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Discussion: Counter-Strike - Map Discussion / Server Maps Review - cs_siege_pcs - I think we could do lights but the other changes would require the map to
  1. #16



    Vulcan's Avatar

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    Re: cs_siege_pcs

    I think we could do lights but the other changes would require the map to be edited in the original and recompiled.

    actually scratch that, would need another compile for lights too.

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  3. #17

    Conen.'s Avatar

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    Re: cs_siege_pcs

    Im Kinda agreeing with Spar on this topic in that it is necessary to have a T posted in that hostage room to have a direct view of hostages. however what I have noticed whenever I am in that room, they just shoot me through the window outside of the room. So what needs to happen, is for somebody (Or 2 people) to have a safe eye on both the garage entrence, and the window and double doors into the room, so that the person in the room does not get shot. Make sure the person in the hostage room has a full set of nades so that if your watchmen spot any activity on top of the room, you can either nade or flash them to keep them at bay.

    If it's necessary and the person watching garage entrence needs to move into the armory, have somebody in the garage watch across the way there to see he does not get flanked. Same goes for water exit people (However it has never been a big threat).
    "Be careful guys, he's got a gun"
    - Sparhawxx

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  5. #18

    WalmartSecurity's Avatar

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    Re: cs_siege_pcs

    garage is too fun with scout

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  7. #19

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    Re: cs_siege_pcs

    I don't think this map should be on rotation. The mere fact that the Ts spawn without knowing where the hosties are, coupled with the exact opposite case for CTs seems to almost counter what we've been preaching for years. If anything, Ts should be able to know where they are and CT's should not. You could set up diversions defensively, and that would create trap points. If only I knew mapping...

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  9. #20

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    Re: cs_siege_pcs

    T's can figure out where the hostages are easily provided those team members that spawn in rooms 1 and 2 communicate if either room is occupied or empty. If no one spawns in there, a quick run over to each room can tell you where they are too. It's not all that different from Havana where T's have to check the entrances at the beginning of each round to see which ways will be open and closed.



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  11. #21

    whistler's Avatar

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    Re: cs_siege_pcs

    Quote Originally Posted by Assault9 View Post
    T's can figure out where the hostages are easily provided those team members that spawn in rooms 1 and 2 communicate if either room is occupied or empty. If no one spawns in there, a quick run over to each room can tell you where they are too. It's not all that different from Havana where T's have to check the entrances at the beginning of each round to see which ways will be open and closed.
    It's a lot different, IMO. The CT's in Havana have to find their entrances. That seems plausible. The hosties do not move in Havana, so the T's will know where they are when the round starts (which seems more in tune with a realistic counterterrorism scenario.)

    Why would the T's have to ever search for the hostages? CSS is designed so it's like the closing few minutes of a swat operation, at which point the T's would at least know where the hostages are.

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