NightFaLL's Map Tips ------------ 1.1 DE_DUST2 Dust2 is easily one of the most played maps in CS and CS:S. Any team or player wanting to make strats for d2 need to know a few things. 1. Spawns effect whether the Ts or CTs reach choke points first. Use to advantage when calling a strat that involves a rush. 2. Fakes are important. Faking areas gives the ability to pick off rotators. Causing earyl rotations is the easiest way to win the map on the Terrorist side. 3. Controlling your side of middle helps to control the rest of the map. As T controlling CT side of middle not only helps kill rotators, but allows flanking of the B site for a B split. As CT, controlling your side of mid is essential to allowing rotations to and from sites. if your mid is not held, terrorists will often pick rotators. 4. Site retake strategies are essential. Well over half of your CT side rounds you will have to retake either A or B site. When your teammates know exactly what they're doing and how to do it, you can add quite a few rounds to your CT side that would be lost by less prepared teams. 5. Smokes. There are smokes that can be placed in middle double doors and in the entrance of B tunnels that allow you to see through them because of lighting bugs/effects. Legal in CAL & CEVo, and you should expect them to be used against you. The smoke placed right inside middle DD will allow the CTS, if they move back far enough, to see the terrorists in their spawn if their Terrorists are picking it. The one at the end of B tuns will allow the Ts to see and shoot people on B platform. (back of site.) ------------ 1.2 DE_TRAIN Train is one of the most awp heavy maps in the game, however, due to this, early lost gun rounds by CTs can be devastating to the match. Here's a few key points. 1. Spawns don't heavily affect strat calling. 2. Fakes work sometimes, but because of CT connector, the rotation time is next to nothing, allowing quick rotations between both. 3. Smoke placement is the best friend of an Ak oriented team. if you team is AK heavy, then work on ways to smoke out typical awp spots, like z connector and back alley. 4. CT side is about good rotations and awping. Hitting your awp shots and rotating with the Ts is going to help you keep things going smoothly. Winning the pistol and the 4-5 rounds after that are essential, as it helps you to build up the money needed to rebuy awps when you die. Make sure to get dead teammates/terrorist's awps to save cash. -------------- 1.3 DE_INFERNO 1. Spotting from CT side inferno down banana is a required risk. If you don't, you wont know if the Ts are pushing, and it gives you less time to rotate. 2. Changing your setup on CT side of mid allows you to control it better. If you constantly change from pushed up setups to fallen back setups insite, it'll keep them from pushing through quickly. 3. On T one of the top aspects is pushing back the banana awper. Even if you have no intention of taking B, allowing him to watch banana and make sure nobody is coming allows for them to stack bombsite A. 4. On T side, splitting mid is also important. Wrapping players towards CT spawn allows for an easier take of A site. Teams typically play an awp in this area so be sure not to hesitate when moving up, as they typically go for a free kill and fall back. --------------- 1.4 DE_CPL_MILL 1. On pistol round, rotations are key. Forcing them to the wrong area as a T can bring huge success on pistol rounds. Be sure not to put all your players in 1 site, so that over-rotation cannot occur. 2. Using the breakable great in A Site is key to A takes. Throwing a flash through it can blind almost the entire site. This, in combination with Kitty and mid flashes can be an amazing combo. 3. On CT side, the best way to hold either site tends to be making sure you get into position and hold your flashes. A solid flash combo on kitty or b stairs can be essential to stopping heavy pushes. 4. Site boosts are also a big changeup to keep the Ts on their toes. You can boost orange tree in B site and every box in A site, and the tree in A site as well. Using these randomly once or twice during a match can catch teams off guard and allow for multiple frag rounds. 5. Eco pushes into the Terrorist waiting areas can prove quite successful. Don't be afraid to do it on a gun round either. Simply time your flashes, and push in while blind. ----------- 4.5 DE_NUKE Nuke is one of the most heavily CT sided maps in the game. That means that little upper mistakes can be made on CT side. Most of these mistakes, if made, will happen at upper. If held right, upper is almost impossible to take as a terrorist. 1. As a CT, focusing on getting a nade into the hut from the first guy up ladder helps TREMENDUOUSLY, followed by a flash by the second guy, that should be followed by a third rifle coming in from mini garage and clearing hut window/squeeky. 2. It is not required to put someone outside every round as CT. Having 1-2 rounds where an awper plays there can slow down how fast the outside Ts are willing to move up. Be sure no matter how you set up though, that the inside guys KNOW outside is open. 3. As a CT, if you play ramp, it's good to "jungle smoke" the entrance. This is where you double smoke right on top of each other, making it impossible for the Ts to walk through without being blind. When they make it through you'll see them way before they see you. This works well with smoking areas they've already smoked for you, making it impossible for them to come through and see clearly. 4. T side it is imperative to have a presence outside. Putting some pressure on them from multiple directions whether you plan on taking A or ramp. Focus on trying to get a pick outside, and if possible flanking up to rafters. Taking rafters is pretty much a round winner if done right. 5. If you take lower on T side, be sure to smoke/clear each door. trying to plant without doing this makes sure the bomb planter will die. Most CTs instantly rotate to barrel side door when ramp is taken. 6. Flashes over outside wall hitting top windows of rafter can help upper rushes. learn them well. ------------- 4.6 DE_CONTRA Contra is one of the most flankable maps in the game. Killing just one person can allow you to flank almost everywhere on the map. Keep this in mind while getting picks on both CT and T side, as it will allow you to understand where you are vulnerable from. 1. Make sure you jungle smoke boxroom early on, it makes it nearly impossible for Ts to rush through if you and your teammate throw a smoke and flash back to back. 2. Watch the B cross from Ksharp spot on pistol and first gun round. You can do it afterwords if your awp can get a pick on one of those players, but be careful as teams will start to nade the spot you watch to cross. (Note from Kaz:This spot almost always works and I've never seen anyone get naded playing from here. All you need to do is call the crossers. unless you know you'll get a pick [ie they're standing still for some reason] just sit tight and call crossers. Information is more important than a pick in this case.) 3. Sound is REALLY helpful on contra, unlike most maps where there's generally only a few footstep sounds on contra there are many. Sluge in upper a, cement throughout map, as well as wood and sand areas. 4. Be sure to watch for people in all areas while rotating as said before, it is easy to get flanked, and also to get gayed while flanking. (Note from Kaz:He means check every spot while rotating.) =============== Strats By Remix --------------- 2.1 DE_CPL_MILL ------------- T side pistol 2 go Sewer, 1 with Bomb going straight to the door at B and 1 delaying under kitty. 3 People delay bottom of kitty and get ready to split middle/kitty with flash/smokes. Depending on your own status you call what time to throw the fake flash/smoke. the guy under kitty smoke then flashes out of sewer then runs to B via sewer with bomber. One person smokes top right side of middle and flashes up to rush mid while 2 smoke/flash rush kitty. The last 2 people go out the door and plant. ---------- T side Eco 3 Rush Kitty while 2 Rush middle --------------- T side Anti Eco Have 2 guys sit in back of SA1 and wait for a push while 1 sneaks sewer to watch for pushes as well. 2 guys sit back of SA2 and watch for pushes. Whenever you feel ready, have the kitty player flash out and rush up to see how many cts are there, then have 2 rush kitty and 2 rush mid, or 2 rush mid and 2 rush spiral, depending on how many CTs are spotted at A. (Note from Kaz:the sewer player will be the weakest player since he's most likely to die, since he's going up the kitty sewer. -------------- T Side Default Have 3 people push through SA1, 2 covering kitty push, and one flashing into mid to stop a mid rush. Both pause and watch their spots till later. Have 2 people push into SA2. One needs to preflash mid and check for a push while 1 awps spiral for a push. At any given time, you can have 2 people smoke mid and push while flashing bombsite A. While the 4 rifles hold A, you wanna have the last teammate watching mid with an awp to pick off rotations. ------------- T Side B Rush Have 2 people pre-nade mid then immedietly rush up middle to the right while smoking/flashing left side of mid into A. 2 people should be delaying spirals until told to rush by the 2 mid rushers. 1 guy needs to rush sewer to B door to flank as fast as possible. -------------- CT Side Pistol 2 People rush spirals with flashes while one pushes mid and 1 kitty. The last person needs to flank sewer. Everyone but the sewer guy falls back into their normal spots after a pick is obtained. --------------------- CT Side Default Setup 2 Kitty, 1 on each side of mid, and 1 awp watching spiral/SA2 from B. ---------------- CT Passive Strat 1 AWP plays closet in A site, watching kitty. 1 plays kitty sewer spotting it. 1 plays middle from CT hall passively spotting it (not getting fucking killed.) 1 plays B in site spotting stairs and 1 play CPL house hiding. 2.2 DE_DUST2 ---------------- Terrorist Pistol One spot mid with deagle, call crossers and where he thinks they'll setup. (ie 1 stays mid) 2 go b with smoke/flash/flash. One guy (worst player) throws a smoke down and flashes everywhere trying to gay as many people as possible. The other guy in tuns (best player) supports him from tunnel, but saving his grenades for mid. If the kamikaze is alive he goes CT spawn to A. The best player smokes the middle box, at which point when the deagle hears his fire in the hole, he rushes towards short a. The best player flashes middle, jumps on the box, flashes short for the deagle then goes short with him. The last 2 people have USP/flash. They rush long A at the callers discretion. They have bomb. ----------------- Terrorist Default 2 rush B and prenades to injure a CT going for a preflash. Then one walk to lower and get on box to spot short. One person spots mid and counts crossers. He must stay T spawn the whole round looking at middle unless someone pushes B or long A. One guy double flashes over long a, runs back, buys 2 more, then wait for a long push. The last person smokes the tree at mid so you don't get picked (no promises, may want to double smoke it). Crawl down mid to get behind the box. Try to pick the middle guy when the guy in T spawn is fighting him. -------------------- Terrorist Save Round One goes tree at middle with 2 flashes (guy with most money) and flashes over middle. Then when you have 2 teammates in lower ready to rush mid, the guy at mid flashes over again then rushes lower B to upper and takes B site with the bomber. The last guy rotates to help the bomb and catch CTs rotating off guard.