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CS_ASSAULT
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As GIF in English/German
As PDF in English/German
As PDF in Spanish
!NEW! created by David Primo
As GIF in Italian
As PDF in Italian
As GIF in Hungarian
As PDF in Hungarian
As GIF in Russian
Designer: Half-Pint
CS2D Commentary by Half-Pint
CS_Assault was a tricky map to create. The exterior was
reasonably simplistic so I decided to do it as a separate map. The interior of
the warehouse was designed in a separate inset to maximize detail.
Recently I revised this map. I fixed some errors in the
original design as well as adding some new sniper line of sights that players
had submitted to me.
Creation Time: 12 hours
About Assault
Original 3D Map Designer: CryptR
The terrorists are at it again. They
have grabbed 4 hostages and hold them at gun point. Democracy has no choice but
to send in the swat team and waste the lot of them. The map is relatively small
but has a few intricacies that can be overlooked by the novice player. The
terrorists start clustered within the warehouse in the centre of the map. They
randomly spawn in the catwalks and at the lower level. Counter – Terrorists
spawn in an alley behind a single building just in front of the warehouse.
Tactics can vary for the terrorists. However, people generally camp from
within the building. Personally I think this is the best option as a full team
can easily cover the three entry points and keep the CT force at bay. Some
players disagree and rush, rushing will get that player some kills because the
CT have no cover on their approach, however 9 of 10 times they get killed by the
8 guys they didn’t hit.
Counter-Terrorists should start the round by securing the building.
Splitting the team up into 3 groups is really the trick to success.
Co-ordination is key, which is the number one reason the CT normally get slammed
on public servers. There are only 3 entry points and each one must be secured
and guarded to prevent the T from rushing out. CT like covering from the bridge
next to the warehouse, the other members go up to the vent and to the right
side. Lots of players like to rush in but this really isn’t a very good idea.
Generally wait 1 and a half minutes so the Terrorists can no longer buy grenades
constantly (that’s how they keep filling the vent with explosions). The
organization here is both complex and simple. Simple because it takes one fire
order, complex because the whole team needs to stay back until the order is
given. When the order is given the CT force needs to smoke and/or flash bang the
entrances and then move 3 even teams into the warehouse all at the same time. If
this is done success is not only possible but probable. Any good Terrorist can
cover their own entry point, but not 3 at a time, combined with flash bangs the
confusion of a 6 or 10 man rush is very overwhelming to the defending team.
Assault Tactics on the Web @
Assault Strategy @ CS-Nation
Assault Strategy @ Half-Life.Net
Assault Strategy @ ApusHardware.com
Assault
Strategy @ KaceQuest
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