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#16 (permalink) |
![]() ![]() Join Date: Jan 2007
Location: Louisiana
Posts: 2,129
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Re: de_forest
Whats in the favor of the CT the most is if they sit still they are guarding and can see any movement. Where T's must move from there spawn to get to the sites through un moving targets.
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#17 (permalink) |
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Join Date: Oct 2006
Location: Texas
Age: 24
Posts: 205
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Re: de_forest
If the Ts move very slowly, the CTs usually don't notice the movement... It has worked for me multiple times. Silencers do give the CTs a one-up though, except over ranges that require some amount of zoom.
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- Drake_Anra
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#18 (permalink) |
![]() Join Date: Dec 2006
Location: Massachusetts
Posts: 3,857
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Re: de_forest
Listen to Bronco--take three steps at a time, stop. That way your movement will look much less unnatural.
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The trouble with the world is that the stupid are cocksure and the intelligent are full of doubt. ~ Bertrand Russell I have a tendency to key out three or four things and then let them battle for supremacy while I key, so there's a lot of backspacing as potential statements are slaughtered and eaten by the victors. ~ Magna Centipede |
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#19 (permalink) |
![]() ![]() ![]() ![]() Join Date: Jul 2005
Location: Bay Area, California
Posts: 2,247
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Re: de_forest
This map is O freakin G.
So nice of a change rather than hiding behind boxes and metal drums... The bomb sites being far apart is a damn good idea, whoever created this map is a genius. See, at face value the CTs have a -huge- advantage by plopping down defensive positions and not moving. But with the sites spread out, it gives incentive for the CTs to move and scout to find out where the T's intend to plant, helping to reduce that huge advantage, not eliminating it, just reducing it.
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. ![]() ![]() ![]() ![]() Serving the [4th Force Recon] since June 2007 [Game rules, announcements, and SOPs ][ Armed Assault ][ Counter-Strike Source ][ Call of Duty ] "The success of what we do depends upon people valuing the team over themselves."
- Wulfyn |
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#23 (permalink) | |
![]() Join Date: Aug 2007
Age: 22
Posts: 577
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Re: de_forest
Quote:
We should turn server2 into a zombie server every now and then, providing they don't give the humans unlimited ammo w/no reload because that's really really lame. For the record, and given the TG Primer, I see no problem with us playing zombie mods on the server. Seems to me that running from, killing, and barricading zombies is a completely logical and realistic response to a threat from the unsatiated undead. It would be a very accurate simulation game given the teeny tiny itsy witsy allowance of flesh eating monsters into our simulation gameplay.
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Last edited by .tritone.; 10-26-2007 at 02:48 PM. |
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#27 (permalink) |
![]() ![]() Join Date: Jan 2007
Location: Louisiana
Posts: 2,129
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Re: de_forest
I'm sorry to be off subject but yeah I bought it last holloween. Freaking great. You realize the best way to kill zombies is to hack them up? You never run out of bullets. Oh and either u should shave your head and wear tight clothing or you wear full armor
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#28 (permalink) |
![]() Join Date: Aug 2007
Age: 22
Posts: 577
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Re: de_forest
That depends on the nature of the zombies.
If we're talking the 'any type of bodily fluid entering your body you're screwed' type you'd be better off using guns as blades tend to be messy and you're bound to get infected while swinging your blunt machete like a bad Bruce Lee extra. Everybody knows the real solution is to barricade off a shopping mall and post a sniper on the roof to take out the biker gang before they can completely ruin everything.
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#29 (permalink) |
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Join Date: Jun 2005
Location: Florida
Age: 35
Posts: 468
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Re: de_forest
First few rounds of this map as a CT, I was misreable. By round 6 I watched the T's walk right by me, then got to waste 3 of them before I got it in the back myself. Plus the sounds are sweet, they took their time on this map and it shows.
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#30 (permalink) | |
![]() Join Date: Aug 2007
Age: 22
Posts: 577
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Re: de_forest
Quote:
It's very very unforgiving. You either win really big or you lose really big. Not much room for an inbetween back and forth battle on this one unless the T's get repelled on the first wave and take enough CTs with them that they have to keep guessing where to put their men. CTs post equally mid, A, and B - rotate mid to the first contacts and leave the other bombsite covered.
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