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Thread: cs_ map strategies

  1. Registered TeamPlayer VinDeagle's Avatar
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    #11

    Re: cs_ map strategies

    I love cs_ maps but it seems very few people like playing as a rushing CT. When I first got Source I played cs_compound as much as I could and it was F'ing awsome, back when CS:S was a new game and people just played for fun... I miss that (TPG has fixed this for me ). But basicaly I remember the CT team pushing towards the wooden shed outside, grabbing the hostages, having a couple guys bring them to the safe area and then the rest of the team pushing into the compound and trying to get the other 2. The hostage set-up here works well because the CT's need to get 2, if not then they're broke and it makes for a more difficult challenge next time around. The space between the 2 groups of hostages is pretty important since it dictates where/how the T team spreads out. As far as T side goes... it is basicaly camping, but think of yourself as a CT on a de_ map. T's also have a good opportunity to move around the map and come up behind unsuspecting CT's. Cs_compound was a very well designed map for both sides, there are enough or as little obstacles for cover and movement as either team needs. More cs_compound play is needed for people to get "into the groove" of cs_ maps.

    I forget how much of a financial penalty is delt to the CT's for killing hotages, but it would definetely help if the whole CT team was punished for a CT killing any hostages, same goes for the T's. A common "strategy" for CT's was rescuing 2 hostages and killing off the other 2, a pretty sour and sad move. But the only way to develope a strategy for winning on cs_ maps is playing them, I've nominated compound quite a few times but other maps recieve more votes .


    I guess I'll toss in a strat for CT's.

    When you get out of spawn you can go left/right/over the wall. Going left brings you to an open area where a lot of T's can pick you off from the open garage door, smoking over the wall is important if you want to rush this. If you get the majority of the team moving across the left side you should be able to make it to the shed, finish off any T's guarding the hosties and take them back to spawn. Going to the right takes you the long way, but throwing smokes over the wall can still work as a bit of a diversion. Again get to the hosties outside and bring them back to spawn. Going over the wall can be tricky since your open to getting picked off by the T's. But hey, smoking doesn't always kill. You can also rush into the Silo(?) part of compound, go up the ladder and get into the main compound that way for the hosties inside.

    It isn't much of an explanation but if we could get into this map I'm sure we could have fun. It would be easier to explain over the mic, too. The basic strat for this map is hitting one hostage site, after that it is pretty much a fire fight as (2)manno explained for office.
    Last edited by VinDeagle; 07-18-11 at 10:42 AM.

  2. Registered TeamPlayer Rad's Avatar
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    #12

    Re: cs_ map strategies

    I often nominate cs_compound because I have similar fond memories of this map when source came out. I always liked cs_thunder too.

  3. GReYVee's Avatar
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    #13

    Re: cs_ map strategies

    Quote Originally Posted by Rad View Post
    cs_militia and another one that I used to play a lot in 1.6 that I can't remember the name (it's the 2 store house with hostages and a sewer entrance into the basement).
    That would probably be estate. Very old CS map, I've had a good deal of fun on that one.

    Manno has the right idea for office, and this applies to 747 as well. The maps split the hostages up into two positions. (one easily accessible the other in a 'holding room'). So the tactic is rescue the two less guarded hostages and play attrition after that. You can also win by killing the remaining two hostages, given that you rescued the first two.


    --

    The rest of the CS maps are such different beasts, which heavily rely on how your opposition holds the hostages, I can't see there being any solid set of calls to make this work on a 10v10. Most of them come down to 'playing the position you are best at', which really means 'kill as many opponents as possible'.

    You can say, 'But GReYVee, it's just like any map, it always depends on your opposition'. The real difference I see here is the stock/popular CS maps put the hostages in two close locations essentially creating a 'compound' that the CT team must breach. DE maps spread the bombsites out, provide multiple routes to each, and the T's only have to breach one of them. If you had to bomb both sites to win a DE map, or if the maps were designed to put both sites next to eachother -- they would play out exactly like CS maps.

    My opinion why most players don't prefer CS maps? Poorly designed maps.

    Edit: I will add to that, a poorly designed objective. If all you had to do is rescue two of the four hostages and it's an automatic win, you bet your ass this would be abit different (also keep in mind the rescue points do not have to be the CT spawn, i never understood that design flaw from map devs)
    Last edited by GReYVee; 07-18-11 at 05:47 PM.

  4. Registered TeamPlayer CivilWars's Avatar
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    #14
    99% of the time CTs win by killing all of the Ts before they even get close to completing the objective. Like others have said the best you can hope for is to coordinate the time at which you attack the Ts. If they would make it where the hostages were in 2 separate locations, and you only had to rescue one group to win, CS maps would be more fun and strategic.


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  5. Registered TeamPlayer Kyle13's Avatar
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    #15

    Re: cs_ map strategies

    Agreed with greyvee here. If CS maps required the CTs to rescue two of the four hostages to win, it would play out with much more strategy. (and if the hosties are kept in two separate areas, not both in the same house like Italy for example). This would require the Ts to spread out to hold the two hostage areas, and would give the CTs chances do more involved/complex calls.

    And if CS maps were designed like that and told you something like "a hostage has been reached" (or something similar, like in de maps when it says "the bomb has been planted") then Ts would potentially be forced to rotate from the other hostie site to beat the CTs back to the rescue area, which would open up the possibility for a second group of CTs to rescue the abandoned hosties... lets just say there would be a lot more possibilities and a lot more complexity added with two groups of two hosties in two completely different areas of the map with the CTs only needing to rescue two to win.
    Last edited by Kyle13; 07-18-11 at 06:43 PM.

  6. Registered TeamPlayer [usbdt]ninjabearsuey's Avatar
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    #16

    Re: cs_ map strategies

    In my opinion cts have the advantage on servers such as TPG no awp/auto and limited to 1 awp per team. This is only because terrorists have it set in their mind they have to stay with the hostages. Which isn't the case because ts can take a more advanced approach to maps such as italy (take market and apt roof), and office (take outside big garage). To me these are must happens as a terrorist. When I am a ct on a hostage map and I don't see any of those things happen i am jizzing in my pants. It's going to be like shooting fish in a barrel all the little terrorists in a tight packed area, AWESOME!!!!!


  7. Registered TeamPlayer SenSeiFAR's Avatar
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    #17

    Re: cs_ map strategies

    Well said Ninja.

    Most CS maps, are about who gets that early good nade / dmg and frags. :P
    Australian-I feel for ya bro gaming on a piece of shit you should be twice as good at any game you play. Thats really really a scary thought. Part of me does not want you to get a new rig.

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