The only reason you should be limiting available maps in Havoc Mode is because you’ve changed the maps themselves. Like, you’ve gone through and added extra hazards, removed cover, added more enemy spawn locations, blocked off the “Safe” paths, or filled the thing up with BOMBS you need to defuse. Something that actually makes the map harder or benefits a different team comp (A stealth vet to disable all the damned bombs, for example).
And I ain’t talking recycling Vent/Power/Gas for your ‘Themed’ levels. I mean you’ve edited the map specifically for Havoc mode.
If that’s not something the one guy still working on Havoc is able to do, then just make all the maps available. Having “Seasonal Maps” is nonsense unless you put in the effort to justify it.
This ain’t CS2 here. We’re not running the same map over and over (Hel, we can’t do that) so cycling them is unnecessary.
It has recently occurred to me that they might have edited the maps to add spawn-triggers for the Assassination Bosses. Although I really think bosses should not be spawned by triggers, and instead be handled by the director (Spawned ‘randomly’) this would explain the limited map pool.
HOWEVER.
That does not explain removing the existing maps as part of a ‘seasonal’ rotation. Instead, new maps should be added to Havoc mode as they are updated, and never removed unless it’s to, as I mentioned in my original post, add significant changes.
If this is the case, then this needs to be noted in official comms. Otherwise you’re just taking away maps for no reason.
I suppose this justifies things a bit more, although I still wish we got some map-specific updates instead of modifier-specific ones. Having it limit what modifiers each map can use (And having more modifiers, instead of retiring old ones) still seems like a better option to me, but that might be more personal preference.
According to some of the testers, the spawns are custom made for each map on havoc; it’s not just “choose Map X and press button to apply Havoc changes.”