April 4, 200520 yr Hello all, I was on our server the other day listening again to the degradation of cs_compound as a subpar map. Then I looked here at the the "new map cycle" thread and saw similar comments again. As a player, I have been converted from extreme dislike to extreme enjoyment of cs_compound and would like to defend it as an enjoyable map. First, let me state that I usually try to play the more difficult team position on any given map... for example, I try to play CTs on cs_italy, since the advantage is on the T side of the map (IMHO). Therefore, when cs_compound came out, I have consistently played CT again... I feel that the T position in this map is fairly strong. It appears that most players feel the sniperfest is mostly from the T side... (please correct me if I am wrong... there are fair/poor sniper locations on the CT side, but the T side still has the advantage IMO) Since I feel that most readers will understand the advantages of the T side, I will focus on the CT side for this defense. One of the things makes cs_compound fun for me is that this is the only map that I know where a smoke grenade in the middle of a yard (or open area) is actually quite effective... pardon the crudity of this map... --------------------------------------- | / |-----CT SPAWN----| | | |/ | | | /---------------------3\-------- | --|(cars) \/ |-----| |--- | ---------- 4 \----| | \ 1 |----------| |--| | --| | | 2 | |--- | -<>------------------- | | \ |--T SPAWN-------| | |-----| <HOSTAGES> | |-------------------------------------| Smoke grenades in early game @ points 1 and 2 are excellent at obscuring the distant snipers and still allow the CT to target rushing defenders. Flashbangs @ points 3 and 4 can then blind the defenders so that CTs can hop the trashbin/fence/T-guard hut or rush the main gate... Watch someone like JIGA or Wookie when they are CT and you will see how to do this (the #2 smoke grenade takes a little practice to get right)... Once you learn this, you will see that the CT side has some good tactics and you get to use smokes and flashes far more effectively that in other maps IMO. The last few times I have played compound, CTs have dominated ... so I may have to start playing T and learn how to defend that side now :flame: I would really like to continue playing cs_compound to see how tactics continue evolving for both sides... SC, please leave it in the map cycle. B.
April 4, 200520 yr I think the problem is that the CTs have to have good tactics to win, like you pointed out. The problem is that the Ts only need sniper rifles to win, and if they have good tactics too then that's just all the better. And in pubs you can't often expect a team to have good tactics and leadership, so the CTs are left with nothing and the Ts buy sniper rifles. I kind of like the map myself, and it'd probably be fine for CAL or something where organized and competitive teams can properly implement effective strategies to counteract the maps inherent flaws. But for the random groups of noncompetitive players it's just going to be a really unfair map that's going to create a lot of complaints. Of course, I still don't think it's as bad as Aztec and Italy, so I'd like it in the cycle more than those two, anyway. :flame:
April 4, 200520 yr Yeah, compound is one of those maps that you need stratagy to win. I have seen Ct's win quite a few times here. And infact, the majority of Terriost sniping spots is in the long way with all of the stoarage things there. They usualy crowd up there. All you need is some smoke gernades (like he said) or flashbangs, do that, rush in there with some automatic weapons and own the snipers. I also see that ct's don't go for hosties alot. The cool thing about the hostie room is you can shoot through the walls, which makes camping in there not the brightest idea :flame: . But its a fun map, you just need to work together more, something rarly seen in cs anymore
April 4, 200520 yr Thanks for the props B-Cell! :flame: Compound is entirely mood dependant for me... sometimes I feel like it, other times I don't. I normally always play CT on the map as well or try to. What I normally do is spam 2 smokes left and 2 smokes right and one smoke center. I only do this after saving up a good ammount of money and if our fellow team mates are not smoking either. That's pretty much all to this map, smoke it up, rush right side with majority, have atleast 2 hop the wall and get 2 to cover the left side. If the T's catch on to this tactic, mix it up. There are a few tricks in this map, but hard to explain. I'm at work and would need to load up the map to explain them in detail. Easy tricks just to spot enemies, etc.
April 5, 200520 yr and if the terrorist team is equaly as good the can beat it, snipers in the catwalk can hold down both sides, and the wall can be naded and rushed within the first 10 seconds
April 5, 200520 yr I echo Seth's sentiments. I would pesonally love the map if I had a team of coordinated peaple backing me up on the CT side. But that is oh so hard and rare to find in your standard pub setting. So I tend to dislike the map strongly. Especially when I see have the players start to leave after the first 5 or 10 minutes of T domination.
April 7, 200520 yr Author I echo Seth's sentiments. I would pesonally love the map if I had a team of coordinated peaple backing me up on the CT side. But that is oh so hard and rare to find in your standard pub setting. So I tend to dislike the map strongly. Especially when I see have the players start to leave after the first 5 or 10 minutes of T domination. Weird and Interesting... I react exactly the opposite... I expect to do poorly on the map with a lack of team co-ordination, but live for that 1 time the CTs work together... I do have to say that I have learned a lot by watching the other good players mentioned (like JIGA ) and hope that all the CT nubs will learn a little watching me... B.
April 7, 200520 yr Well, I'm kinda on "break time!" from CSS. Haven't really been having fun with it to much, but I do still play it about an hour or so a day.
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