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DE_COBBLE 1.1
View Map...
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.
Cobble Tactics on the Web @
Tactics
@ CS-Nation
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