CS_MILITIA 1.0
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CS2D Designer: Anger

CS2D Commentary by Half-Pint

This map is one of the first submissions by other mappers to be added to Counter - Strike 2D. Anger's map has all the details and insets that are required for militia. Cover is denoted where needed and the map is a good solid size to allow easy interpretation. I really like this map and I hope to see more work done by Anger in the future. Angers next work should hopefully be up next week stay tuned for DE AZTEC.

Creation Time:8 hours

Original 3D Map Designer: Andrew Aumann

A crack terrorist team is holding the Weaver family hostage in their mountain side estate. They control the two story lodge and the sewer system beneath it. Counter-Terrorist forces have luckily just arrived on scene in their trusty APC.

This map like many others has two main choke points. One is in the sewer beneath the Weaver estate, the other is at the front of the Weaver Estate. While the last choke point is fairly large it has a tendency of shrinking in size to the mouth of the tunnel that the counter-terrorists charge out of. This is fundamentally a weird hostage rescue map because unlike every other hostage scenario it is the counter-terrorists who are the ones boxed in on this map.

Two major tactics are seen in use by terrorists on public servers, rush or camp. In tournaments the same ideas are used except with a little more team work and finesse. Both tactics can tend to work equally well. The camp tactics involve the terrorists taking up rooftop sniper positions and ground level positions watching the sewer exits without getting into them. The camp gives the terrorists utmost control over the strategy of the map, the only problem is spreading the troops too thin to cover all the sewer exits and have enough guns pointed off the roof to stop an all out counter-terrorist charge.

The second major terrorist tactic is the rush. This tactic has gotten more popular in recent times much to the determent of the maps playability. In the rush the terrorists follow a simple rule "Buy, Swarm, Kill". Charge the sewers with 2 or 3 guys and charge with the rest across the open area away from the house and towards the counter-terrorist spawn point. This tactic generally leaves the counter-terrorist team in a frantic defense with 0 cover. While the terrorists also have 0 cover on the rush, they still control the level because they are the ones rushing in.

I have found that either way the terrorists decide to go the counter-terrorists seem to have little choice but to rush. A two prong assault normally works best with half the team in the sewers and the other half topside rushing the Weaver lodge. Flash bangs and explosive grenades should be used to clear a path through the sewers. Topside I think smoke is essential to survival of the team. All it takes are 2 smoke grenades combined with a good rush to get the counter-terrorist team a chance of getting into the the open area.

While militia is far from my favourite map, it is a fun romp. You might have noticed I didn't mention much about CT tactics in this write-up. That's because I find that the map is so controlled by the terrorist forces that they can really determine how the game plays out more than the CT, a quirk which is fairly unusual in a hostage rescue scenario.

Militia Tactics on the Web @

Map Strategies @ CS-Nation

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