DE_COBBLE 1.1
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As GIF in English/German Version 1.1
As PDF in English/German Version 1.1

As GIF in English V1.0
As PDF in English V1.0

As GIF in Hungarian V1.0
As PDF in Hungarian V1.0

CS2D Designer: doubleT V1.0, Frank Glaser (Future Press) V1.1

CS2D Commentary by Half-Pint V1.1

This map was created for a German CS strategy guide by the crew over at Future Press. They were kind enough to help my site out and fill the void and send over a 1.1 compatible map for CS2D. I really like the maps simplicity, it's ideal for quick strategy. The only think that I dislike about the design is that it doesn't indicate the various heights of different areas of the map, making it difficult at some spots to determine where you are on the map. But other than that a superb job. Keep up the good work!

CS2D Commentary by Half-Pint V1.0

A new submission from a brand new contributor to CS2D. doubleT has done some marvelous work on this one. He kept the same general look and feel of my maps so it makes a great addition to the collection here at CS2D. Hopefully I will be seeing more work from him in the future.

Creation Time: 10 hours

Original 3D Map Designer: DaveJ

From the maker of DE_DUST comes a festive romp through a castle tunnel system. This map shares some similar concepts with it's brother map. This map focuses on two major choke points. This combined with the maps small size makes combat just as fierce as in Dust. The biggest difference, is that this map provides both better protection and more positions to snipers than in Dust. Many of the choke points in Cobble feature gun slits in the walls that give snipers excellent cover, in many cases in elevated positions.

While Cobble strives for the fairness of play that was present in Dust it falls a little short as the incredible defensive positions are given to the terrorist forces. This edge is fairly profound and sometimes I wonder if the map would have been more interesting if the spawn positions were reversed.

As for tactics, Terrorists should generally rush to some good defensive positions and then advance. Having good snipers in place is essential to terrorist success since they overlook all the key rushing areas towards the CT spawn point/bomb site. The tunnel choke point is more like Dust only it's smaller and very dark. The tunnel choke creates the truly intense fire fights that made Dust famous. In general I have found that the terrorists should dig in, they might as well because their cover rocks. After digging in and taking out some of the CT advances the terrorists should push the line and try to plant the bomb.

In many respects I have found that this map behaves a lot like Prodigy. Both sides charge and meet at the choke points, bloody conflict ensues and then the stragglers duke it out for supremacy. Success on this map as either CT or T is led by dividing the forces up and hitting strong on both choke points. The idea being that if you can win one choke point you can swoop around and hit the other one from behind. The dilemma for the CT force is the same in any DE map, if the terrorist rush enmasse one way half your team is unlikely to stop them (especially given the poor cover CT have on this map). This map is much smaller than Prodigy so if one choke point falls the other one will go in about 30 to 40 seconds.

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