AS_OILRIG

"I'm amazed! Congratulations. It's a shining example of how to break a complex map down into 2D. I looked everything over, expecting to be able to find something that you missed, but it looks like everything is there. I imagine this kind of thing would be incredibly useful for clans and CS die-hards. Very nice stuff. I hope that other people find it as cool and as informative as I do. Keep up the good work. :)"
-MacMan texture designer for AS_Oilrig

View Map...

As GIF in English/German
As PDF in Enlgish/German

As GIF in Italian
As PDF in Italian

As GIF in Hungarian
As PDF in Hungarian

CS2D Designer: Half-Pint

CS2D Commentary by Half-Pint

Well what can I say about this one? I'm glad there isn't a part two. Every map I have made so far has started with a series of conceptual drawings and the creation of a mental map in my head. From there the map normally takes shape and is fairly easy for me to create with a minimum of screenshots.

For oilrig I only used around 20 screenshots. One feature of oilrig that I was looking forward too was the lack of the huge number of crates that are present on most maps. This was quickly overshadowed by the complex nature of oilrig's design. My mental map quickly became a headache but I eventually had a plan...well sort of :)

I was determined to make this map simpler than people thought it was. I originally had a strategy to do approximately five levels splitting oilrig up into it's component parts. I quickly discovered that thinking about this map in this way is what makes people think it's complex. So I then determined I would map it with only two views. One showing the upper level and one showing all the inner workings of oilrig. I later determined that this wasn't entirely possible and so my final copy has three views. One view for the top decks, one for the middle decks and one for the lower decks. A few key points such as the tower and a rooftop were added as small insets to show these areas. Any other areas of overlap that were deemed to be unimportant I showed with a series of coloured lines matching there respective level.

There are several additional notes in the legend explaining how the windows work on this map, I hope I didn't make it too confusing.

The end result is something that I hope you will like. It's the best I could do and I would think it's the best anyone has done because I don't think anyone has even tried to map this sucker out. I hope you enjoy this addition to Counter-Strike 2D. It may have been maddening to make but it gave me a whole new appreciation for this map and it's designer.

I am also experimenting around with different styles of showing multiple languages on the maps. On previous maps I did one map for English and another for German. In an effort to keep updates simple and easy for me this one is bilingual with all text in both languages.

Note: To print as intended you should use Tabloid (11x17inch) paper for best results.

Creation Time so far:17 hours

Original 3D Map Designer: Zaphod

This map pits the evil terrorist forces against a group of counter-terrorists protecting a VIP. The terrorists have gained control of the upper decks, the counter-terrorist team must travel up spiraling staircases and elevators to reach the top. Survival of the VIP is paramount, since he is the only one that matters some interesting tactics can be applied to playing this map on both sides.

The map seems confusing to the uninitiated but there are essentially only three possible routes to the top. There is the ramp to the left of the map, the elevator/stairs to the middle top and the ramp winding around outside the right side of the rig. Tactics vary from creating a dense cluster around the VIP’s every move to scattering about the map using skirmish tactics. In general the CT force will keep at least 2 or 3 members of their team close to their VIP at all times.

Terrorists can pitch a tent and play a camping game or skirmish in the depths of the oilrig. A good mixing of these tactics is normally seen in public servers, some people like to camp from the high spots, while others like AK close assault confrontations. An important issue for the terrorists to remember is there are only 3 ways up which means 2 guys a spot leaves a 4 man skirmish team to go deep. Lots of tactics can exist with AS styled play so enjoy the map and have fun, and try not to get lost.

Oilrig Tactics on the Web @

Map Strategies @ CS-Nation

Map Strategies @ Halflife.Net

Hosted By:
CS-Nation
CS-Nation

Design ©2000 RzE. All content ©2000 Half-Pint.