
Manual for Members of Dukes Fun House Counter Strike Server
Modified from the 1.5v Manual by Shania Twain is a Hottie.
www.DukesFunHouse.com
Overview
Counter-Strike is a modification (MOD) to Valve Software’s hit game
Half-Life. It modifies the multiplayer aspects of Half-Life to
provide the player with an experience that a trained
counter-terrorist unit or terrorist unit might have. Players will
join either a terrorist or a counter-terrorist force and play in one
of the four types of scenarios. These are:
- Hostage Rescue, where the counter-terrorists must
rescue hostages.
- Bomb / Defuse, where terrorists must plant a bomb in a
critical area and counter-terrorists must defuse the bomb.
- Escape, where the terrorists must escape from the
counter-terrorists.
- Assassination, Where the VIP must be escorted by the
counter-terrorists to an escape point.
Weapons and other
pieces of equipment are available at a cost, and players can earn
money in a variety of different ways while playing the game. Players
may also lose money for inappropriate actions. E.g. killing a
hostage or a teammate.
Getting Started
After starting Counter-Strike, may want to change your
controls
Keyboard Bindings or video settings, do do this while in the game
hit the ESC key on your keyboard and you will see the Options Menu
on the bottom left

Click Options and this will appear
Most people have small Crosshairs selected but this is a personal
preference.

If you click on Advanced the below will appear
If you don't like seeing Dead Bodies Lower the Time
before They Disappear (They will appear to fall through the floor)
If you don't like seeing Peoples Spray (TAG) Lower this also.
(Experiment with other settings to your Preference.)

After Scrolling down you will see other options.
Some like Auto Pick up some don't
The only Recommendation I can say is Make your Radar Solid it will
help in Some maps.

Keyboard Mappings: (AKA Keyboard bindings)
Experiment to what suits you best.
Basic Default Most used Keys (See controls
for more details.)
Access buy menu: 'B'
Strafe left: 'A'
Strafe right: 'D'
Move forward: 'W'
Move backward: 'S'
Walk: Hold 'Shift' Key while Moving.
Jump: 'Space bar'
Crouch: 'Ctrl' key
Fire: Left 'mouse' button
Special weapon function: (Scope or Silencer depending on weapon.)
Right 'mouse' button
Reload weapon: R
Use: E
To change any of
the default mappings, double-click on the key/button field in the
window. You will then be able to enter your desired key for that
function. (A warning; if the new key/button was previously mapped to
another function, you will need to select a new key for that
function, as it will no longer have a key mapping). If you have no
previous experience with Half-Life, it is strongly recommended that
you play the excellent tutorial included with that game. See the ‘Controls’
section below for a description of what each game control
does.
An Option here if you have a working Microphone is
to Bind your Voice Talk to the Mouse3 button.
(This is the Wheel button, when you press it it will activate the
microphone.)

Next Is Mouse Options:
Most players have a Very Low Mouse Sensitivity (Around 3)
(Set it to your Preference do not use this as an example.)

Audio:
Adjust to what your Preference is.

Video Settings
Set Resolution to your Preferences.
Most people have Gamma to the max so it's easier to see in the dark
corners.
But set to your preference.

Voice
Self Explanatory

LOCK
If you don't want to see blood squirting, you can lock it (Turn it
off.)

How to Mute a Player.
Other than Banning a Player there are Options to Mute a player.
Hit Esc while in the game (In the Lower Left the Menu will appear.)

Click Player

Click on Yacky Player's Name and press "Mute in-game
voice" button.
Console:
You may have heard the term type in Console.
Console is basically a command line interface for Half-Life
To Access this console hit the Tilde Key ~
upper left keyboard

Commands in Console:
Here are some useful commands
If you are an Admin
amxmodmenu
If you want to view all the amx plugins on the
server.
amx_help
amx_help 10
amx_help 20
amx_help 30 (And so on by 10)
What's my FPS?
First do this in console
fps_max 100
To view your FPS or Frames per second (Quality of Video.)
In console type:
net_graph 3
In the lower Right a live status of your FPS should show up.
To turn off
net_graph 0
Experiment Just start typing keys - most options
will appear as options to help you.
The Scenarios
Hostage RescueAs a terrorist, your role in a hostage
rescue level is to prevent counter-terrorists (CTs) from leading the
hostages from where they are being held to the hostage rescue zone.
Terrorists win hostage rescue rounds by eliminating the
counter-terrorist force while preventing them from rescuing
hostages. CTs win a round by finding the hostages and leading more
than half of them to freedom. CTs can get the attention of a hostage
by moving near him then pressing their ‘Use’ key (Default key is E) (see
Controls,
Use). The hostage will now follow the CT back to the rescue zone. If
a CT wants the hostage to stop following, they need to press ‘Use’
again and the hostage will stay put. Sometimes when you have a group
of hostages following you, they may block you into an area; you can
push them out of the way by simply walking into them. CTs can also
win a round by eliminating the terrorists. Remember Hostages will
not climb Ladders anymore so if you bring them down into the Sewer
like in the map cs_militia they will not follow you back up.
Bomb/Defuse
In a bomb/defuse map, the goal of the
terrorist is to plant a C4 bomb in the designated area then prevent
the CTs from defusing the bomb. Players must remember to stay well
clear of the bomb when it explodes, as it has a large and deadly
blast radius. The bomb is randomly assigned to a terrorist at the
start of the round. Team members can identify the bomb carrier by
the backpack they are wearing and the player with the bomb will see
an icon on their Heads Up Display (see HUD,
bomb carrier). To plant the bomb, the carrier must be in the
vicinity of the bombing target. While having the bomb as their
currently selected item, the player must then press and hold their
fire key (see Controls,
Fire) for three seconds for the bomb to be planted. The bomb will go
off after a set period of time has passed (45 seconds by default).
The level is won by the terrorists when the bomb explodes (maximum
payoff) or if the CT team is eliminated (smaller payoff). CTs can
win a defuse map in two ways: by defusing the bomb or by eliminating
the Terrorists (if the Terrorists managed to plant the bomb before
being eliminated, CTs must still defuse the bomb to win the round).
To defuse the bomb, CTs must stand near the bomb, target it then
press and hold their ‘use’ key until the bomb is defused. Buying a
defuse kit will halve the time required to defuse a
bomb. (To Approx 3 Seconds)
Escape
The terrorist team starts out in a
fortified location and must "escape" to one of the pre-defined
escape points. The CT's must exterminate them before they can
escape. The Terrorists win the round once 50% of the team has
successfully escaped. They can also break into the armory to steal
weapons, or just get out of there. The two teams will switch roles
after every 8 rounds of play. Both sides can also win the scenario
if they manage to wipe the opposition team out.
AssassinationOne member of the CT team will serve
as the VIP. The object is to get the VIP safely to the pre-defined
escape points. If he dies, the CT's lose the round. If he makes it
safely, the CT's win. The VIP has a unique skin, only carries a
knife and pistol, and has ample body armor.
The terrorist job is to assassinate the VIP, but with the
other CT's guarding the VIP it is never an easy task.
Certain weapons cannot be purchased by each team in this
game play scenario, and these will be grayed out on the weapon
selection screen. (Default buy key is the B Key and a shopping
cart to the left when you are in spawn area will appear when you can
buy items. Warning there is often a time limit for you to buy
weapons so be quick.)
Money
Various events in the course of a Counter-Strike game can earn you
money (to a maximum of $16000) or cost you money. This money can be
used to buy better equipment. The following is a summary of these
events and their associated cost:
|
Action |
Payoff /
Fine |
|
Rescuing a Hostage |
$1000 for individual, $150 for team mates
(awarded at end of round) |
|
Kill a Hostage |
-$1500 for individual |
|
‘Use’ a Hostage |
$150 for individual, $100 for team
mates |
|
Kill Opponent |
$300 for individual |
|
Kill Team Mate |
-$3300 for individual |
|
Terrorists Win by Bombing Target |
$2750 for team members |
|
Win by Elemination Hostage map |
$2000 for team members |
|
Win by Elemination Bomb map |
$2500 for team members |
|
CTs Defuse Bomb |
$2750 for team members |
|
CTs Win by Rescuing Hostages |
$2000 for team members + Hostage
bonuses |
|
Surviving Hostage Bonus |
$150 per hostage for team members |
|
Hostages Rescued Bonus |
$250 per hostage for CT team members |
|
Either Team Loses Round |
$1400 for team members |
|
Either Team Loses over 2 Consecutive
Rounds |
$1400 + $500 per round over 2 (to maximum
$2900) for team members |
Money
can be spent on weapons whenever the player is standing in a buy
zone. This is indicated by the presence of the buy icon on the Heads
Up Display (see
HUD
below).
Game Flow
Prior to the round starting, there is a variable grace period (the
server can change this, but it defaults to five seconds) during
which players cannot move but may buy equipment and weapons. Each
round of Counter-Strike lasts for five minutes. If neither team has
won after this time the round is considered a win depending on the
scenario:
- Hostage: If after the round ends and there is
at least 1 player left on both teams, and not all the hostages
have been rescued then the game will be a win for the
terrorists.
- Bomb / Defuse: If the round ends, with the
bomb having not blown up a target, and there is still at least 1
player left on both sides the CT's will win.
-
Escape: If the round ends, with at least 1 player alive on
both teams, and less than 50% of the terrorists have escape, the
CT's will win.
- Assassination: If the round ends, with
players left on both teams and the VIP has not reached the escape
point, the terrorists win.
When a player is killed during a round they will
enter an observer mode until the next round. While in observer mode,
they can fly around the level and watch the action. There are three
types of observer modes. The first is ghost mode, where the player
can freely fly around the level unobstructed by anything. The second
is locked chasecam. While in locked chasecam you will be locked
behind the player you are observing. The third is freelook chasecam,
in this mode you can freely swing the camera around the player you
are observing. While in the observer modes you can use the jump key
(see
Controls,
Jump) to switch between the three modes and the fire button (see
Controls,
Fire) to switch from one player to the next. If a player joins into
a game when a round is already in progress, they will be immediately
placed into observer mode until the current round ends.
Controls
The following is a list of he player controls, their default
keyboard/mouse mapping and a description of what each does.
|
Function |
Default Key Mapping |
Notes |
|
Buy Menu |
B |
The main point of entry for the buying menus |
|
Buy Equipment Menu (Optional) |
O |
Takes you directly to the equipment purchase menu |
|
Buy Primary Ammo (Optional) |
, |
Automatically buys a single clip of ammo for your primary
weapon |
|
Buy Secondary Ammo (Optional) |
. |
Automatically buys a single clip of ammo for your secondary
weapon |
|
Select Team |
M |
Change sides. You will die until next round
starts |
|
Drop Current Weapon |
G |
You can only carry one primary and one secondary weapon. To
pick up a better weapon from the battlefield, first drop your
existing. (*You will not be able to drop your knife.) |
|
Standard Radio Messages |
Z |
Brings up a list of radio commands. Press the corresponding
number to utter the message |
|
Group Radio Messages |
X |
Brings up a list of radio commands. Press the corresponding
number to utter the message |
|
Report Radio Messages |
C |
Brings up a list of radio commands. Press the corresponding
number to utter the message |
|
Move Forward |
W or UP ARROW |
|
|
Move Back |
S or DOWN ARROW |
|
|
Turn Left |
Mouse X AXIS or LEFT ARROW |
Unnecessary if using Mouse for looking |
|
Turn Right |
Mouse X AXIS or RIGHT ARROW |
Unnecessary if using Mouse for looking |
|
Move Left (Strafe) |
A |
|
|
Move Right (Strafe) |
D |
|
|
Jump |
SPACE |
Cycles through the three observer modes |
|
Duck |
CTRL |
|
|
Swim Up |
' |
Unnecessary if using Mouse |
|
Swim Down |
/ |
Unnecessary if using Mouse |
|
Look Up |
Mouse X AXIS or PGUP |
|
|
Look Down |
Mouse X AXIS or PGDN |
|
|
Look Straight Ahead |
END |
Unnecessary if using Mouse |
|
Strafe Modifier |
ALT |
Optional |
|
Mouse Look Modifier |
; |
Unnecessary if using Mouse |
|
Keyboard Look Modifier |
INS |
Unnecessary if using Mouse |
|
Fire |
MOUSE BUTTON 1 or
ENTER |
Fire Weapon, Throw Grenade, Plant C4, Will jump to next
player in observer mode |
|
Special Weapon Function |
MOUSE BUTTON 2 or \ |
Invokes your weapons secondary function, i.e. burst fire,
sniper scope etc |
|
Reload Weapon |
R |
Tops up your clip…good idea before joining a
firefight. |
|
Use |
E |
Press a button, get hostage to follow you, defuse bomb,
etc |
|
Walk |
SHIFT |
Move forward at slower, quieter pace (important for
stealth) |
| Night vision goggles |
N |
Toggles the Night vision
on/off (must be bought via equipment menu first) |
|
Flashlight |
F |
Toggles your flash light on and off |
|
Spray Logo |
T |
Pick logos in Customize Menu |
|
Menu Item 0 |
0 |
|
|
Menu Item 1 |
1 |
|
|
Menu Item 2 |
2 |
|
|
Menu Item 3 |
3 |
|
|
Menu Item 4 |
4 |
|
|
Menu Item 5 |
5 |
|
|
Menu Item 6 |
6 |
|
|
Menu Item 7 |
7 |
|
|
Menu Item 8 |
8 |
|
|
Menu Item 9 |
9 |
|
|
Previous Weapon |
MOUSE WHEEL DOWN or [ |
|
|
Next Weapon |
MOUSE WHEEL UP or ] |
|
|
Last Used Weapon |
Q |
|
|
Display Multiplayer Scores |
TAB |
Shows scores, teams, wins, frags, status, bomb carrier
etc |
|
Recap Mission Briefing |
I |
Press Jump, Fire or Special Weapon function to make the
mission briefing go away |
|
Chat Message |
Y |
Broadcast Text message to all |
|
Team Chat Message |
U |
Broadcast Text message to team |
|
Take Screen Shot |
F5 |
|
|
Quit |
|
Not assigned by default |
Weapons & Equipment
Weapons are divided into three categories: Primary (Rifles,
Shotguns, Sub-Machine Guns and Machine Guns), Secondary (Handguns)
and Melee (Knife). Equipment such as hand-grenades and defusing kits
have their own category. Players may only carry one item at a time
in each of these categories except equipment, which can have several
items at once. Some weapons may also have a special action (see
Controls,
Special Weapon Function); these are listed in the table below.
Primary Weapons
|
Name |
Cost |
Notes |
|
Benneli M3 Super90 |
$1700 |
Shotgun |
|
Benneli XM1014 |
$3000 |
Full Auto Shotgun |
|
H&K MP5-Navy |
$1500 |
Sub-Machine Gun |
|
Steyr Tactical |
$1250 |
Machine Pistol |
|
FN P90 |
$2350 |
Sub-Machine Gun |
| Ingram MAC-10 |
$1400 |
Sub-Machine Gun |
| H&K UMP |
$1700 |
Sub-Machine Gun |
|
AK-47 |
$2500 |
Available to Terrorists only |
|
Colt M4A1 Carbine |
$3100 |
Available to Counter-Terrorists only, use
special function key to toggle silencer |
|
Steyr AUG |
$3500 |
Available to Counter-Terrorists only, use
special function key to toggle scope |
|
Sig SG-552 Commando |
$3500 |
Use special function key to toggle
scope |
|
Steyr Scout |
$2750 |
Sniper Rifle-use special function key to toggle
scope |
|
AI Arctic Warfare/Magnum |
$4750 |
Sniper Rifle-use special function key to toggle
scope |
|
H&K G3/SG-1 |
$5000 |
Available to Terrorists only. Sniper Rifle-
special function key to toggle scope |
| Sig
SG-550 Sniper |
$4200 |
Available
to Counter-Terrorists only. Sniper Rifle- special function key
to toggle scope |
|
FN M249 Para |
$5750 |
Full sized machine gun |
Secondary Weapons
|
Name |
Cost |
Notes |
|
H&K USP .45 Tactical |
$500 |
Default CT weapon, , use special function key to
toggle silencer |
|
Glock 18 Select Fire |
$400 |
Default Terrorist weapon. Special action key
toggles between burst fire and semi-automatic |
|
Desert Eagle .50 AE |
$650 |
High caliber Pistol |
|
SIG P228 |
$600 |
Pistol |
| Dual
Beretta 96G |
$1000 |
Dual
Pistols |
| FN
Five-Seven |
$750 |
Pistol |
Knife
| Name |
Cost |
Notes |
| Knife |
N/A |
Everyone has the knife. Primary
attack gives quick slashes, while a secondary attack will give
a slow, but more powerful vicious
stab. |
Equipment
|
Name |
Cost |
Notes |
|
Kevlar vest |
$650 |
Protects chest region |
|
Kevlar vest and Helmet |
$1000 |
Protects chest and head |
|
Night vision goggles |
$1250 |
Enhances vision in darkness |
|
Concussion Grenades |
$200 |
i.e. Flashbang. Temporarily blinds everyone in
the vicinity |
|
HE Grenade |
$300 |
Traditional Grenade |
|
Smoke grenades |
$300 |
Releases a carpet of black smoke |
|
Defuse Kit |
$200 |
Available to Counter-Terrorists Only, On Bomb
Maps Only |
Heads Up Display (HUD)
Whilst playing you will always see the HUD. On the HUD
you'll see: TOP OF HUD - left to right
Radar - Useful for seeing the approximate
location of your team mates. You will see five symbols on the
radar:
- A purple dot = Team mate.
- A red dot = Location of the VIP (Shown only to CT's in
assassination scenarios) / Bomb carrier (Shown to only to
terrorists in bomb / defuse scenarios).
- A T shape = Indicates your tame mate is a level
above you.
- A upside down T shape = Indicates your team mate is a level
below you.
- A yellow square = A team mate has activated a radio command.
Weapon / equipment selection menu - Will show the
weapon you select. Upon selecting a weapon the menu will flash for
only 5 seconds to show the weapon you select then disappear.
Default keys for the weapons & equipment are:
- 1 - Primary weapon (Large guns)
- 2 - Secondary weapon (Pistols)
- 3 - Knife
- 4 - Grenades
- 5 - Bomb (Available only to the terrorist who carries the
bomb in the bomb / defuse scenario)
Flashlight -
All Counter-Strike players are equipped with a flashlight. Toggle
it on and off by pressing the flashlight key (see Controls,
flashlight). When your flashlight is on other players will see the
area surrounding you glowing brightly.
BOTTOM OF HUD - left to Right
Health Meter - You will start a round with 100
units of health, and die when your health reaches zero.
Armor level - Two types of armor can be
purchased; a kevlar vest or a vest paired with a helmet. The
helmet is moderately affective at reducing damage when hit in the
head.
Round Timer - Counts down from 5 minutes (the server
can change this, but it defaults to five minutes). A round ends
when either the objective of the round has been completed, i.e. in
Bomb / defuse scenarios the bomb has blown, or if all the players
on a team have been eliminated. If the timer reaches zero with
neither the objective being completed or all players on one team
having been eliminated then, depending on the scenario one side
will automatically win. (see GameFlow,
list).
Ammo Indicator - Your current ammo count is
displayed in the lower right hand area, under the cash display.
Ammo is broken up into two separate counts: the number of shots in
your clip, and the number in your inventory. When your clip is
exhausted, it is automatically reloaded for you. If you would like
to reload before your clip before it is empty press your reload
key. (see Controls,
Reloading).
Cash - Your current account balance. Additions to
the cash balance are briefly shown above the balance in green
numbers. Fines and penalties are shown in red.
MIDDLE LEFT OF HUD
Depending on your location you will not see all of these
icons on the HUD. All these icons are colored green:
Basket (Buy Zone)- This means your in your 'buy
zone'. Here pressing your buy key (default B) will give you access
to the buy menu where you will be able to buy weapons, ammo, and
equipment.
R (Hostage rescue Zone) - When a counter-terrorist
is at the spot where hostages must be delivered, this icon will
appear.
V (VIP escape point) - When a counter-terrorist or
VIP is at the spot where the VIP must reach to escape, this icon
will appear.
E (Terrorist escape point) - When a terrorist is at
the spot where the terrorist can 'escape', this icon will appear.
Bomb - This will only be seen by a terrorist who is
carrying the bomb in the bomb / defuse scenario. When the bomb
carrier is within the bomb delivery zone, this icon will flash.
Defuse kit - The icon looking like a pair of
wirecutters, will appear on the HUD of any CT player that has
bought a Defuse Kit.
Scoreboard - Seen when pressing the score key
(default key, tab). The scoreboard lists all the latest game
statistics and player status. Information on the scorecard tells
you who is dead or alive, who is carrying the bomb, player kills
and deaths, latency and team scores.
Hints
Sound, Pros and ConsStealth is vitally important in
Counter-Strike. When a player runs at full tilt (which is the
default), their footsteps can be heard. To prevent this, use the
walk key (Default Shift Key) (see
Controls,
Walk) when trying to avoid detection. Also be wary of doors, ladders
and elevators. These will often emit a sound that may give you or
your enemies position away.
Life is Precious
Counter-Strike strives for realism.
Running into a firefight all gung-ho will generally get you killed.
The player can only sustain a few bullet shots before dying,
depending on the type of gun (ammunition actually) being shot with,
and the condition and presence of kevlar. There are also one hit
kills in CS. Most guns can kill a player in one shot if they connect
with the head. Savvy CS players, will take cover as often as
possible and use their surroundings to their advantage. Working with
your teammates to bring the enemy down is encouraged and necessary
to beat the other team. Keep in mind, you only get one life per
round in CS. If you die, you will be put into Observer mode until
the round is over.
Know Your Gun
Counter-Strike has realistically modeled
weaponry. If you run and fire at the same time, your accuracy will
be horrible (changes with different guns), Standing still increases
accuracy and crouching is even better. Also be aware of the guns
recoil, holding down the trigger isn’t as effective as short quick
bursts. It is also important to know that all the rifles can shoot
through walls to some extent. The Para Machine Gun, and the Desert
Eagle Pistol can as well.
Counter-Strike has a wide variety of weapons that you can buy, but
they all have their own strengths and weaknesses. These weapons are
the tools of your trade, and knowing which ones to buy and which to
avoid will make you a better tradesman.
Pistols are the least expensive of the weapons in Counter-Strike.
And while they might lack the firepower of the rifles and submachine
guns, they can still be quite deadly when used properly.
Retail name: K&M .45 Tactical
Caliber: .45 ACP
Price: $500
Clip capacity: 12
Description: As a counter-terrorist, your default weapon will
always be the H&K USP Tactical. While it's a formidable pistol, it
lacks the firepower of some of the more expensive sidearms. One
advantage it does have, however, is the ability to be silenced by
using its special weapon function. While silencing makes this pistol
slightly less powerful than it normally would be, doing so makes it
a little more accurate. Silencing almost completely hides its
gunfire noise and masks its muzzle flashes, all of which make it
perfect for catching terrorists by surprise.
Recommended use: Attach the silencer to the USP before the
round begins. Doing so makes it a much more effective weapon,
especially at catching other players off guard, since they won't
know they're being fired at until they actually get hit.
Retail name: 9x19 Sidearm
Caliber: 9mm
Price: $400
Clip capacity: 20
Description: The Glock is the default weapon for all
terrorists. It's slightly less powerful than the H&K USP, but its
maximum rate of fire is limited only by your finger speed. So the
faster you can click your mouse, the faster this semi-automatic
pistol will fire. Additionally, its special weapon function is a
triple-burst fire, which is deadly at close range. This mode makes
the Glock very inaccurate, though, and using triple-burst over any
distance longer than point blank isn't recommended.
Recommended use: The Glock might not be very powerful, but
its maximum rate of fire is only limited to your finger speed, so
the faster you click on that attack button, the more effective the
Glock becomes. Always aim at your enemy's head while using the Glock,
otherwise it'll take several shots to the torso to kill anyone. And
while it might be tempting to use its triple-burst mode, you should
stay away from it because of its horrible accuracy.
Retail name: Night Hawk .50C
Caliber: .50AE
Price: $650
Clip capacity: 7
Description: The Desert Eagle, affectionately called the "deagle"
by Counter-Strike veterans, is the most powerful pistol you can buy
in the game. At the start of the very first round on a new map, most
people will forgo their default pistols and buy one of these
portable cannons instead. The Desert Eagle can penetrate some walls
and doors, which is a distinction that only the most expensive
rifles own. However, it's severely limited by a maximum clip
capacity of seven rounds and a longer than average reload time.
Recommended use: Since you start the first round of each game
with $800, usually you should buy a Desert Eagle. It'll give you and
your team a supreme firepower advantage over the other team, who'll
likely be carrying either Glocks or USPs. Because the gun only
carries seven rounds, you should reload at every opportunity you
have. Also, don't forget that this is the only pistol that can
penetrate various walls and objects, so if you spot an enemy
reloading behind a door or a crate, shoot right through it. The
Desert Eagle loses its appeal after the first round, however, since
it can be overpowered by any submachine gun or rifle.
Retail name: .40 Dual Elites
Caliber: 9mm
Price: $1,000
Clip capacity: 15
Description: The terrorist-only Beretta Elite is actually two
pistols held in either hand in a manner similar to those a John Woo
movie. Each pistol is relatively slow to fire, but since you're
holding two guns at once, your total rate of fire effectively
doubles, as does the damage you can inflict. Still, because of its
relative inaccuracy and high cost, you should probably save your
money for a weapon that's more practical.
Recommended use: Unless you have a fixation with these guns,
you should stay away from the dual Beretta Elites. You can't afford
them in the first round, so your money is better spent elsewhere. If
you must buy them, limit their use to close-quarter engagements,
where they're most effective.
Retail name: 228 Compact
Caliber: .357
Price: $600
Clip capacity: 13
Description: While the Sig P228 is marginally more powerful
and accurate than the H&K USP Tactical, the differences aren't worth
its $600 price tag. As a counter-terrorist, you're better off saving
your money and sticking with your USP, since it's essentially free.
As a terrorist, however, you might want to consider using the P228
in place of the weak Glock 18.
Recommended use: The P228 is only a bit more powerful and has
a slower rate of fire than the H&K USP, so as a counter-terrorist,
you should avoid this gun. As a terrorist, however, if you feel that
your Glock is inadequate and don't want to bother with the Desert
Eagle's small clip capacity, the P228 is a good choice.
Retail name: ES Five-Seven
Caliber: 5.7mm
Price: $750
Clip capacity: 20
Description: The FN Five-Seven is certainly a unique pistol.
Available only to the counter-terrorists, its massive clip holds
more rounds than some rifles. It's also the most accurate pistol you
can buy in the game. However, its price and lack of power leave
something to be desired, and as either a counter-terrorist or
terrorist, you're probably better off buying another pistol
altogether.
Recommended use: Because of the Five-Seven's accuracy, it's a
great pistol to use in long maps, like Canyon Siege, where you and
the opposite team will likely meet in the open. If you're playing in
the first round of a map and have the Five-Seven equipped, kneel
down and open fire on the enemy as soon as you spot him. You'll
undoubtedly hit - and sometimes kill - a few unlucky players that
way. Don't risk kneeling in later rounds though, since you become a
sitting duck for snipers and players with high-powered rifles.
Shotguns are quite powerful, but difficult to use efficiently. It's
generally a good idea to avoid them in favor of the more popular
submachine guns. However, in tight areas, shotguns can prove to be
invaluable.
Retail name: Leone 12 Gauge Super
Caliber: 12 gauge
Price: $1,700
Clip capacity: 8
Description: Both shotguns in Counter-Strike are difficult to
use effectively, especially the M3 Super 90. It might be relatively
inexpensive, but as is true in life, you get what you pay for. Its
clip capacity is anemic, and you must deal not only with
horrendously slow reload times, but (since this shotgun is pump
action) with slow cocking times as well. In tight maps with a lot of
corridors and alleyways, like Back Alley, this shotgun can be
deadly. In fact, at point-blank range, it can kill an unarmored
player with one shot.
Recommended use: Shotguns are generally only effective on a
handful of levels in Counter-Strike, including Back Alley and Train.
For the price, you're better off going with an MP5. If you must use
the M3 Super 90, however, you should save it for ambush situations.
If an enemy spots you at a distance, his shots will hit you long
before you can hit the enemy. Also, make sure you don't miss - the
M3 Super 90 requires you to cock a shell into the chamber after each
shot, which leaves you vulnerable for nearly one second at a time.
Retail name: Leone YG1265 Auto Shotgun
Caliber: 12 gauge
Price: $3,000
Clip capacity: 7
Description: The xm1014 uses the same ammunition as the M3
Super 90, but since it's fully automatic, it spits out its buckshot
at a very fast rate. Like the M3 Super 90, the xm1014 is absolutely
deadly at close range and in tight areas. In large maps, however,
it's all but useless. You're better off buying a rifle or submachine
gun like the MP5, which costs half as much as this shotgun.
Recommended use: If you feel the absolute need purchase a
shotgun, the xm1014 is certainly a better choice than the M3 Super
90 - if you have the money, that is. The gun is basically a fully
automatic version of the pump-action Super 90. In fact, the xm1014
fires so quickly that you can easily empty all the rounds in your
chamber without even realizing it. It's great to use in tight
corridors, but otherwise, this weapon will get outgunned by almost
any other submachine gun or rifle at even a moderate distance. Its
slow reload speed will also make you vulnerable for a long time.
Submachine guns are the most popular type of weapon in
Counter-Strike, since they represent a perfect blend of power and
value.
Retail name: K&M submachine gun
Caliber: 9mm
Price: $1,500
Clip capacity: 30
Description: The MP5-N is easily the favorite weapon of all
Counter-Strike players and for good reason. At $1,500, it's a steal
as far as submachine guns are concerned. Whether you've won or lost
the first round, the gun is inexpensive enough that you can
automatically afford it by the second round of any match. What's
more, its clip can hold 30 rounds and 120 more spare rounds, meaning
you'll never run out of ammo during extended matches. And despite
its budget status, the MP5 is a very formidable weapon with minimal
recoil and a very high rate of fire. The MP5 is a great intermediate
weapon to tide you over while you save for a more powerful rifle.
Recommended use: If you can't afford a rifle, you should
always buy an MP5. While it's not very accurate at long range, it
has an impressive rate of fire without too much recoil. You should
fire this gun in bursts of five to 10 rounds unless you're standing
close to your opponent, in which case you can hold down the trigger
as long as you can keep your aim steady.
Retail name: Schmidt Machine Pistol
Caliber: 9mm
Price: $1,250
Clip capacity: 30
Description: The TMP is a counter-terrorist only weapon, and
it's the cheapest submachine gun available in the game. Its
nonremovable silencer gives it an edge when stealth is important,
and it also limits the gun's recoil as compared to other submachine
guns. One drawback to the TMP is that its high rate of fire means
that it eats through its 30 round clip in little time, so use it
sparingly.
Recommended use: This gun is even cheaper than the MP5, so if
you're really hurting for cash, you can always fall back on the TMP.
It isn't as powerful as the MP5, but it does fire at a faster rate,
and it has a significantly less pronounced recoil, which means
keeping your aim steady with the TMP will be a little easier than
with the MP5. The TMP's silencer also means that your enemies won't
realize they're being shot at until they're actually hit.
Retail name: K&M UMP45
Caliber: .45 ACP
Price: $1,700
Clip capacity: 25
Description: Developed by the same manufacturer as the MP5-N,
this gun's higher-caliber ammunition is more powerful than its MP5
cousin. It fires at a slightly slower rate than the MP5, and with
only 25 rounds per clip, it's not as practical. The UMP also suffers
from a significantly longer reload time than the MP5.
Recommended use: Since the UMP costs $200 more than the MP5,
you should avoid it. Its relatively fast rate of fire and small clip
capacity mean that you'll be reloading this gun a lot, and since it
suffers from a slow reload time, you'll be vulnerable more often
than with another gun.
Retail name: Ingram Mac-10
Caliber: .45 ACP
Price: $1,400
Clip capacity: 30
Description: The Mac10 is only available to the terrorists.
Like the UMP, it does a relatively high amount of damage per shot.
The Mac10 can carry five more rounds per clip than the UMP and has a
much higher rate of fire. However, it suffers from a severe lack of
accuracy, which makes it one of the least-used guns in the game.
Recommended use: The Mac10 is very similar to the TMP and
should be used accordingly. It doesn't have a silencer, but it packs
a little bit more punch per round than the TMP. Since it's so
inaccurate, it should be used in very short bursts, unless you're
fighting in close quarters, in which case the Mac10's power can
prove deadly.
Retail name: ES C90
Caliber: .338
Price: $2,350
Clip capacity: 50
Description: The FN P90 is one of the strangest looking guns
in the world. Its unique design affords it a large clip capacity. In
fact, among all but one gun in Counter-Strike, the P90's clip is
easily the largest in the game. It's also has one of the fastest
fire rates of any of the game's guns as well. You'll hardly feel the
need to reload with this weapon. However, all this luxury comes at a
price, as the FN P90 is the most expensive submachine gun you can
buy. If you can afford it, and if you're playing in a level where
bullet penetration isn't necessary, this P90 is a great choice for
both terrorists and counter-terrorists.
Recommended use: Before you get tempted into buying one of
these guns, keep in mind that it's the most expensive submachine gun
available and probably not worth your money. Its largest appeal is
that it can hold 50 rounds per magazine, so you don't have to worry
about reloading too much. It can also fire at a very fast rate, but
it also suffers from horrible recoil. If you decide to buy one, aim
low, since the recoil will forcibly raise your reticule.
There are more rifles in Counter-Strike than any other weapon group.
They're some of the most expensive - and most powerful - weapons in
the game. All rifles can penetrate certain solid objects like crates
and doors, and some even have zoom capabilities.
Retail name: Maverick M4A1 Carbine
Caliber: 5.56mm
Price: $3,100
Clip capacity: 30
Description: Early versions of Counter-Strike's M4A1 were
equipped with a scope. This functionality has since been dropped in
favor of a more tactical feature: a silencer. Like the H&K USP
Tactical, the M4A1 is better off when silenced, which activates when
you use its special weapon function. Sure, it loses a little bit of
its power, but the benefits gained by being completely silent when
firing this weapon greatly outweigh the small costs. The M4A1 has
average recoil and a fast rate of fire. It's also fairly accurate at
all except extreme distances, making it one of the most well-rounded
rifles in the game. Unfortunately for terrorists, this is a
counter-terrorist weapon only.
Recommended use: Always equip the silencer. It adds a little
more accuracy and makes the gun almost completely silent. The M4A1
is surprisingly accurate over long distances, so don't be afraid to
engage an enemy early if you're carrying this rifle. Just make sure
to fire in bursts.
Retail name: Bullpup
Caliber: 5.56mm
Price: $3,500
Clip capacity: 30
Description: The Steyr AUG is a counter-terrorist-only weapon
and is a good alternative to the Colt M4A1. It doesn't have as fast
a rate of fire as the Colt, it's not as powerful, and it can't be
silenced. Despite these apparent drawbacks, the AUG does have some
redeeming qualities in its high accuracy and zoom capabilities.
Recommended use: The AUG functions exactly the same way as
the terrorists' Commando. It can be zoomed once, does the same
amount of damage, is just as accurate, holds the same amount of
ammunition, and features the same rate of fire. So, like the
Commando, the AUG should be fired in short bursts and, preferably,
while kneeling. And whenever possible, use this weapon's scope for
added accuracy and pseudo-sniping capabilities.
Retail name: CV-47
Caliber: 7.62mm
Price: $2,500
Clip capacity: 30
Description: The terrorist-only AK-47 packs quite a punch for
its relatively small price tag. It suffers from a lack of accuracy
and limited ammunition. However, for cash-strapped terrorists, the
AK-47 is a great weapon and one that can mow down enemies at drop of
a hat.
Recommended use: The one thing to keep in mind when using the
AK-47 is that its first two shots are the most accurate, and every
subsequent shot will stray further and further from your reticule.
So the proper way to use the AK-47 is to fire it in two- or
three-shot bursts. Holding the trigger down any longer is almost
completely useless. The AK-47 should also be avoided in large maps
where accuracy is required to tattoo enemies at great distances. In
close-proximity areas, however, the AK-47 is a great alternative to
either of the game's shotguns.
Retail name: Krieg 552 Commando
Caliber: 5.56mm
Price: $3,500
Clip capacity: 30
Description: The terrorist-only Commando is the equivalent of
the counter-terrorists' Steyr AUG rifle. It can be zoomed in once,
and has a decent rate of fire, has good penetrating capability, and
packs quite a punch.
Recommended use: The Commando is one of the best all-around
weapons and has only one serious drawback: a severe recoil. When the
trigger is held down indefinitely, the Commando loses a lot of its
accuracy. But when it's fired in bursts, especially when zoomed, its
rifle's accuracy becomes deadly. More so than any weapon, the
Commando should be fired while crouching. Whenever you can, use the
scope's zoom feature. Doing so reduces its rate of fire, but greatly
increases its accuracy. The Commando can also be used as a sniper
rifle if you're on a budget.
Retail name: Krieg 550 Commando
Caliber: 5.56mm
Price: $4,200
Clip capacity: 30
Description: The Sig SG 550 SWAT is the counter-terrorist
answer to the terrorist's G3. It has two levels of zoom capability,
and it can be fired in full-auto, even when the scope is being used.
Recommended use: As a counter-terrorist, you have the option
of buying one of three sniper rifles, including this one. While it
may be cheaper than the AWM, it doesn't have its appeal - as a
sniper rifle, its not as accurate. However, if you plan on using it
as an assault weapon, its full-auto capability will undoubtedly
prove useful. Like the AWM, it has good penetration capabilities,
but also suffers from heavy weight, which ultimately negates its
usefulness as an assault rifle.
Retail name: Schmidt Scout
Caliber: 7.62mm
Price: $2,750
Clip capacity: 10
Description: The Scout is Counter-Strike's second, and
inferior, bolt-action sniper rifle. Functionally, it's equivalent to
the AWM, but it lacks the accuracy and power.
Recommended use: While its price tag might be appealing, if
you can't afford a better sniper rifle like the AWM or even the G3,
you're better off spending your money on an assault rifle. While the
Scout is fairly accurate and packs a moderate punch, it fades in
comparison to the AWM. And while the AWM can be accurately fired
from a standing position, you must crouch when firing with the
Scout. It is the lightest of all sniper rifles, however, which means
you can run at a nice clip while carrying it.
(AWM/AWP)
(Currently The AWM/AWP is restricted on www.dukesfunhouse.com)
Retail name: Magnum Sniper Rifle
Caliber: .338
Price: $4,750
Clip capacity: 10
Description: The Arctic Warfare Magnum, or AWM, is the most
powerful weapon in Counter-Strike. It can cut down an armored enemy
with a single hit, and it's deadly accurate at all ranges, thanks to
its powerful scope that can be magnified twice by pressing your
special weapon function key.
Recommended use: Despite its hefty price tag, the AWM should
be your sniper rifle of choice. Never fire the AWM without the
scope, as it's surprisingly inaccurate that way. When you have an
enemy in your scope, don't worry about leading him, since the bullet
will effectively hit your target the moment it's fired. And of
course, try not to miss because you must chamber a new bullet after
every shot, and that alone takes a few seconds. Also, remember that
the AWM can penetrate solid objects as well as people, so don't be
surprised when you kill two or three enemies with a single shot.
Retail name: D3/AU-1 Semi-Auto Sniper Rifle
Caliber: 7.62mm
Price: $5,000
Clip capacity: 20
Description: The terrorist-only G3 is a little less accurate
and less powerful than the AWM, but it does have some redeeming
qualities as a sniper rifle. Its firing mechanism is semi-automatic,
meaning you won't have to chamber a round after each shot. When
situations get a little hairy, the G3 also serves as a competent
assault rifle, although you'll be hindered by its heavy weight.
Recommended use: The G3 comes with a heavy price tag, and it
should be avoided if all you plan to do is snipe. Go with the AWM
instead. If you do buy a G3, keep in mind that this gun won't zoom
out after every shot - like the AWM - so keep your finger on the
trigger. Always go for a head shot because, unlike the AWM, a single
hit with the G3 won't always kill enemies.
Here are some other weapons and items that'll give you the edge in
Counter-Strike.
Retail name: ES M249 Para
Caliber: 5.56mm
Price: $5,750
Clip capacity: 100
Description: The biggest and most expensive gun in
Counter-Strike, the Para is the weapon most feared by veterans of
the game. It can carry a whopping 100 rounds per clip, which it
spews forth at an incredible rate. And while its inaccurate, its
primary role is for throwing up a wall of lead, not sniping.
Recommended use: The Para might be appealing to use, but it's
a difficult gun to master. Its heavy weight means that your mobility
will be severely impeded. The gun's inaccuracy means that you'll
also have a difficult time trying to hit enemies at a distance or
who are constantly moving. However, for defending a single doorway
or location, there is no better weapon to use than the Para.
Additionally, for maps like 747 and Assault, the Para can penetrate
entire structures and rain a torrent of ammo onto an unsuspecting
team. Don't worry about ammo, either. With 100 rounds per clip, you
can hold down the trigger for nearly 10 seconds before having to
reload.
Price: $200
Description: The flashbang grenade explodes in a bright
visual concussion that temporarily blinds anyone within its
vicinity, including your own teammates. The farther away you are
from its area of effect, the faster your vision will return. The
flashbang is meant to disorient enemies long enough for the opposing
team to move in and take advantage of the state of confusion. If you
see such a grenade being thrown in your direction, look away as fast
as possible. Then, be prepared to face rushing enemies. When using a
flashbang, you should throw it into a concentrated area of enemies,
then immediately follow it with an attack. It takes a leap of faith
to jump into a group of enemies, but it will be temporarily blinded,
so act quickly. You can carry two flashbangs at any given time.
Price: $300
Description: While both teams are able to buy the smoke
grenade, it's best suited to the counter-terrorists. This grenade
releases large puffs of smoke that obscure everyone's visibility, so
they should be used wisely. It's very easy to obscure the view of a
few of your own teammates, thus causing more harm than good. The
smoke grenade should be used when your team is pinned down by enemy
fire to provide cover for escape. You can only carry one smoke
grenade at a time.
Price: $300
Description: These grenades have about a 2.5-second fuse
delay before exploding in a powerful ball of flame that can inflict
up to 75 hit points. You can't hurt your own teammates with a
high-explosive grenade, but you can cause damage to yourself, so
caution should be taken when throwing it. Grenades have a tendency
to bounce sharply off walls, but you can use this to your advantage
by banking the throws into otherwise hard-to-reach areas. The
grenade should be used at an incoming group of attackers to soften
them up and spread them out.
Price: $650
Description: Kevlar vests offer protection against all
attacks below the neck. However, even though they absorb a
significant amount of damage, your own health will still decrease,
albeit at a lesser rate, when attacked while wearing a vest. The
vest will usually let you survive more firefights than you normally
can, so if you have the money, make sure to buy one at the start of
every round.
Price: $1,000
Description: This option adds a Kevlar helmet to the standard
vest. The helmet lets you take more damage to the head than you
normally can. Generally, however, unless you're hit from pistol
fire, a head shot will usually kill you - with or without the
helmet. You're better off buying just the vest and pocketing the
$350 difference.
Price: $1,250
Description: These goggles amplify the amount of light in any
given map, making it easier to spot enemies in dark areas. However,
at $1,250, its price is a little steep, and your money is better
spent elsewhere, especially if you've increased your gamma using
PowerStrip, as we mentioned previously.
Price: $200
Description: At only $200, the defuse kit should be bought by
every counter-terrorist during bomb defuse situations. It cuts the
bomb defuse time from 10 to five seconds, which could mean the
difference between a successful mission and a failed one.
Chapter Three:
General Map Strategies
The maps of Counter-Strike fall into three strategic categories:
assassination/escort, hostage rescue, and bombing/defusing. Each
class of map has specific needs that must be met to win as both
counter-terrorists and terrorists. Lets go over the basic strategies
that should be applied to all three map classes, beginning with
assassination maps.
Assassination Strategies
All assassination maps are a daunting challenge for
counter-terrorist players due to the inherent vulnerability of the
VIP. To win on these maps counter-terrorists must work as a team and
focus their fire on singular targets as they present themselves.
Time works against the counter-terrorists on these maps, since the
game is over if the VIP doesn't reach the extraction point safely
within the given time limit. For terrorists, nothing is more
satisfying than the proverbial "release the hounds" plan of attack,
which is effectively what all assassination maps offer. There are no
hostages to babysit and no bomb to worry about planting. Your job is
to kill your enemy, plain and simple.
The VIP must stay alive at all costs.
Counter-Terrorist Perspective: Delivering Your Valuable Cargo
All assassination maps offer four or five primary ways to extract
the VIP from the counter-terrorist spawn point to a singular rescue
spot. And while the map layouts differ, the general strategies to
succeed on them are virtually identical from map to map.
To win on assassination maps, counter-terrorists must follow three
major guidelines.
1. Stay with the VIP.
In the movie Top Gun, the experienced Viper told the rebellious
Maverick that he should never leave his wingman during the action.
If there's ever a scenario in a PC game where Viper's words ring
true, it's Counter-Strike. Stay with the VIP at all times. Two or
three counter-terrorists should lead the VIP, and two or three
should guard his flank.
2. Overwhelm one area with intense firepower.
Since you're staying with the VIP (you are staying with him aren't
you?), you might as well use your group's massive amount of weaponry
and lead-throwing ability to its full potential. Pick one of the
four escape routes (let the VIP decide at the beginning), and rush
to it as quickly as possible as a group, picking off any foolish
terrorists that have decided to be heroes and come in as loners
looking for kills.
3. Use flashbang grenades to break out.
Once you're at the final leg of the particular escape route you've
chosen, it's time to actually make the run to the extraction point
and expose yourself and the VIP to terrorist fire. High-explosive
grenades offer intense firepower, but have a relatively small blast
radius. Plus, with their loud noise and tall explosion, they
immediately broadcast to every terrorist within earshot that the
counter-terrorists are coming from a certain hole, window, roof, or
doorway. Instead, use one or two flashbang grenades to force any
nearby camping terrorists to move away from the vulnerable spot
where you exit from your counter-terrorist haven. Be careful not to
flash your own teammates - communication is key. And once you break
loose in the open, make a beeline to the extraction point, but make
sure to maintain formation. If possible, remember to keep the VIP
between a group of leading and a group of trailing
counter-terrorists.
4. Do your part.
If you end up playing as the VIP, use your pistol. While you
shouldn't leave your counter-terrorist escort to engage any
hostiles, it's still a good idea to provide cover fire while running
in formation.
Terrorist Perspective: Killing the Fat Bureaucrat
Many Counter-Strike players will only play assassination maps as a
member of the terrorist team - and with good reason. But even though
terrorists start out with a slight advantage, poor team strategy
will still let the counter-terrorists accomplish their rescue
mission repeatedly.
Here's the way terrorists should hunt their prey down and execute
him efficiently.
1. Monitor all the exit spots simultaneously.
At the beginning of the round, assign two terrorist team members to
each possible exit point. If you haven't got enough people in the
game, then lower that number to a single guard per area. Move your
crosshairs on each teammate and try to place his name in the area
he's guarding. That way, if a teammate gets killed, you'll instantly
know where the action came from and, probably, where the
counter-terrorists are attempting to break out.
2. The clock is your friend. Use it.
The mentality for terrorists when each round begins on an
assassination map tends to be a shark-like feeding frenzy. This
leads to rogue team members running off into the building and
attempting to kill the VIP themselves, Rambo-style. It's better to
relax at the beginning, corral your teammates, and get them each to
monitor a break-out exit point. Since the onus is on the
counter-terrorists to complete the mission, if they camp inside the
building and refuse to come out, they'll lose when the timer
expires.
Hostage Rescue Strategies
Of the 20 maps included in Counter-Strike 1.0, half are hostage
rescue maps. Hostage rescue maps all have four defenseless (and
often mindless) hostages that should be guarded by the terrorist
team, which spawns very close to the hostages at the start of each
round. Counter-terrorists spawn farther away and must infiltrate the
terrorist's lair, rescue the hostages unharmed, and deliver them to
freedom.
For terrorists, the priority on all hostage rescue maps is to stay
alive and guard the hostages from being liberated.
Counter-terrorists can win the round in two ways: by rescuing the
hostages within the time limit or by killing all the terrorists.
Conversely, the terrorist team can win the match by either killing
all the counter-terrorists or by preventing them from rescuing the
hostages in time.
Let's look at some general strategies that apply on all hostage
rescue maps for both counter-terrorists and terrorists.
Each map has four or five hostages that must be rescued.
Counter-Terrorist Perspective: Oh, Those Silly Hostages
Well, now they've gone and done it. A group of scientists or
tree-hugging environmentalists or capitalist pigs or whomever has
gone and upset a group of savage terrorists, and now it's been
captured and is being held against its will. Saddle up,
counter-terrorists, you've got a job to do, and you're going to do
it well by following these specific guidelines.
1. Grenades are your friends.
The smoke, flashbang, and high-explosive grenades in Counter-Strike
have specific purposes, and they lie solely in distracting,
disorienting, or killing terrorists that are guarding hostages.
Sure, the terrorists can have some great fun with grenades too, but
they're really precise instruments that a good counter-terrorist
team should use. A good general rule is to smoke dangerous entry
zones to limit the terrorists' visibility, advance and flash the
principal terrorist camping area, and rush in after the flashes
deploy.
2. Counter-terrorist camping has a role... within reason.
On some of the hostage rescue maps, notably Canyon Siege, Assault,
and Militia, it serves counter-terrorists well to watch the clock
and bleed off a minute or two of game time before rushing into the
terrorists' camp. Why? More often than not, some terrorists,
possibly even half the entire team, will quickly get bored with
guarding the hostages and rush like rabid dogs into the concentrated
fire of the entire counter-terrorist team. As long as terrorists
stay near their spawn area, they have the tactical advantage over
the counter-terrorists. By goading them out of their hiding area,
the advantage shifts to the counter-terrorists.
Let a minute or two bleed off, kill the few mindless rushing
terrorists, and enjoy a nice numeric advantage against the wise
terrorists that are still left guarding the hostages.
3. AWM delight. (Currently The AWM/AWP is
restricted on www.dukesfunhouse.com)
There should always be at least one out of every five
counter-terrorists that purchases an AWM/AWP sniper rifle each
round. This is because of the nature of most hostage rescue maps,
which have long approach lanes for counter-terrorists to navigate as
they try to get close to the hostages. In maps like Office, Canyon
Siege, Militia, Estate, and Italy, there are plenty of long-distance
angles that sniping counter-terrorists can exploit as the rest of
the team rushes toward the terrorist camps.
Terrorist Perspective: Pitch a Tent
Terrorists' role on hostage rescue maps is very simple: Guard the
hostages. To accomplish this goal, the terrorists must work together
in groups, preferably all within close range of the hostages. Here
are a few general tips.
1. Like it or not, it's camping time.
On almost all the hostage rescue maps, guarding or camping near the
hostage rescue point tends to let terrorists hold a natural
advantage over their counter-terrorist opponents. The Assault map is
the perfect example, and many players detest playing as
counter-terrorists on Assault due to what they perceive to be
excessive terrorist camping. Terrorists win, however, because their
spawn point forces them to stick together, pool their fire, and
cover all counter-terrorist entry points.
2. Purchase rifles, not submachine guns.
Yes, the MP5 is one of the most accurate and easiest weapons in
Counter-Strike to use, even for those unskilled in burst-firing. But
the reality is that you will be guarding hostages in buildings,
behind doors, and around boxes, and you will need the AK-47's
incredible penetrating power and bullet damage to mount a defense
against marauding counter-terrorists. The SIG-552 also makes for a
great terrorist weapon on hostage rescue maps due to its penetration
and zoom capabilities.
3. Watch the grenades.
It's tempting to hang back while guarding hostages and purchase
limitless grenades to throw from relative safety as terrorists,
particularly on maps like Canyon Siege and Assault. You should use
caution and good judgment when doing so, since it's very easy to
injure or blind one of your own teammates. And improper use of the
smoke grenade will only help the counter-terrorists on hostage
rescue maps, since it provides cover for them to get closer to the
terrorist base camp as a group.
Bomb Defuse
Strategies
Your counter-terrorist team has been tasked with the ultimate
challenge. Prevent a group of known terrorists from planting and
detonating an explosive device near innocent civilians.
Eight of the 20 maps in Counter-Strike are of the bomb/defuse
variety, and each has two targets that terrorists can bomb, which
means you'll be planting and defusing lots of bombs if you play the
game at any length. Here are some ways to make your terrorist or
counter-terrorist team more successful.
Each map has two spots to plant the bomb.
Counter-Terrorist Perspective: Know Your Role
It's fun being terrorists on bomb maps thanks to the evil
satisfaction that comes from successfully delivering your unstable
payload. But for counter-terrorists the bomb maps are a challenge.
To win, counter-terrorists must know what their specific duties are
as part of the team each round and how to execute those duties.
Here's some help to make the experience easier.
1. Divided you stand, united you fall.
Former President Abraham Lincoln may have been correct when he told
the U.S. that only by remaining united could the nation survive, but
for Counter-Strike bomb maps, he was way off the mark. As
counter-terrorists, you've got to identify which of the map's two
bomb spots the terrorists are heading toward immediately. If you
leave it to chance by just guessing each round, you'll let the
terrorists succeed more often than not. To do this, split your team
into two groups and pursue the entry paths to both bomb spots by
rushing. The exact second one of the teams identifies the larger
group of the terrorists, have it quickly send a message to the
entire team as to which bomb spot the terrorists are heading toward.
A one word message that was previously agreed on like "one" or "two"
can be all that's needed to effectively tell the squad which of the
two spots to close in on.
2. Buy defuse kits.
While this might sound obvious, there are still many
counter-terrorists that forget to purchase the optional bomb
defusing kits in the chaos that is the beginning of each game round.
Bomb defusing kits let you defuse twice as fast as normal, and
carrying this item can mean the difference between success and
failure. They are not optional to any counter-terrorist that wants
the best chance of winning. Remember that even if you kill every
terrorist in the round, if he's managed to plant the bomb before he
died, you will still lose the round if you can't defuse the bomb in
time.
3. Guard the bomb
If you or another team member kills the bomb-carrying terrorist,
make sure to stay near the dropped bomb and prevent any other
terrorists from picking it up. Remember, if the terrorists don't
plant the bomb within the time limit, your team will win, so keep
those terrorists away as long as possible.
4. Listen carefully.
Sometimes terrorists will plant the bomb away from your direct line
of sight. You should always look out for the bomb's distinct beeping
noise. If you can hear the bomb, but you don't see it, check the
not-so-obvious areas, like behind a column or on top of the crate.
5. A difficult choice.
In some cases, there'll be no way to get to the bomb in time to
defuse it. If the bomb's beeping seems frantic, you're better off
running away. This way, you won't die needlessly and be forced to
buy another gun at the start of the next round.
Terrorist Perspective: Run Like Hell
On bomb defuse maps, the terrorist team plays a role similar to the
one counter-terrorist's play on assassination maps. Namely it must
escort and protect the bomb carrier on the way to the final area
where the bomb will be set to explode. The similarities between the
two scenarios don't end there, as terrorists also must determine
which pathway to the bomb point makes the most strategic sense to
pursue.
Here are a few things you can do as terrorists on bomb maps that
will rout the counter-terrorists and maximize your chance for
winning.
1. It's all about planting.
As a terrorist, you should always check for the green bomb icon on
the left side of your screen. If you see it, that means you're the
bomb carrier. Sometimes, the terrorist with the bomb is oblivious to
the fact that he's carrying it. Be aware of your situation at all
times. If you're the bomb carrier, you have one goal, which is to
plant the bomb. Think of nothing else, and certainly don't forget
that you're carrying precious cargo that can win the round outright
for your team.
2. Stay with the bomb carrier.
Again, like the counter-terrorist's role in VIP protection, you must
stick with the bomb carrier as he proceeds to the target for two
main reasons. First, you provide additional firepower and another
pair of eyes to monitor the path from both in front and behind as
you move to the bomb site. Second, if the bomb carrier gets killed,
and you live, you can pick up the bomb yourself and continue the
mission. Your weapon choice on bomb maps should reflect this
multirole strategy: no short-range shotguns, and no long-range AWMs.
Stick to the AK-47 and SIG 552 rifle and go with the MP5 if you're
strapped for cash. A good flashbang grenade or two can also go a
long way in distracting or stopping counter-terrorists from rushing
the bomb carrier if they correctly guess which bomb site you're
headed to.
3. Proper placement.
Each map has two bomb areas, which are clearly denoted by round
targets on the ground. If you're carrying the bomb, the green icon
will start flashing, indicating that you can plant the bomb. While
the bomb areas are usually fairly small, you should plant the bombs
in hard-to-find or heard-to-reach areas, like on top of a crate.
This makes it tougher for the counter-terrorists to find and get to
the bomb in time.
4. Dropped bombs.
The second that your bomb carrier has been killed, the game will
tell you that the bomb has been dropped through a text message
across the center of your screen. When this happens, you should
quickly begin sweeping the map to locate the loose bomb on the
ground. Many players go through round after round as terrorists
thinking that their goals for the map only involve killing enemy
counter-terrorists. If you play smart and are aware of your team's
condition at all times, you'll always succeed in planting the bomb.