Counter-Strike: Source Maps
**OK so here are the CS:S maps** I will explain here that the safe(green)/cautious(yellow)/dangerous(red) paths only apply at the very beginning of the round (if the person started from the spawn point and just ran ), because as the round progressed those areas that were deemed safe/cautious/dangerous would change based on the actions of teammates and the other team.
This applies to all the map pdfs that are posted after this!!!
Now I will write up the basic strategies (and in some cases the basic behaviors) for both teams in each map.
DE_DUST:
Terrorists (Ts) - The easiest way for the Ts to win is to rush as a team to the closest bombsite. The flood of Enemies can overwhelm the 2-3 (including sniper) that gather at that location. Then plant the Bomb and pick off the remaining team. This plan usually only works if most (about 80% of the team) of the T go while the others run interference (popping out of random areas to distract the CTs).
Counter-Terrorists(CTs) - The easiest way to stop the T's from rushing to that bombsite for a good sized group of CTs to run for the side entrance to the main hallway, and throw as many High-Explosive Grenades (HEs) and Flash-Bangs (FBs) in the main hallway as possible, effectively blinding and damaging the Ts as they make their run. After depleting their grenades they should run to the bombsite area and catch the Ts as they run into it very blind and very hurt. The rest of the CTs should either hand back near the side entrance or loop around to the other side if the main hallway and catch the T's from behind.
CS_ITALY:
Terrorists - The main plan for the Ts here is to just stay put. The CTs need to come to the Ts Spawn area and get Hostages. So the Ts really only need to cover the three paths that lead to the Hostages. Some Ts who are more adventurous might head for the apartments or rush down the hallway and try to beat the CTs to the Market Place, or jump off the overpass right at their spawn and go through the basement and appear on the stairs to surprise the onslaught of CTs. Ts can usually be found covering the hallway to the house from the Window on the second floor or just to the left or just to the right of the hallway. The Path at the runs up the middle of the map is usually covered from the over pass and the stairs that path leads to is covered from a window on the 2nd floor. And the last path is from the apartments is covered from the corner by two or three T's.
Counter-Terrorists - Unfortunately for the CTs there aren't many good strategies for this map. They need to just move forward and always look for the T camping spots. Even if the CT's manage to kill all the T's covering the Path from the apartments, they still have to deal with the Sniper(s) from the house. As for the Stairways there tends to be a T behind the stairs on a ledge and a T or 2 covering from the window in the House. The Long Hallway is pretty much a death trap because the CTs are framed for the T Snipers.
DE_PRODIGY:
Terrorists - For the T's is doesn't matter which way they go, in the end they need to bite the bullet and rush in the line of fire. If they head to the Guard House, they will need to camp out a little and take out as many CTs they can see from the little hole in the wall from the garage or play Jack-in-Box from the doorway to see where they are. The best place to plant the bomb is the one in the computer room that isn't next to the CT Spawn. While it may not be the move convenient, it is generally hard for the CTs to get any where near the bomb to defuse unless they are in the computer room at the time or hiding in the air ducts.
Counter-Terrorists - Their best Bet is for half the team to rush the Hallway to the right (facing the Ts spawn area) and catching the T's Off-Guard before they set up in their spots. While that is happening, the other half of the team will run to the Guard House area and hold off the Ts there; in hopes that the CTs that went the other way killed all the Ts they encountered and are now coming to flank the remaining Ts.
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February 26, 2006
...Long Time No See
Sorry for the lack of updates the work required more attention to get it all worked out. So now prepare for sooo much writing it will make your eyes bleed. Here is how I will make my plan of attack. I have all the maps deconstructed and in nice little pdf's which will be posted later, and I will also explain the basic strategies for each map.
As for other things I have started a bubble diagram of the map that will be created demonstrating my finds from the study of the other maps.
Here are some simple common observations about the maps I picked up while looking at them:
1) Spawn areas for each team are either directly across from each other or diagonally across from each other.
2) One team has an advantage, weather it be one built into the map (intentionally or unintentionally) or based on the skill of one team (this observation is from my experiences as a gamer, even if the team is disadvantaged they can at times overwhelm the other team that has the advantage).
3) As demonstrated in the bubble diagrams of the maps the danger level (movement through the level) of both teams is pretty even and consistent.
4) All the maps are basically tunnels, even the areas that seem open, are really just big tunnels. And I think part of the conflict is created because the players have nowhere else to go.
So those are some basic observations. While these are the basic parameters I will end up using, there is one I want to combat, Multi-Player FPS's are notorious for just being tunnels that happen to connect and in most cases the players don't even know why they are there or how they got there (although admittedly most don't care). One of my major goals is to make a map that feels like it is part of a bigger world and not just some box that fell out of the sky. DOD_Azino does this well on one side of the map but having the ocean (a natural barrier) block off an area. And while the player still is technically in a box they will feel like they are part of a bigger world.
On a side note to go along with my bubble diagram I am going to build a Lego counter part so I can visualize the map and will be able to quickly make changes and see the effects of those changes.
By using Lego Factory's program I've built two buildings that will be in the space (and if it weren't so expensive I probably would have done everything this way). So at least 2 of the buildings won't look like a clown threw-up on them.
and GasStation
That should be a good amount for now.

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