Akira’s Counter Strike Blog

Counter Strike: Source Tips, Tricks, Tactics and Rants

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CS_Assault: Quick Wallbanging Tip

Posted by toeandno on September 27, 2007

If you find yourself on a busy server running cs_assault and you are a CT, here is a nice spot to put yourself if you fancy getting some wallbang kills. The more people on the server the better as it increases the chances of people being where you want them to be.

This is your spot:

The terrorists on this map, more often than not, camp inside the warehouse including the catwalk that encircles the inside.

Get yourself a P90 and climb onto these crates. There are two places to fire at and they are as follows:

Now there is no guarantee that anyone will be there, that’s why it is best to try this on a very busy server. This wouldn’t work too well during a match, for example. All being well, after a bit of practice, you can notch up the odd cheeky kill.

Needless to say, you won’t get the top score on the server if you stay there everyday, but it’s fun when ya get one (not for them, lol).

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News and Updates

Posted by toeandno on September 26, 2007

Howdy,

Well after yesterdays 100+ visits, today followed suit, looks like traffic is getting a lot better here now. I know it’s nothing compared to other blogs but its a start. Plus, today saw its 1000th visit since its conception 2 months ago. Thank you once again.

I have added an RSS button to the site so that you can subscribe to this blog and have any updates sent to you immediately, one person has joined so far so don’t be shy. I know a lot of people don’t bother with them but they are woth it if you have a lot of sites that you check every day.

As for further articles I’m planning a mini series of Game Knowledge articles. This subject is quite broad and vague so I’m splitting it into different areas and releasing each part as I write it. Expect to see articles such as:

  • Knowing whats going on: Using the radar, Using sound
  • Common Sense and Reasoning
  • Doing it for the Team
  • How to use a server’s trend to your advantage
  • Know your map
  • Where is the bomb/bomb carrier?

I hope that sounds interesting. If you have any suggestions or complaints then either leave a comment to this post or contact me by clicking on the ‘Contact Akira’ page situated below the Blog Header.

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A Very Big Thank You-Over 100 Visits in A Day

Posted by toeandno on September 25, 2007

Just a quick post to say a big thank you to everyone that has visited the site and enjoyed the articles and commented on them, either here or to me personally on other forums or in game.

This site is just over two months old and today is the first day that I have received over 100 visits in one day. In fact visits to the site has shot up dramatically these last two weeks.

I must say, though, that I am disturbed by some of the visitors I get, haha. To those of you who don’t use WordPress there is a feature that shows different stats on visitors and who read what etc. It also shows visits made by people who do a search on Google (other search engines are available) and what they have typed to get here. Every day there seems to be people who are looking for ways to get hacks, to turn off recoil, how to always get headshots etc, lol. It’s just a shame that I don’t have their email addresses really. Oh well.

Happy fragging.

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De_Cbble: Planting the Bomb at Site B

Posted by toeandno on September 24, 2007

There may be a full overview of Cbble in the near future but, in the meantime, here is a handy hint for Terrorists.

Bombsite B:

Here it is, a bunch of crates and some steps. Not entirely sure what the strategical advantages of blowing up this area could be, what exactly is in those crates?

The common place to plant the bomb here is behind the two crates on the left and then to camp next to it, opposite it or to go up the stairs and camp there. What’s wrong with this?

Well, when I’ve been a CT and come trotting to a beeping site B and couldn’t see the bomb, I knew tat the bomb was behind the boxes and, therefore, that there were some nasty terrorists somewhere in that area. No surprises then that out come the flashes and the nade and, if I’m hacking lucky I can pop a few off and maybe even get the defuse. If there are more than just me then we stand a good chance of winning the round.

Plus, if one of gets in and starts the defuse and there are other T’s approaching the site, they cannot pick off the defuser as they are hidden by the boxes. They have to waste time running all the way up to the site.

The solution?

Ok, so what do we have here? Bomb out in the open, any defuser is going to need some good defense around him, very low risk of a ninja defuse. Plus, a few more places for camping T’s to be hiding. So that’s all very nice, some people may say ‘yeah, each to their own, no clear cut advantage’. But here is what makes this spot super happy 1337:

Planting the bomb here allows you to keep an eye on it from a very nice little spot out of the way of most flashbangs and nades and crossfire that may be happening around the site. Your cosy lookout post is here:

From here you have a great view of the bomb, obviously any sniper is laughing at this distance. Should you see someone start a defuse you can safely fire at him. Even with a pistol you can take them out before they finish. A funny thing is to watch them try and figure out where the shots are coming from. This position is especially good if you are the only guy left and have managed to get the bomb down with the enemy elsewhere in the map.

You are fairly safe, a nice distance from the bomb means that the explosion won’t kill you, the enemy will take a while working out where you are and if they get to you and kill you they still ahve to get back to the bomb. All the while the bomb is ticking, not much time for them really.

A word of caution: Your only main point of vulnerability is from here:

Depending on how many people you are playing against determines the chances of people passing through here. Against a small team, say in a match, the chances are that they are already at B and maybe some are at A and are coming the other way. Keep your ears open. With the bomb placed anyone coming through this way will be running and these corridors aren’t exactly lined with wall-to-wall shagpile carpet. Your main focus is the bomb but occasionally make brief, visual checks of this doorway.

This trick can be used a lot of times because even if they know what your doing, they still have to waste time coming after you.

The only tricky part is getting the bomb down in the first place…

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Tips on Spotting Hackers

Posted by toeandno on September 21, 2007

Hackers are the scum of the Earth! Only three groups of people are worse: Nazi war criminals, suicide bombers and people who bought Daphne and Celeste singles (you know who you are).

For some reason they like to highlight their nabishness (c’mon Oxford Dictionary 2008, make me a hero), and show that they spend evenings cheating at a game which is very easy to be reasonably good at.

Obviously, the easiest way to beat them is to ban them and stop them from playing on the servers we all enjoy. Before we can do that though, we need to determine that they are cheating and then we need proof.

What to look for:

Here are just a few things to look out for when speccing a suspected hacker. There are many others and please feel free to name your own with a comment at the bottom.

  • Ridiculously high score. Its not difficult to get a score of 30-5, 40-7 etc but if it’s waaaay high and the death count is low. This first point is only a hint or a suspicion raiser. A high score does not mean a cheater.
  • Shaky crosshair. If you spec them and their crosshair is all over the place, in a manner that you would have trouble playing like that, chances are its an aimbot.
  • Constant headshots. As a pistol whore I aim for the head always, on most servers my headshot percentage is around 50-65% (on a good day). A pro would be higher, obviously. Aimbotters tend to get headshots with most weapons and very often. However, more advanced aimbots dont just aim for the head but also the torso. If you suspect someone of cheating but they aren’t getting too many headshots, dont dismiss them on that fact alone. But, a high number of headshots in itself is not proof of hacking. Please see the next point.
  • Look at them run, where are they aiming? A good player will run with his crosshair at head height, thats a reason they get a lot of kills. Now, going on the point prior to this, if they get a lot of headshots but always run around aiming down like a lot of noobs do, this is a good sign that they may have some kind of aimbot.
  • Looking through walls. Yes wallhackers look through walls. The real morons out there actually do it blatantly even when there are seven people in spectator mode.
  • Pre-fire. Some people pre-fire at every obvious hiding place, this is OK though a bit wasteful and a great help to the enemy to let them know someone is approaching. If someone has radar hacks or wallhacks they will pre-fire only in places where the enemy actually is.
  • Look at the player. What is his Steam ID? If it’s four digits then there’s a good reason why he’s kicking your arse. If it’s eight digits then be suspicious, but this isn’t proof by itself. What is his name? Is his name offensive, immature or full of random characters and 1337 speak? Member of a clan? Check them out.
  • Running super fast. Obvious one really, if he’s running twice as fast as you, then its speed hacks and I’ve never seen a speedhacker that doesn’t have aimbot, apart from the ones who only go for knife kills.

How to deal with hackers:

You have two choices: Leave and join another server or try and get rid of them. The first choice is easy, the second is not.

Once you have suspected someone of cheating (and it’s not just you being a nab at CS:S) here is what to do. Spec them. Go into the console and type ‘demo ***’ instead of asterisks type something that you will remember. Then continue to spec him for a while until you feel as though you have seen enough ‘proof’. This will be saved into your counter strike folder and the file can then be sent to others.

At no point announce that you think he is hacking. A lot of cheaters will then promptly leave for another server. if you have to talk about him do it in team chat (press ‘u’) or talk when you’re dead and he isn’t. If an admin is on the server type @ and your message to send it to them alone.

Ok, you have your demo, you feel there is enough in there to convince people that this guys is cheating. Go to your console again and type ’status’. This will bring up a list of everyone on the server along with their Steam ID. Make a note of it or copy it and paste elsewhere. Or, on some servers, you can type ‘zb_netinfo’ which gives the same info plus the rates that they are using. I have a big thing about people having low rates, but that’s another rant for another post, lol.

Ok, so now you should have a demo of the hacker and his name (at that time) and Steam ID. The next step is to find an admin for your favourite server. You may already know one and how to contact them. If not then visit the forums for the clan who run the server, most have the website address pop up in intervals so keep an eye out. If one is online then add to your steam friends on on x-fire, their details should also be on the website.

Send them a message stating when this hacker was online, give their name and Steam ID and send them the demo file (what did you name it as again?). Also say why you think they were hacking.

It is now in their hands. If they decide it was a hacker then they will be bitch slapped off the server.

Another option is to send to Steambans.com. This is very popular but I have my doubts about their effectiveness. At the end of the day (you go to bed), it is very rare to be 100% sure that someone is cheating. An admin has the right to decide whether one person should be allowed on their server. I don’t like the idea that a handful of so-called experts can stop someone from going on thousands of servers because they think they are cheating.

If you get banned off a server for cheating and you are innocent it’s very annoying, especially if that is one of your favourite servers, believe me, I’ve had it done to me many times. But imagine how much more worse it would be if you couldn’t get on loads of servers and you were innocent. Mistakes are made by even the best of ’spotters’. My personal preference is let each server’s admin take charge of their own server.

So there you have it, it’s not an exhaustive list, but it should point you in the right direction and give you a good place to start.

I’ll end it here as I fancy a frag. Now, where did I put my aimbot mousepad?

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CS:S Quick Tips

Posted by toeandno on September 12, 2007

Never put your full trust in a flashbang.

The Q button is your friend, make sure you know what you’ll switch to though.

Use a smoke as a fake flash.

If you are in the middle of reloading but still have some rounds left in the mag and someone pops out and attacks you, dont wait for the reload to finish. Instead, press Q twice to switch back to your gun and cancelling the reload. This also works when taking a silencer on/off.

In a match when you kill someone then can still see from their corpse for a few seconds, they will call which way you are heading. So wait a few seconds and then change your direction, especially useful if you’re the last man standing on your team.

On Dust2 when going short A there is a ledge along the catwalk. Running on that will sound as though you are running down mid rather than the heavy footsteps of the paved catwalk.

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The Magic Bullet

Posted by toeandno on September 11, 2007

Bullet

This doesn’t involve a grassy knol, a second shooter or even a dead president. Here is a cheeky trick to use on a pistol server or when you and your opponent both have pistols.

Ok, imagine the scene: Your tearing round a map and come across a hostile, you both have pistols and start squeezing triggers. Sooner or later you both run out of bullets, if one of you don’t end up a bloody heap on the floor, then you both start either reloading or switch to knives. Maybe one starts to reload whilst the other one gets his knife out.

When I’m out and about pistol whoring, not that I do it that much lol, I always have my knife ready and waiting for a quick tap of the Q button to get that cheap frag. Now here’s where the sneaky, down right cheeky and cheap tip comes into play. Engage the enemy, fire ya little army of lead soldiers but stop and switch to knife when you have one bullet left. All the while trying to dodge his shots, obviously. He may have a few rounds left, especially if he’s using the deagle and firing a bit slower. Come at him with the knife, strafing all the while. Be careful though, he sees you with a knife out and he may take extra care with his last few rounds. When he runs out he wont be too fussed because he can reload whilst still backing off from you and plus, you haven’t reloaded yet.

This is the moment when you switch back to your pistol and deliver ya final package, BOOM! Smeg shot!! Out of ‘nowhere’ a bullet magically appears in your chamber without you reloading. Obviously, you can save a few bullets in the chamber so that you have back-up should ya first shot miss (noob), but it feels a whole lot better if ya save just one.

Reading this may seem a bit strange, but it does work. Make sure that knife is on Q and that you keep advancing towards him whilst firing and continue when you draw your knife. Strafe out those last rounds and take him out once he’s spent.

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Be a Gunslinger…Sling Your Gun!

Posted by toeandno on September 11, 2007

Ok, its been a while since an update and , as I’m at work, here’s a nice, short and quirky tip I can get away with writing whilst sat opposite my boss. Only ideal for public servers with noobs on:

Trapped with no flashbangs or smoke nades: Right, so your trapped behind something, a box or a corner, and a guy knows your there and you can sense him just crouching and aiming head height ready to pick your noggin off. You’re out of flashes, you even used your smoke to spoil the noob AWPers fun.

...its not over yet

Don’t worry, it’s not over yet!

There are two last ditch efforts you can try before just leaping out John Woo style, hoping to pick them off before they deliver a lead nugget to your head. Most likely you’ll have a pistol and a rifle (noob, lol). The first thing you can do is throw your pistol just as you would a flashbang and then pop out and try and catch him off guard. He may think its a flash (though few good players do) and turn away, or it may just distract him enough for you to get your noob rifle off first, thus ending his sorry round.

Secondly, if you’re good with a pistol and feel extra cocky (and suicidal) you can do a reverse of the above. Now, nobody in their right mind would see a rifle hurtling towards and think ‘crap, a flashbang, I must turn my back and retreat’. So, you don’t throw it like a flashbang. Instead the aim hear is purely distraction and when i say distraction I’m talking fractions of a second. The guy isn’t going to be staring at a pretty M4 (‘oooh, it even has a fancy silencer’) flying through the air all day. You’re gonna have to through it, not to him, but straight across where you would strafe out. Try and get it as high and far as possible. The important thing here is to get out as soon as you throw it so that as your pistol is ready to fire, your crosshair is on him.

This sounds a bit daft but it really does work on the average schmoe you find on public servers, but don’t expect everyone to fall for it and to get away with doing it every time with the same guy. I’ve even seen people firing at rifles that have been thrown, lol. If you try this in a mid+ match then you must be very desperate or just want to die in style, lol.

Final tip: If you only have a pistol, don’t throw that and hope to get a knife, otherwise you’ll be dead before you have time to write and complain on here.

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The Making of Dust 2

Posted by toeandno on August 14, 2007

The following is an article from the guy who designed Dust and Dust2, which I found online at http://www.johnsto.co.uk/design/making_dust2 :

 

The Making Of: Dust 2

 

title

Introduction

With the popularity of Dust, it would have been stupid of me not to create another Dust map. I started actually thinking seriously about this a year after I made Dust, but didn’t actually start doing anything until much later. Making a sequel was always going to be tough given the success of Dust – and the pressure was incredible.

Originally, I was never going to release the map under the Dust name, nor even try to make it an official map – I didn’t think I’d be able to meet people’s expectations. However, it had to have the name ‘dust’ in the title. Naturally, the map would have been named Dust 2, but that didn’t feel right. I believe sequels should improve on the original, and I didn’t feel confident that would happen. ‘Dust 1.5′ would have been more appropriate if the map was based on Dust and shared much of the layout, but I wanted a new layout. ‘Dust 3′ seemed better – the third sequel in a series of movies is usually never as good as the first two, so that name stuck.

Sticking to a Theme

There are several items that a Dust map must have in order to stick to the Dust theme, and Dust 3 had to include all of them, used correctly and precisely. Even now, years after Dust was unleashed, I have yet to see more than a couple of Dust maps not made by myself that I feel reflects the Dust theme accurately. The ones I did play didn’t feel like Dust, they missed out on the things that made Dust popular, as well as the basic components. Dust 3 couldn’t end up like that.

The Arches

Of all the components in a Dust map, the arches separating areas play a very important role. Their main role is just that – to separate the map into identifiable sections to which players can relate and remember. Aesthetically they are required to stop the map looking like a maze of walls with gaps to let players through. Consider how Dust would have looked without the arches:

Dust without arches Dust without arches
Dust without its famous TF-inspired arches.

Doesn’t look bad, but the arches add something and give the designer more freedom and opportunities to shape the dynamics of the map. Of course, this is an unfair comparison since Dust was built with arches in mind. The arches were taken directly from TF2, so all credit to the designer at Valve for doing what seems like such a minor creation.

The Road

I decided early on in Dust’s development that there should be a clear route around the map – in this case, via the stone road. Although it’s purpose isn’t obvious, the road takes you to every part of the map provided you just follow it and assists not only the players, but the developer too. Without the road, Dust starts to resemble a maze:

Dust without the road Dust without the road
Dust without any roads, making it hard to determine direction.

The Trim

The Dust trim personally is a component of the Dust theme that requires the most attention with regard to how it is used. It is easy to consider it as a texture to stick in the places where brick or concrete doesn’t fit, and usually this works – but it is very easy to use it for totally the wrong purposes too. Pillars – which don’t feature in the Dust theme at all – would be an obvious target for the Dust trim. It’s very easy to overuse the trim – which results in a map which looks far too ‘nice’ and sculpted.

I devised a rule which I tried to stick to – the trim should never be placed such that a player could walk over it, and should never appear striped across a surface more than twice, once if possible (i.e., trim at top and bottom of a wall is ok, but if had one in the middle too, that would be bad).

The Sun

Part of Dusts ‘charm’ was its brightness – many of the CS maps at the time were dark and gloomy, hence fitting with the CS theme. Dust wasn’t like that – it was relatively easy to see where you were going and who was there, and made for comfortable playing. I’d often been asked to change Dust so it was set at night, but in doing so it was no longer Dust. Dust 3 had to maintain the same amount of sunlight and the same degree of contrast.

The Design

Dust 3 would not have resembled Dust if it didn’t steal some parts of the map outright – I couldn’t add new ideas or design elements unless they were quite subtle and didn’t detract from the theme that Dust had established. It was for this reason that Dust 3 had to keep some key elements – like the ‘Dust doors’, the ramps, the labelled bomb sites, the various random buildings and raised concrete areas.

Keeping It Simple

The one thing that would make or break Dust 3 was its layout. Get it wrong, and it would have presented a very boring game indeed. Get it right, and it might rival Dust. I spent a long time looking at the layout of Dust trying to work out exactly why it seemed to play so well. Eventually I deduced that it was, in its most basic form, a figure of eight with a couple of extra entanglements. Dust 3 would need to follow the same pattern, not just to play well, but to feel like Dust.

Just for comparison, I’ve superimposed an ‘eight’ over Dust – the centre of the eight reflects the major conflict area. On Dust 2 however, the eight doesn’t quite fit geometrically, but the layout almost follows it. However, the centre still sits in one major conflict area of the map.

Dusts figure-of-eight Dust 2s figure-of-eight
Dust and Dust 2 both share a rough figure-of-eight route layout.

Starting Out

To get a layout of the qualities I needed – simplicity – I couldn’t take the Dust approach and build the map bit by bit without considering the map as a whole first. I needed to at least draft out a layout or two beforehand, establish some of the requirements, and work from there. This helped enormously to get the map started and have the first area lead out onto the paths that would fit the rest of the map.

First Dust 2 sketch Second and last Dust 2 sketch
Early Dust 2 sketches showing bomb spots.

The image on the left shows roughly what my first sketch was like – terrible. The starting points were ill-chosen (direct line of fire moments after spawning!), the sketch was not to even a nearly sensible scale, and the design was a mess of redundant tunnels and obstacles. However, the CT spawn (bottom-right), more or less survived.

The right-hand sketch shows the one I did after – the CT spawn area has stayed almost the same (bottom-left now), and the bomb positions remain. The difficult bit was working out how the rest of the map should have gone. I knew I had to get an ‘underpass’-style ramp in there somehow (top-right), but I had no idea what it would lead to.

One of the most peculiar decisions I took at this stage was to add rock to the Dust theme. The textures had always been there, but I never used them in Dust. It was, in my opinion, risky to use them in Dust 2 since it would have broken continuity, but I decided that the map needed something different, and so I tried it.

The Early Dust 3

It took a couple of days to take the design I had pencilled out and actually create it. The main problem came halfway – I realised the dimensions of the map didn’t really relate to the designs as much as I had hoped, and hence I had very little room to create the terrorist side of the map. Even still, I didn’t really have a plan for the terrorist side.

I can’t remember how the terrorist side of the map developed, but it was a squeeze fitting it in – it was originally larger. I could have moved the whole map over to provide more space, but for some reason I didn’t. Thankfully it turned out well.

Alpha

The first few versions of Dust 3 shared common features – the bomb sites were as in the diagram, and the map lacked certain polish. From the shots below some of the changes are clear. The bomb site takes place on a single plane, it has two entrances only, and little to get excited about in terms of game play except a crate or two. The images on the right show the junction between the bomb site and the terrorist start (at that time terrorists started where the CT’s do now) – with a light alcove in the building on the right and a plain boring wall showing some geometry in the distance. Not too nice. It was not possible to climb on the rocks.

Early Dust 3 bomb site Early Dust 3 junction
Original bomb site and ramp area.

Early Dust 3 bomb site Early Dust 3 junction
Original bomb site and ramp area other angles.

It was around this time that I let Brian Martel (of Gearbox) in on the map, and he subsequently suggested fixing the Dust rock textures (which previously had a slightly light border at the seams), as well as wall markings to dictate the direction of the bomb targets. Given that Dust 3 was slightly more complex than Dust – the layout was less apparent – this probably helped many players.

Copy and Create

In making Dust 3, it had to retain many similarities to Dust – as mentioned earlier. There were certain elements that had to stay to keep to the theme. In this respect, it made creating the map easier, since I knew how the elements would fit together. However, every map needs some originality, which can be a challenge with the Dust theme.

Copy

More astute players would have noticed many items ‘borrowed’ from Dust. I don’t mean in terms of theme – that had to remain – but various elements of Dust which appear almost verbatim in Dust 2.

The ‘flat bomb site’ from the Dust 3 alpha was quite a terrible creation. It lacked anything that a good bomb site needed – cover and a variety of defensive and offensive strategies. Visually, it was just lacking. To recover from this, I needed to steal some elements from Dust. One way of creating a ‘realistic’ map is to include elements to which the player can relate to. To make Dust 3 feel right, I had to include elements from the map that did the groundwork beforehand. Consider:

Dust's CT ramp (notice the wall and crate) Dust's T ramp (notice the wall and crate)
Dust and Dust 2 share very similar spawn site layouts.

The ramp pictured above was always set in my mind as something that would definitely appear in Dust 3, but only in conjunction with the ‘L’ shaped wall alongside it. I personally think very highly of that ramp, although it really isn’t anything special.

Dust's T ramp (notice the wall) Dust 2's CT ramp (notice the wall)
Dust and Dust 2 also share similar ramp-to-underpass layouts.

Again, notice the similarity – two ramps which both head down into darkness. In Dust 3, the T’s would have started at the higher end of the ramp. This later changed to the CT’s in the underpass in Dust 2.

Create

I took several style risks in Dust 3. Firstly, there was the rock, and what was labelled as ‘detail’ at the time. As you can see in the image on the left (below), I added some debris just sitting in the space between the crates and the rock. I was very hesitant about this – I never put such detail into Dust and Dust 3 didn’t really need it. However, by taking the additional risk of breaking through the wall, I had to back it up with some evidence of activity. The debris was there to make the hole seem more appropriate.

'Detail' in CS 1.5's Dust 2 The Dust 2 staircase
Breaks from the norm – Dust 2 includes ‘detail’ and a staircase.

Not only that, but the crates were sitting nervously at awkward angles, as if the laws of physics had tumbled them around a little. Again, I was wary that this would break from the theme.

The staircase (pictured right) was also unnerving. Dust never had stairs of more than a couple of steps, and Dust 3 was set to have a circular staircase, and in a tight area too. However, I needed some passage between those two areas, and the staircase seemed to fit and provide some interesting conflict.

Conclusion

Once Cliffe heard of Dust 3, he seemed to be most interested – which is totally understandable – at the time Dust was the most played map of any game by a long shot. He provided some useful feedback, the primary changes being the movement of the enclosed bomb spot (previously in the centre of the map) to the T start (Dust 2’s CT start), moving the T’s to the CT start, and moving the CT’s into the underpass. They all turned out to be extremely well-informed decisions.

One problem was the name. As explained before, I never really thought that Dust 2 would be appropriate. If Dust 3 was going to be included in CS, I was told it had to be renamed to Dust 2. The primary reason was continuity, and to avoid many ‘what about Dust 2′ e-mails which would have flooded in. Ultimately I had to remind myself that Dust wasn’t mine anymore – it was my creation, yes, but it belonged to Counter-Strike. Dust 3 had to fit in with Counter-Strike, and the only way that would happen was by changing its name to Dust 2.

Dust 2 has done remarkably well. I never believed it would even compete with Dust for longer than a few weeks – but since then it has become preferred by many people. I thought maybe the name did it, and indeed that probably helps. Apparently though, it’s more fun to play than Dust is. It’s certainly different to Dust – it’s tighter and more interweaved – which I thought could be a negative aspect. However, despite my concerns, it did better than I could ever have anticipated.

Addendum: Modern Dust 2

Like Dust, Dust 2 is now a few years old, but has moved on from Counter-Strike and was graphically renovated in both Counter-Strike: Condition Zero and Counter-Strike: Source. The map has not changed a significant deal since Dust 2 has remained a staple map for serious competitions and events.

Counter-Strike: Condition Zero

Like Dust 1, this version of Dust 2 shares much in common with the original, and is largely based on the original brushwork. The map is notably more vivid and strong in its appearance, with an overall more colourful appearance helped by the additional detail. A few changes have been sneaked in, such as crate placement around bomb sites, but otherwise the map serves as a nicer updated version of the original.

Dust 2 in Condition Zero Dust 2 in Condition Zero
Dust 2 as it appears in Counter-Strike: Condition Zero.

This version was primarily worked on by Ritual, although some finishing touches were added by Valve just before release of the game.

Counter-Strike: Source

This represents how Dust 2 looks today. This Dust features a whole host of improvements, from the improved skybox (it really does feel like the middle of a desert now), improved building structures, additional detail, village clutter, as well as slight changes in the layout of the bombsites to improve the game.

Dust 2 in Counter-Strike: Source Dust 2 in Counter-Strike: Source
Dust 2 as it appears in Counter-Strike: Source.

This renovation of Dust 2 was done at Valve following the renovation of the original Dust.

Conclusion 2

To this day I am still amazed that such a simple map could go as far as it has, but a lot of people have helped along the way from Jess Cliffe and Chris Ashton at the very beginning, through to Brian Martel, Richard Gray, Kristen Perry, Ido Magal, and a whole plethora of other behind-the-scenes workers. I haven’t touched the map for several years now, and it keeps marching on.

At any point in time, Dust 2 is host to around 30,000 players, around 15% of all online gamers (source). Combined with the original Dust, this accounts 20% – 1 in 5 of all players currently playing any online FPS.

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Akira’s Pistol Guide

Posted by toeandno on August 11, 2007

Intro

This is a guide to using pistols successfully on CS:S. Most of this is common sense and the rest is dispelling myths so that you feel comfortable and confidant with one in your hand. This guide will be specific only for five-seven and compact, others will be mentioned, and slagged off.

In one month of using pistols only, and I mean only pistols (5-7 and compact), I got to 9th rank on the Wildcards server, defended bombsites on my own, rushed with my team and picked off awpers and scouters.

How I was introduced to pistols

A while ago my favourite weapon was the M4 rifle. Nice big gun, has a silencer for increased accuracy or without for more of a punch. If I never had money I would buy either P90 or Deagle. As T’s it was the AK47 or the Defender (which is highly underrated).

It was only until I started playing gun games that I started to appreciate how good some pistols could be.

I hate glock, everything about it feels naff, even a shot to the head from it feels better than it feels in your hand and that’s because if a shot hit your head you wouldn’t feel too bad.

I noticed that I always did well with the five-seven, found it quite easy compared to the other pistols and after a while I thought I would try it out in proper games.

Advantages of pistol

• Cheap- You can buy a five-seven or a compact on any round straight off, and nearly always with armour and nades etc, when you press ‘re-buy’. In most games I’m running around with $16000 cos I don’t need to spend much money.

• Accurate- The five-seven is very accurate. Compact is probably slightly less accurate but you can fire off a couple more rounds in the same time so you should still hit as many times in a panic situation.

• Can fire a quick succession of bullets with less recoil than a rifle.- Fire off 5 quick shots from a five-seven or a compact and they will be more accurate than holding down your mouse button and firing 5 from a rifle. Sometimes people will be running across me at a bit of a distance and I’ll pop them off with a head shot. They will complain but what they don’t realise is that a lot of the time I have fired 5 quick shots to hit them once or twice. Running round a corner and coming face-to-face with a rifle, I sometimes win because I have hit them 5 times very quickly and they have hit me once or twice and missed with the other shots.

• Do well with it and you stand out more, lol- People mostly know me for using a pistol. If I did just as well with any weapon then I wouldn’t stand out so much as I’m not that great, its only the fact that I’ve got a piddly looking weapon in my hand that people remember me when I pop them off.

Disadvantages

• Doesn’t always pack as much punch as the bigger guns.- This isn’t always the case but most of the time a shot from a pistol will do less damage than one from a rifle. This is balanced off by the high accuracy and the less recoil when firing quickly.

• May have to reload more often than with a rifle.- The five-seven comes with 20 rounds in a mag, meaning that if you storm a bombsite then you have enough to kill up to 4 people before you start hearing an empty chamber. The compact comes with 13 and means that you can pwn 2 people in general before needing to reload. In general this is ok because I always reload after firing, the only time it really matters is when you are being attacked by several people at once and don’t have time or a hiding place to reload.

• Can be tricky killing from afar if that person can see you- ok, so you’re on Dust 2 defending bombsite A and you see a T at long just near the ramp/ditch. Now, if he sees you and has an AK/M4 or scout/AWP, chances are that you wont last long. You may hit him, even several times but at that distance it wont knock enough off in time before he lines up his crosshair with your noggin and gives you a lobotomy.

Tactics for using pistols

A lot of the following info is not only common sense and well known, but should be applied to most of the weapons in CS:S.

Aim for the head or just below. Seems obvious but we all probably start shooting at someone as soon as the crosshair is anywhere near the enemy. Its quite scary waiting that extra half a second to line up a more accurate shot whilst the enemy is spraying away. A lot of people say to aim below the head so that the recoil will hit the head after one or two shots. With the five-seven and compact you can get away with aiming just for the head and firing twice or three times.

Related to that is the next tip of trying to aim at head height whilst running around the map. Again all weapons should be used in this way, apart from Awps which kill anyone without the need to shoot, lol, well not quite. When running down a corridor estimate head height, if someone runs past fire off 3 quick shots, you should hit them. When running outside and you look at a window, don’t just aim in the general direction of it, aim for where someone’s noggin would be should they pop up. That way you don’t waste time lining their head up in your crosshairs.

Know your limits. As I said earlier, it is very difficult to kill someone from a distance if they can see you, so don’t even attempt it. If they cannot see you then go ahead and set up your crosshairs and fire one shot every second or two very quick shots, wait a second and two more. The little bit of recoil is exaggerated more over long distances. If they cannot see you then you have time to do this but if they see you before you fire a shot, hide and wait for a better opportunity.

Have something to back you up. I find this is definitely need with the compact sometimes due to it only having 13 rounds. Have your knife at the ready if you plan on rushing. This way you can run towards them whilst firing and if they happen to be alive still when you’re next to them, you can switch to knife and finish them off, though a burns victim is generally better at knifing than me. I suck. If you are guarding a bombsite or some hostages a flash is good to have so that you can gain a bigger advantage. A nade is good if lobbed first and then you rush with your pistol.

Turn auto pick-up off. Nothing worse than being determined to only use a pistol, running over a rifle and then seeing an enemy. I always end up getting shot because I’m switching to pistol when I should just use the weapon I have, lol. Also, is there anyway that I can turn off the way that a rifle is selected after lobbing a nade or flash? I want to flash a room and storm in with some five-seven pwnage and when the flash is thrown I have a rifle in my hands.

Give it time. You may be used to all the advantages of your favourite weapon that you only notice the cons of using a pistol. You will probably play worse than usual as well and may get fed up but if you stick with it then you will improve.

Don’t be afraid. Ok so you’ve got a really small gun in your hands, that doesn’t mean that you cannot rush, it doesn’t mean you cannot defend a bomb site on your own. Just get in there and show them who’s boss

Give it a try and if anyone has any decent tactics for using pistols then let me know, lol.

Akira [-CSG-]

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