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Thread: CSS article maybe?

  1. Registered TeamPlayer DuDDy's Avatar
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    CSS article maybe?
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    Gamertag: Duddy0017
    #1

    CSS article maybe?

    So everyone has found themselves in this situation. You are the only regular on your team, or you come to a team that is unorganized. You take control of making calls, but don’t know how to do that very well. What do you do? So to help those that don’t know what to do in that situation, I thought I would share a little of my knowledge of how I go about making calls.

    First and foremost, know the map you are on and the side you are on. Knowing the map and how to play that map adds to your confidence of making calls for your team. If you do not know the map you are playing currently, let someone else make the calls for the time being and learn from them. Learning the map and the basic calls for that map is a great advantage to you and your team in the long run. Another thing that goes along with knowing the map is where to plant the bomb for de_maps. Generally, the red spot in the bomb site is the best spot to plant. However, there are maps where the red dot does not mean the best plant. Make sure ahead of time that the bomb carrier knows where to plant and if he does not, instruct him how to do so. A misplaced bomb plant could mean that your team would lose the round, so take the time to make sure your team members know where to plant the bomb as well.

    Secondly, and most important in my eyes, before you make a call for either ct or t side in a map, you have to recognize your spawn position or how that affects your decision. If your team's spawn position is favored to rush one site over the other, take advantage of it. The better the jump you have on a site may prove to be the deciding factor if you win or lose that round; classic example is the "B jump" on dust2. Another thing to take into account with the spawn position is who has the lead or who has the best jump for the called rush. If you are confident in that player's abilities to lead the rush into the choke points and flash the areas effectively, let them take the lead and make sure to be close behind them. The same thing goes for ct's on cs_maps. Rush areas that you know that you can control from the get go and use the control of that area to your advantage; examples would be the garage area on cs_office and the market area on cs_italy. Both of these points are very valuable strategic locations for the map. Remember that the position that your team gets spawned can greatly affect the decision you as a caller would make for that round.

    Thirdly, take into consideration what kind of players you have on your team with you. Every member of a team is valuable in some way or another. Some players are good at rushing, others are good at picking guys off and others are good at calling out where the other team is before they die. If your team is built for rushing, then by all means rush until the other team can stop you. If you have a team that is built to make picks hold back for a while, get picks then make your move. I personally feel that an excellent team to be on is one that can rush, control areas (like a bomb site) and make those crucial picks at the same time. Effectively recognizing what the players on your team are good at can greatly improve your chances of making a good call that would get your team a victory.

    Fourthly, recognize what the other team is doing. If you are a T and the CT's are rushing you on a defuse map, then use their aggression against them. This would be the time to "slow play." Make a call for a site to work and slowly move up while getting picks and killing opposing rushers ultimately achieving your objective. If the other team is being passive, then rush the sites, rush the hostage area, and put the favored or un-favored side into a position they do not want to be in and force them to beat your team's rushes.

    Lastly, be creative and have fun. Once you gain the trust of your team, beating the other team mix it up a bit. Try some new things like a weird rush, different ways of rushing to a site, flashing, and smoking use these to your advantage in a new call and execute it effectively. Remember everyone is always willing to give a new strategy a try, and if it works who knows it may just be the new standard call here at TTP.

  2. Registered TeamPlayer DuDDy's Avatar
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    CSS article maybe?
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    Gamertag: Duddy0017
    #2

    Re: CSS article maybe?

    So i took some time and tweaked the article and what not. you guys think its ready for submission yet?

    So everyone has found themselves in this situation. You are the only regular on your team, or you come to a team that is unorganized. You take control of making calls, but don’t know how to do that very well. What do you do? So to help those that don’t know what to do in that situation, I thought I would share a little of my knowledge of how I go about making calls.

    First and foremost, know the map you are on and the side you are on. Knowing the map and how to play that map adds to your confidence of making calls for your team. If you do not know the map you are playing currently, let someone else make the calls for the time being and learn from them. Learning the map and the basic calls for that map is a great advantage to you and your team in the long run. Another thing that goes along with knowing the map is where to plant the bomb for de_maps. Generally, the red spot in the bomb site is the best spot to plant. However, there are maps where the red dot does not mean the best plant. Make sure ahead of time that the bomb carrier knows where to plant and if he does not, instruct him how to do so. A misplaced bomb plant could mean that your team would lose the round, so take the time to make sure your team members know where to plant the bomb as well.

    Secondly, and most important in my eyes, before you make a call for both ct or t side in a map you have to recognize your spawn position and how that will affect your decision. If your team's spawn position is favored to rush one site over the other, take advantage of it. The better the jump you have on a site may prove to be the deciding factor if you win or lose that round; classic example is the "B jump" on dust2. Another thing to take into account with the spawn position is who has the lead or who has the best jump for the called rush. If you are confident in that player's abilities to lead the rush into the choke points and flash the areas effectively, let them take the lead and make sure to be close behind them. The same thing goes for ct's on cs_maps. Rush areas that you know that you can control from the get go and use the control of that area to your advantage; examples would be the garage area on cs_office and the market area on cs_italy. Both of these points are very valuable strategic locations for the map. Remember that the position that your team gets spawned can greatly affect the decision you as a caller would make for that round.

    Thirdly, take into consideration what kind of players you have on your team with you. Every member of a team is valuable in some way or another. Some players are good at rushing, others are good at picking guys off and others are good at calling out where the other team is before they die. If your team is built for rushing, then by all means rush until the other team can stop you. If you have a team that is built to make picks hold back for a while, get picks then make your move. I personally feel that an excellent team to be on is one that can rush, control areas (like a bomb site) and make those crucial picks at the same time. Effectively recognizing what the players on your team are good at can greatly improve your chances of making a good call that will get your team a victory.

    Fourthly, recognize what the other team is doing. If you are a T and the CT's are rushing you on a defuse map, then use their aggression against them. This would be the time to "slow play." Make a call for a site to work and slowly move up while getting picks and killing opposing rushers ultimately achieving your objective. If the other team is being passive, then rush the sites, rush the hostage area, and put the favored or un-favored side into a position they do not want to be in and force them to beat your team's rushes.

    Lastly, be creative and have fun. Once you gain the trust of your team and are beating the other team, mix it up a bit. Try some new things like a weird rush, different ways of rushing to a site, flashing, smoke grenades, use these to your advantage in a new call and execute it effectively. Remember everyone is always willing to give a new strategy a try, and if it works who knows it may just be the new standard call here at TTP.


    Feedback is much appreciated.

    Duddy

  3. Registered TeamPlayer IronStomach's Avatar
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    #3

    Re: CSS article maybe?

    Selon moi, that's a very well-written article. My Source tactics and suchlike are unfortunately deficient in many areas, and this is good advice. Let me know when you're done with editing and suchlike, and I'll submit it to the editors.

  4. Registered TeamPlayer
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    #4

    Re: CSS article maybe?

    Quote Originally Posted by DuDDy
    So everyone has found themselves in this situation. You are the only regular on your team, or you come to a team that is unorganized. You take control of making calls, but don’t know how to do that very well. What do you do? So to help those that don’t know what to do in that situation, I thought I would share a little of my knowledge of how I go about making calls.

    First and foremost, know the map you are on and the side you are on. Knowing the map and how to play that map adds to your confidence of making calls for your team. If you do not know the map you are playing currently, let someone else make the calls for the time being and learn from them. Learning the map and the basic calls for that map is a great an advantage to you and your team in the long run. Another thing that goes along with knowing the map is where to plant the bomb for de_maps. Generally, the red spot in the bomb site is the best spot to plant. However, there are maps where the red dot does not mean the best plant. Make sure ahead of time that the bomb carrier knows where to plant and if he does not, instruct him how to do so. A misplaced bomb plant could mean that your team would lose the round, so take the time to make sure your team members know where to plant the bomb as well.

    Secondly, and most important in my eyes, before you make a call for both ct or t side in a map you have to recognize your spawn position and how that will affect your decision. If your team's spawn position is favored to rush one site over the other, take advantage of it. The better the jump you have on a site may prove to be the deciding factor if you win or lose that round; classic example is the "B jump" on dust2. Another thing to take into account with the spawn position is who has the lead or who has the best jump for the called rush. If you are confident in that player's abilities to lead the rush into the choke points and flash the areas effectively, let them take the lead and make sure to be close behind them. The same thing goes for ct's on cs_maps. Rush areas that you know that you can control from the get go and use the control of that area to your advantage; examples would be the garage area on cs_office and the market area on cs_italy. Both of these points are very valuable strategic locations for the map. Remember that the position that your team gets spawned can greatly affect the decision you as a caller would make for that round.

    Thirdly, take into consideration what kind of players you have on your team with you. Every member of a team is valuable in some way or another. Some players are good at rushing, others are good at picking guys off and others are good at calling out where the other team is before they die. If your team is built for rushing, then by all means rush until the other team can stop you. If you have a team that is built to make picks hold back for a while, get picks then make your move. I personally feel that an excellent team to be on is one that can rush, control areas (like a bomb site) and make those crucial picks at the same time. Effectively recognizing what the players on your team are good at can greatly improve your chances of making a good call that will get your team a victory.

    Fourthly, recognize what the other team is doing. If you are a T and the CT's t and the ct's are rushing you on a defuse map, then use their aggression against them. This would be the time to "slow play." Make a call for a site to work and slowly move up while getting picks and killing opposing rushers ultimately achieving your objective. If the other team is being passive, then rush the sites, rush the hostage area, and put the favored or un-favored side into a position they do not want to be in and force them to beat your team's rushes.

    Lastly, be creative and have fun. Once you gain the trust of your team and are beating the other team, mix it up a bit. Try some new things like a weird rush, different ways of rushing to a site, flashing, smoke grenades, use these to your advantage in a new call and execute it effectively. Remember everyone is always willing to give a new strategy a try, and if it works who knows it may just be the new standard call here at TTP.
    DuDDy,

    That's a great article. My markups are shown above. I don't see anything wrong with the article. My markups merely express my disdain for awesome adjectives and my deep appreciation for consistency in terminology.

  5. Registered TeamPlayer Toker's Avatar
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    CSS article maybe? CSS article maybe? CSS article maybe? CSS article maybe? CSS article maybe?
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    Gamertag: Mr ARIZ0NA Steam ID: tokerskillz Toker's Originid: ARlZ0NA
    #5

    Re: CSS article maybe?

    Nice Job Duddy. A lot of great points and useful information for many CS players to take into consideration.

  6. Registered TeamPlayer DuDDy's Avatar
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    CSS article maybe?
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    Gamertag: Duddy0017
    #6

    Re: CSS article maybe?

    After looking at this for the 50th time, I think its ready for submission. Heres the final draft :9

    So everyone has found themselves in this situation. You are the only regular on your team, or you come to a team that is unorganized. You take control of making calls, but don’t know how to do that very well. What do you do? So to help those that don’t know what to do in that situation, I thought I would share a little of my knowledge of how I go about making calls.

    First and foremost, know the map you are on and the side you are on. Knowing the map and how to play that map adds to your confidence of making calls for your team. If you do not know the map you are playing currently, let someone else make the calls for the time being and learn from them. Learning the map and the basic calls for that map is an advantage to you and your team in the long run. Another thing that goes along with knowing the map is where to plant the bomb for de_maps. Generally, the red spot in the bomb site is the best spot to plant. However, there are maps where the red dot does not mean the best plant. Make sure ahead of time that the bomb carrier knows where to plant and if he does not, instruct him how to do so. A misplaced bomb plant could mean that your team would lose the round, so take the time to make sure your team members know where to plant the bomb as well.

    Secondly, and most important in my eyes, before you make a call for both ct or t side in a map you have to recognize your spawn position and how that will affect your decision. If your team's spawn position is favored to rush one site over the other, take advantage of it. The better the jump you have on a site may prove to be the deciding factor if you win or lose that round; classic example is the "B jump" on dust2. Another thing to take into account with the spawn position is who has the lead or who has the best jump for the called rush. If you are confident in that player's abilities to lead the rush into the choke points and flash the areas effectively, let them take the lead and make sure to be close behind them. The same thing goes for ct's on cs_maps. Rush areas that you know that you can control from the get go and use the control of that area to your advantage; examples would be the garage area on cs_office and the market area on cs_italy. Both of these points are very valuable strategic locations for the map. Remember that the position that your team gets spawned can affect the decision you as a caller would make for that round.

    Thirdly, take into consideration what kind of players you have on your team with you. Every member of a team is valuable in some way or another. Some players are good at rushing, others are good at picking guys off and others are good at calling out where the other team is before they die. If your team is built for rushing, then by all means rush until the other team can stop you. If you have a team that is built to make picks hold back for a while, get picks then make your move. I personally feel that an excellent team to be on is one that can rush, control areas (like a bomb site) and make those crucial picks at the same time. Effectively recognizing what the players on your team are good at can greatly improve your chances of making a good call that will get your team a victory.

    Fourthly, recognize what the other team is doing. If you are a T and the CT's are rushing you on a defuse map, then use their aggression against them. This would be the time to "slow play." Make a call for a site to work and slowly move up while getting picks and killing opposing rushers ultimately achieving your objective. If the other team is being passive, then rush the sites, rush the hostage area, and put the favored or un-favored side into a position they do not want to be in and force them to beat your team's rushes.

    Lastly, be creative and have fun. Once you gain the trust of your team and are beating the other team, mix it up a bit. Try some new things like a weird rush, different ways of rushing to a site, flashing, smoke grenades, use these to your advantage in a new call and execute it effectively. Remember everyone is always willing to give a new strategy a try, and if it works who knows it may just be the new standard call here at Texas Team Players.

  7. Registered TeamPlayer IronStomach's Avatar
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    #7

    Re: CSS article maybe?

    Awesome. You should now have a little "Submit Article" option at the bottom right of the page, below the Site Tracking box. You can use this to submit your article properly - let me know if you run in to any problems.

  8. Junior Senior Member
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    #8

    Lavender Town theme replacing death music

    someone do this please

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