure there's a guy at each enterance. However, the CT's options are limited.
The first possibility is the most obvious, but is the least used: the front door. Remember that thing at the front of the factory? It's the best place for sniping the T's out of their home, but it is pretty easily guarded. From there you can see who's guarding the base of the vent and any stray T's on the main floor, but any T guarding the front usually sees your feet before they can see them. Also, CT's have the possibilities of going through the front, which is probably less than 3 meters wide. On the other end though, a T could be watching the enterance from almost anywhere in the factory. So there is no safe way to get in the front.
Probably the most common way to get into the factory is the vent. The vent can be guarded in a variety of ways. The funniest one is when a T or a group of T's holds and assault rifle and keeps jumping up and down until they see someone, whereupon they spray the vent with bullets. Usually if one guy shoots into the vent this way, the rest shoot blindly too into the base of the vent to try to kill off the CT. Then there's guys who just sit INSIDE the vent with a shotgun, AWP, et cetera. Usually they are much more prepared for an encounter there. Then there's guys who hide in the subsidiary vent, since most CT's seem to come that way. One of my friends loved to hide in the far side of that second vent, because the vent covers have his body there, but he got mad one time because his team kept shooting his ass and he'd fall to the floor.
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