Counter-Strike чит-файл №5

The UnOfficial Counter-Terrorists and Terrorists Training Manual v 3.0
for Half-life: COUNTERSTRIKE Beta 7.1 and v. 1.0
by Terraknight

:=========================================================: TEAM MULTIPLAY GUIDE
]
:=========================================================: FAQ DISCLAIMER:
]

This team multiplay FAQ was made to serve as the purpose of giving tips and
unsolicited advice on how to play Counter-Strike 7.1. The author would be glad
and
grateful if interested parties would ask before posting this document
electronically; and would zealously post the latest revision of the said doc
whenever available.

Half-Life(c) is a trademark of Sierra. CounterStrike(c) is a trademark of
Team CounterStrike(credits @ end), the guys behind this great game. Weapon names
used in the game and in this FAQ are owned by their respective manufacturers.
Any
of
the author's opinions on the said devices are matters of personal insights and
views
reflected upon their use in the Counter-Strike game, and are purely objective. I
don't have to argue with anyone on how efficient those things could actually
kill.

***Recommended viewing font and size: Courier New at pt. 9 or 10***

: What's new in this FAQ?
]---------]

*new* fresher, user friendly lay-out
*new* weapons and strategies - including almost all CS v. 1.0 weapons
*new* map strategies - complete de_dust, cs_militia, cs_mansion
*more* stuff

: Some Unsolicited Author Ranting you might want to skip
]-----------------------]

Yeah, I know-- I've been really lazy updating this FAQ.
But I suppose you can't blame me either. With CS updates releases almost every
week
and the amount of time I spend playing the game left me with little or no time
at
all to update this project of mine. I guess since CS has finally got that darn
VGUI
up and running and the game has finally hit the retail shelves, I've got to do
the
FAQ right?
Anyways, I re-wrote the whole darn thing since a lot has of things has changed
regarding the game's look, feel and more. Besides, the fact that I've been spend
'til 8am (that's more than 5 hours of CS immersion=one hard, stiff shoulder for
days) playing the game has left me with headaches (lack of sleep).
And that's not all. E-mails requesting for copies of my FAQ are piling up my
inbox,
and all I could show them is that old copy posted up at GameFAQS and in rest of
the
Net.
Well, that's in the past folks. While I'm still perfecting my AWP skills (guess
there's more stiff shoulders and headaches coming my way) I'm commited in giving
the
rest of the world the rest of FAQ. That means more maps, more guns and heck a
lot
more tips on how you could survive a round or two of Counter-Strike without
having
your ass blown up by that annoying HE grenade.
Enjoy the FAQ folks, and stay alive.

: Starting Up > What is Counter-Strike?
Explaining the User Settings and Options
Advance Controls
|
+==================================================================+
: Starting Up > Customize and Advance
Here's my Stats
Commando
Benelli M3 Super 90
Equipment: (in order of priority)
Full kevlar and head armor
HE grenade
SG grenade
Flashbang

System stats:
Right-Handed weapon
Maximum Mouse Sensitivity, Reverse Mouse
Movement: w(up), s(down), a(strafe left), d(strafe right)
Fire: Mouse Left Button
Special Weapon Function: Mouse Right Button
Walk: x
Duck: z
Last Used Weapon: f
Use Equipment: e
Reload: q
Jump: SPACE

Used console commands:
/adjust_crosshair
- turn the color of normal crosshairs to another color. I bind this command to
my
attack button to make the crosshair change colors when I'm firing an MP5.

/rate 9000
-maximizes network speed in LAN
/cl_sidespeed 32000
/cl_forwardspeed 32000
/cl_backspeed 32000
- tweeks the speed of my character

/gl_alphamin 99999
-for the de_aztec map-- make the hanging bridge invisible so I could snipe in an
acute
angle from below or from above.

bind mouse1 "+attack;model GIGN;" if I'm playing Terrorist
or "+attack;model artic;" if I'm playing Counter-Terrorists
- changes my 'skin' to that of my opponent's ;-)

More on console commands et. al. later

: Who are the Counter-Terrorist?
]-----------------------------------------------]

: Who are the Terrorists?
]---------]

: ARTICLE 1. SIMULATED URBAN WARFARE 101
]---------------------------------------]

So it's your first time to play this game, and you know what you're doing
because you've played other shoot-`em ups before, right? Well, here's some few
pointers to help you start off that career in urban combat, without the messy
stuff
of neophyte kill rates and the "sir yes sir" atrocities of military boot camps.

> Section 1.1: Breathing, you're a target. Stop moving, you'll end up a dead
one.
<

The lesson here is plain and simple: whether you're on the Terrorists' side or
the Counter-Terrorists, whatever weapon you have on you, you have to get moving.
Bullets have a funny way of reaching their target, intentional or not. Never
stay
around in the same place if you want to survive and win each round. If you're
having
difficulty zeroing on a moving target, so does your enemy.
Since the PC monitor doesn't actually match a real man's field of vision,
moving around keeps your eye attached at those little details which could mean
kill
points for you in long games: like the burst fire of a far away Artic equipped
sniper.
You should also make it a habit to strafe while firing at a moving target.
Its really assuring to know that whether or not you're facing multiple opponents
all
at once, they would have trouble with a very nasty, hard to frag opponent(that's
supposed to be you).
But what if you're carrying those heavy, hard-to-move with rifles? Then switch
weapons with your other hand, switch back and forth between knife, the pistol
and
your primary weapon. Keep your firing hand on the mouse and the cross hairs on
the
target, then strafe in random patterns. Never jump while strafing, since jumping
will reduce your movement to half-step, whether left or right.
+==============================+-----------------------------------+
| What weapon should I choose? | |
+==============================+ |
| Unlike other Half-Life games, CS takes into factor the |
| importance of a weapon's weight in affecting the player's |
| overall moving capacity and speed. Knives and grenades are the |
| lightest weapons, followed by handguns. Shotguns are considered |
| lighter than submachine guns because they lack a magazine that |
| hold huge amount of ammo. In fact, this is why submachine guns |
| and rifles are heavy-- they need bigger, heavier parts and |
| casings to handle the damage and rate of fire this weapons are |
| designed for. |
| |
| Here's their order of priority, starting with the lightest |
| on top, the heaviest at the bottom: ("<=>" means equal) |
| |
| Combat Knife <=> Grenades |
| |
| H&K USP .45 Pistol <=> Glock18 Select Fire |
| Sig Five-Seven |
| Desert Eagle <=> Sig P228 <=> Double Beretta |
| Benelli M3 Super 90 <=> Benelli XM1014 |
| |
| Ingram MAC-10 |
| H&K MF5-Navy <=> Steyr Tactical Machine |
| FN P90 <=> H&K UMP 45 |
| |
| AK-47 <=> H&K G3/SG-1 Sniper |
| Steyr AUG |
| Colt M4A1 Carbine <=> Steyr Scout |
| Sig SG-550 Commando <=> AI Artic Warfare Magnum |
| |
| FN M249 PARA 5750 |
| |
| If your primary weapon is causing you to slow down, and you |
| think you're vulnerable-- switch to your pistol or knife using |
| your other hand. Make sure that you keep a hand at your mouse, |
| using a free hand to switch back and forth your weapons, as well |
| as move around. |
| |
| You should also consider the damage and the rate of fire of |
| the weapon you're choosing. For example, rifles have |
| `automatic' rate of fire-- all you have to do is press the fire |
| button until the ammo in the magazine runs out and it |
| automatically change; & manual fire-- where your character stop |
| to load another bullet to his gun's chamber. This is why your |
| sniper's scope view zooms out while using the Artic or Steyr |
| Scout and not while using the Carbine, Commando, and G3/SG-1 |
| Sniper rifles. |
| |
| While you might think automatic rifles have distinct advantage |
| over manual load rifles, this is where the amount of damage |
| factor comes in. Since the automatic rifles are designed to |
| pump out more bullets per second than other rifles are, their |
| punching power is not quite as good and constant with each |
| bullet it fires. |
| |
| This means you need more than a few hits on your target before |
| they get fragged. This `automatic' feature also results in a |
| nasty recoil which shakes the crosshair up a little with each |
| fire. Not a good thing if you're strafing and dodging bullets |
| yourself. The Carbine is the only rifle which suppress this |
| recoil effect, but punching power is sacrificed in the process. |
| |
| Here's their order of priority, starting with the weapon |
| having the highest damage on top, with the lightest |
| damage at the bottom. |
| |
| AI Artic <=> Direct hit HE grenade |
| Knife <=> Steyr Scout <=> Medium blast HE grenade |
| |
| FN M249 PARA 5750 |
| |
| H&K G3/SG-1 Sniper |
| Sig SG-550 Commando <=> Colt M4A1 Carbine |
| Steyr AUG |
| AK-47 <=> Benelli M3 Super 90 <=> Benelli XM1014 |
| |
| FN P90 <=> H&K UMP45 |
| H&K MF5-Navy |
| Steyr Tactical Machine <=> Ingram MAC-10 |
| |
| Desert Eagle |
| Sig P228 <=> FN Five-Seven <=> Double Beretta |
| H&K USP .45 Pistol <=> Glock18 Select Fire |
| |
| Shotguns and the lone machine gun are amazing crowd-control |
| weapons which cuts down a mass of opponents in no time. But |
| they lack the authority Artic rifles and other rifles bring. |
| Shotguns are fearsome upclose, but a opponent backing up can |
| frag any anyone with a shotgun in a considerable range. |
+---------------------+
Against an experienced sniper, switch to your knife then zig-zag your way
towards
him. If you've played MechWarrior games before, circle the enemy, while firing
away
with a pistol, shotgun, even a knife-- but never a rifle or a machinegun.
Nevermind the fact that you have to shoot down an unaware target, and they
started
calling you "back fighter". There's nothing cooler than to watch a shootout
reduced
to a mere "rubout"-- someone distracts the opponent while the other sneaks up
behind
with knife in hand, and an evil grin on his face.

> Section 1.2: My buddy is my body. <
Always pair off with somebody prior to an actual encounter. Two moving targets
moving in random patterns are difficult targets for almost all type of weapons--
especially the rifle equipped sniper.
+===============================================+------------------+
| Should I turn the `Friendly Fire' option off? | |
+===============================================+ |
| The Friendly Fire option is there as an option to give players |
| as much realism as legally and technologically possible. |
| Turning it off, provides an oppurtunity to kid off with your |
| team mates without any harm or damage. It also allows you to be |
| a little careless when pulling that trigger even when you have a |
| team mate in front of you. Unchecking the "Friendly Fire" |
| equals more fun. |
| |
| Turning on this option, is for serious gamers only. I think |
| LAN game tournaments should strictly enforce this option, since |
| this really increases the level of gameplay. |
+---------------------+
Since you're either tailing or leading a pair, remember not to "line-up" up
with
anyone-- no matter where you think the bullet/s would be coming from. The Artic
rifle
has the ablility to pierce through from one end of the map to the other end. I
also
found out that if you got people "sandwiched" in between two opposing forces
during
skirmishes, that guy is good as dead. Even if the friendly fire option is off,
teammates "accidentally" firing into another teammate while the opponent is
firing at
it also, leaves the third person-- the one sandwiched in between, a ghost.
Remember, the faster you could kill with a weapon without sacrificing the
overall
mobility and comfort in handling that gun, the better the chances you'd end up
with a
better score.

> Section 1.3: Practice the Art of "One-Shot Kills" <
It takes considerable team wins and kills to rack off enough dough to buy the
Artic
rifle. If you're planning to train yourself to be a sniper, acquaint yourself
well
with this weapon. Find how can you use it with efficiency, and use it's weakness
to
your advantage.
One good advice is to first learn on when pull the trigger. Sounds weird, but
I've
seen to many people get fragged on end games because they thought they've got
the
target on their crosshairs. Unfortunately for them, when they were actually
reloading, that's the time they got hit.
Wherever you can, use those dark areas in the map where visibility is low, but
there's enough space to strafe and move around. But as I always say: "Never stay
put in one position for too long."
+===========================================+------------------------+
| Should I turn the `Auto Aim' option off? | |
+===========================================+ |
| If the server got the autoaim on, go somewhere else. The |
| autoaim screws your actual aim, making it very difficult for you |
| to frag somebody at a distance. It suppose to work by sucking in |
| the cross hairs when it comes near a target, but you really don't |
| need it. (it works well when your targets are up close, but by |
| then you don't need help hitting a large target any more.) |
+-----------------------+
Learn how to frag people at distances of over 30 meters without using the 4x
scope,
if available. That saves you time from fumbling for buttons to push while you're
busy
dodging bullets and fragging another person.
Learn how to switch weapons, if the situation demands for it. And if an
opponent
is actually chipping your life away while getting close, back away. And back
away
wisely.
If you're being attacked in an open field, lead the aggressor to a narrow
corridor or alley. That way you can guess where he's going to come from, and
anticipate by moving your crosshairs to that direction. If the enemy have the
advantage of being on a high ground, HE grenade him to death, or take cover in
someplace perpendicular to his location. He'll have a hard time aiming that
rifle
90
degrees down, of course, by then you'll see his animation before he see yours
and
you
can take the first shot(3D cards work by processing nearby objects in 3D, and
far
away objects in 2D, that way it could run efficiently. Problem is, you could
look
through corners at certain angles because 2D objects don't have depth to begin
with.)
There's nothing really hard in hitting your target, even if your moving
yourself.
If he's approaching you to take advantage of your weapon's weakness, don't use
the scope and wait his animation become big enough for you to hit, maybe at 10
to
15
meters. When he moves in closer than that, use your handgun.
Switching weapons enable you to move without feeling heavy with your Artic. You
could also remind yourself not to repeat your strafing pattern, and to include
crouching movements and even use a 3D dimensional enviroment to your advantage.
Sometimes people tend to forget the objects in 3D have depth, and using this tip
could help you frag people behind door and walls, above and below buildings, and
especially while on the move.
And there's one thing: adjust to a higher mouse sensitivity whenever you equip
yourself with the Artic. That helps alot in zeroing on a target 50 meters away
and on the move, since you need so little mouse movement to adjust your
crosshairs.

> Section 1.4: Cheat whilst you can. <
Having to cheat your way through this game is pretty easy, since as of this faq
version, CS is still in beta. Almost all the maps contain some sort of bug
which,
everyone CT or Terrorist, can take advantage.
For example, Terrorists have the distinct advantage in some maps where the
mission
forces the CS deep into its opponent's home court. The advantage lies in the
fact
that a) Terrorists can reload their armor, ammo and grenades if the battle is
taken
into their homecourt; b) Since CT have to move into a much smaller space,
snipers
have a disadvantage against strafers; and c) it's hard to coordinate a well-
planned,
tactical strike-- especially over the internet based games.
Cheating doesn't really have to be entering a bunch of codes to gain advantage,
it's
using every trick in book to gain some.
+==========================+----------------------------------------+
| Are you `Trigger Happy'? | |
+==========================+ |
| Most CS beginners tend to misuse the automatic weapons-- guns |
| which wait all the bullets in the magazine to be fired before |
| being reloaded then chambered. What they do is spray off bullets |
| at the opponent's direction and pray that they frag them first. |
| One observation-- once they pull trigger, they never let go, even |
| if they're firing at air. Most of time, it doesn't end that way. |
| |
| The lesson here is that accuracy is very important, make sure |
| that all the bullets you've fired counts. If both of you are |
| strafing and firing at each other at circles, take the necessary |
| action to put a stop at it. Most of my opponents online always |
| wonder why I always frag them first even if they're equipped with |
| a much powerful weapon(MP5-Navy vs Commando) even at long |
| distances. |
| |
| Don't waste your bullets firing at nothing, and someday you'll |
| thank yourself for breaking the habit. |
+----------------------+
Low on cash to actually buy an Artic? Buy a reliable handgun, load up on spare
ammo, armor and grenades. Then go on a kamikaze strike using the Flashbangs as a
diversion, then use the HE to chip away their health, then finish off with some
well
placed "head shots". This strategy works better with a team mate leading the
way,
since you could use the help on firepower. You might find some good guns
the "fallen ones" might have left behind.
Aside from scavenging for weapons, use the hostages as bait. Whether you're a
CT or
Terrorist, those hostages provide good cover on one on one firefights. Remember,
if
you kill an hostage, that's a whopping deduction to your cash count. But if you
can
make the enemy kill the hostage instead of you, you're good and he's pissed off.
Speaking of head shots, keep an automatic weapon at head level while firing
and
strafing at the same time. All the submachine guns are good for this purpose;
their
high rate of fire makes it sure you could place some hits at the head area.

> Section 1.5: It doesn't hurt to camp, just don't get caught napping <
One of the main lessons of camping is that you never camp alone. You may frag a
couple while in the process, but it's a slim assurance of the win if you're up
against a bundle.
What are the best weapons to take to your camping trip? Well, the Artic AWP
gets
the
most votes out there, especially if you consider yourself a natural dead-eye.
The
Benelli Super 90 seems a good choice, 'coz you'd likely to have wounded
opponents
w
wielding broken kevlar. Other sniping 'assault' rifles are okay; just stay clear
of
AWP opponents over really-long distances.
Get yourself a Desert Eagle, too. If you're camping on a budget, the Eagle is a
good
weapon to have around before you take on a shopping trip (that is, salvage
yourself a
good primary weapon like those mentioned above).
Another good camping trip, requires the perennial camper a good location. In
this
case lettme give out a few examples. In de_dust map, the CT deployment area is
one
such area. In de_aztec, it's the courtyard area fronting the wooden doors to the
left
and right, the dark corridor to the right, and of course the big all crate set
in
diagonal position. Both the CT and Terrorist deployment grounds here are bad
places
to camp into, since there's no place in there you could frag all your you
opponents
without compromising your position.
+-----------------------+
| When 'camping', HE grenades are a must. Full-armor kevlars are |
| good buys too. |
+-----------------------+
"What you see, what you hear, what you feel...
when you leave, Leave it here." - Silence Creed

: ARTICLE 2. Counter-Strike WEAPONS TRAINING
]-----------------------------------]
I've updated the early versions of this FAQ's section and combined the weapon
stats
and strategies. Since I expect this FAQ to grow in dimension pending the retail
release of Counter-Strike, It would be easier to add more weapons as they come.
And oh, you can obtain more detailed background info on the guns themselves
from
playing a VGUI(that vee-gooey) game.

: Section 2.1) Handguns -secondary weapon-
]-------------------------------------]
is one of your two standard issue weapons. Handguns are in a specific
weapons
class which deals large amounts of damage at close range. They are light
and
accurate up to 20 meters, and has very high priority at about 2 to 5 meters.
They
also carry small magazines, and it must be made a habit to reload them
before
and after encounters. Damage is reduced with increasing range, but accuracy is
very
high due the weapon's light and easy handling.

Secondary weapon: keyboard key "2"
Primary weapon : keyboard key "1"
Combat knife : keyboard key "3"
Grenade : keyboard key "4"

***Author's Note: Accuracy values based on author's maximum mouse sensitivity,
played
on a CS LAN game.***

:---------------------------------------------->[ f1.1-1 H&K .45 Tactical Pistol
]
Unit Price : $ 500
Ammo Price : ?
Caliber : .45 ACP
Shots&Max : 12&54
Reload Delay: 1-2 secs.
Handling : High
Weapon Class : rate of fire
Sp. Function : suppressor
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 8/10 6/10
50m : 6/10 4/10
100m : 4/10 1/10
Learning Curve: Beginner
Manufactured by: Heckler & Koch

Weapons analysis: Personally, the H&K .45 is my weapon of choice (for now) b'coz
I
suck at the Terrorist's handgun of choice-- the Glock18. While yes, the Glock18
does
have more bullets (that's 20 against the Tactical Pistol's 12 or against
anyhandgun
available in CS for that matter) there's some factors that made me swing in
favor
of
this handgun's side.
First is damage power per bullet per hit. The Tactical has superb punching
power
as
againt the Glock18, which has the selectable 'Burst Fire' mode to compensate for
that. But the Tactical Pistol does better with its choice of .45 bullets that
performs well-- without the silencer.

Weapon Strategy: This weapon's main advantage above the Glock18 is its ability
to
inflict more damage per bullet ratio. Aim the weapon along the lines of the
target's
shoulder blade. For long range sniping, the active crosshairs help in fragging
opponents, and suppress the urge to unload the clip in a heartbeat.
Use the weapon's suppressor whenever doing this, since the accuracy is a little
bit
better. Since handguns doesn't inflict that much damage over long distances,
hitting
the opponent is key rather than chipping them to death.
Against multiple opponents, unload your weapon on the nearest target, duck for
cover
to reload; then run away facing the nearest opponent while firing. Jumping
helps
too, but only against opponents with handguns.

Other notes: The H&K .45 seems to lose some of its punching power when equipped
with
the suppressor accessory. Why equip with the suppressor? Well, it makes the shot
more
accurate at distances. It also aids a little in getting those 'headshots,' which
is
exactly the point of all this handgun training.

:------------------------------------------>[ f1.1-2 Glock18 Select "Burst" Fire
]
Unit Price : $ 400
Ammo Price : ?
Caliber : 9mmx28
Shots&Max : 20&120
Reload Delay: 1 sec.
Handling : High(semi), Decent(burst)
Weapon Class : Rate of fire
Sp. Function : Burst Mode
Rate of fire : selectable automatic/semiautomatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 6/10
15m : 6/10 4/10
50m : 7/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufacured by: Glock

Weapons analysis: Burst mode means that the Glock18 fires three bullets at a
time.
This reduces the number of shots per clip to 7, as against to the H&K .45's 12
round
per clip. While the weapon's power doesn't comper much against the ferocity of
the
Desert Eagle, this weapon is effective when used by long-time players in the
early
games-- when everyone is probably without kevlar protection.

Weapon Strategy: I would tell handgun users to strafe a lot while firing, coz
its
their one main advantage against every other novice to "oh-you-jumped-in-
and-surprised-me" high caliber weapon. Burst Mode fires 3 shots is one trigger
pull, kinda like an automatic weapon. The feature makes up for the lack of
punching
power, and it rips up kevlar pretty good.
Remember that you are more likely to unload a clip faster than any other weapon
whenever the Glock18 is in "burst mode". Try this little tip: use the semi-
automatic
mode to initial hit your target, then switch to burst fire when you that
animation
indicating you just hit your opponent.
At semi-automatic mode, this weapon is less than a match against any other
handgun.
You can have clips that can run up to 20 per clip, 120 bullets total though, so
don't
be shy in firing away at this mode.

Other Notes: It's good to remind yourself to always the Glock18 while steady, it
seems really ineffective when used as a strafing weapon. It's really hard
especially
when you miss with all three bullets while in "Burst Mode" since the short puse
that
seems to follow is an invitation to trouble everytime.

:------------>[ f1.1-3 Desert Eagle
]
Unit Price : $ 650
Ammo Price : ?
Caliber : .5
Shots&Max : 7&48
Reload Delay: 2 secs.
Handling : Low
Weapon Class : Power
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 4/10
15m : 6/10 3/10
50m : 3/10 2/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufactured by: ?

Weapon Analysis: The Desert Eagle is a kick-ass handgun that has one glaring
flow:
it's 7 bullet per clip stat. Sure it can go through some wall, crates and
obstacles
to frag an opponent. That cool, considering that even the esteemed FN P90 can't
get
through a wooden door. This handgun is also more than a much against the MP5 at
extremely close range.

Weapon Strategy: Ah, the good ole Desert Eagle. Fire it at point blank, make
sure
to
aim wherever it hits.

Other notes: Always partner this handgun with the Artic AWP, if you're not a
dead
aim
with your primary weapon at extremely close range. Three direct hits from this
weapon
at point blank are enough to stop that pesky MP5er.

:---------------->[ f1.1-4 Sig P228
]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 9mm
Shots&Max : 13&54
Reload Delay: 1.5 secs.
Handling : High
Weapon Class : Distance
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Beginner
Manufacured by: Sig Industries

Weapon Analysis: I have found this handgun to be a very reliable weapon,
especially
during skirmishes still early in the game. The rate of fire is fairly decent,
and
is
a better alternative than your standard issue weapons. If you're thinking of
gaining
an early lead on scores, make this weapon a habit; if not the buying HE
grenades.

Weapon Strategy: The Desert Eagle suffers a bit in accuracy when firing at
opponents
at a distance. This weapon has better stopping power at long distance firefights
because it performs better while the moving sideways. This makes the opponent
easier
to hit while the you'll maintaining a safe pattern of movement that would keep
you
out of any incoming bullets.

:---------->[ f1.1-5 Double Beretta
]
Unit Price : $ 1000
Ammo Price : 50
Caliber : 9mm
Shots&Max : 30&120 (that's 15 rounds per gun)
Reload Delay: 2.5 secs.
Handling : High
Weapon Class : Style?
Sp. Function : N/A
Rate of fire : semi automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 10/10 10/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Advanced
Manufactured by: ?

Weapon analysis: A good weapon for all those John Woo fans who wanna do it like
Castor Troy (Nicholas Cage/John Travolta flick Face/Off). Not for those who has
this
habit of reloading often :). Anyways, this weapon bites(a lot) when aiming at a
foe
at about 15 meters, and improves as the target get closer. Damage per bullet hit
is
pretty sad at about 8-10 meters. But this weapon remains a sure deal if you want
to
frag in style.

Weapon Strategy: When equipped with this weapon, remind your self not to reload
only
if you clip is below 5 bullets of something. It's hard to underestimate this
weapon's
really long reload delay, and it's always fatal if you find yourself in the
middle of
a firefight while reloading the damn thing.
When firing your Double Beretta, keep it at bursts of 5 or less, to keep the
accuracy and the hits up. And just like it's 9mm handgun counterpart-- the
Glock18,
keep the crosshairs at your opponents shoulder area to rack up those head shots.

:----------->[ f1.1-6 FN Five-Seven
]
Unit Price : $ 750
Ammo Price : $ 50
Caliber : 5.7 x 28mm
Shots&Max : 20&?
Reload Delay: .80 secs.
Handling : Intermediate
Weapon Class : Style
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 8/10 7/10
50m : 6/10 5/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufactured by: Fabrique Nationale

Weapon Analysis: Not much could be said about the FN5-7 except that it's suppose
to
be an equalizer of sorts when up against the Desert Eagle, or the even the
Double
Beretta. It's feel while aiming at high mouse sensitivity gives it a much higher
priority than the CT standard issue-- the H&K .45 because it delivers slightly
higher
damage per bullet hit plus it has 20 ammo to boot.

Weapon Strategy:

: Section 2.2) Shotguns -primary weapon-
]---------------------------------------]
Are weapons made to provide maximum damage for close quarter combat involving
multiple targets. It has pellets for bullets, which scatter in varying
directions,
hitting anything in its path. This weapon is suitable for use in narrow
corridors
or
rooms, and against submachine wielding beginner type opponent-- it has the
fastest
reload time compared to all weapons, but has the magazine of a handgun. Like the
handgun, the shotgun's maximum damage will reduce at increasing distance. Use
this
weapon specifically for large crowds of opponents at extremely close range,
nothing
more.

:------[ f1.2-1 Benelli M3 Super 90
]
Unit Price : $ 1700
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&48
Reload Delay: 1/4 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 7/10
15m : 7/10 6/10
50m : 4/10 1/10
100m : ?/10 ?/10
Learning Curve: Advance
Manufactured by: Benelli

Weapon Analysis: The Super 90 shotgun packs a lot of punch per round of
ammunition
shot. Each shot fired takes a second to chamber in another ammo, and to some
newbies
who are used to automatic weapons dishing with high rate of fire this feature
could
be down right annoying. But wait, this shotgun require minimum skill in accuracy
when
firing at any range, since it's spread shot assures a hit as long as its used at
the
direction of the target. The shotgun's concussive damage is enough to frag
opponents
at 5 meters or less if they forgot their kevlar protection, and the spread shot
is
enough help for anyone who wants to aim at an opponents head and get away with
it.

Weapon Strategy: The Super 90 shotgun lacks priority when it comes to "strafe"
friendly objects like the MP5 or the Steyr AUG. One tip to follow when firing at
such
situation is to run and head for immediate cover, and wait out 'til he runs out
of
ammo. Submachine guns and other assault rifles tend to empty themselves in a
second
or two. Your Super 90 also has no chance against sniping opponents who are in
between
door openings and obstacles. This weapon is a must for maps with extremely
narrow
spaces, like the Vegas and the Resident Evil maps.

Other Notes: This weapon is an excellent trainer for the AWP. The Super 90
teaches
the value of every shot (since there is a nasty reload in between) and the
competence
of using the HUD crosshairs when firing. Take advantage of the Super 90's
ability
to
produce a delaying hit animation whenever it's ammo hits.

:-----------[ f1.2-2 Benelli XM1014
]
Unit Price : $ 3000
Ammo Price : ?
Caliber : 12 gauge
Shots&Max : 7&32
Reload Delay: 1/2 second
Handling : Decent
Weapon Class : Spread Damage
Sp. Function : N/A
Rate of fire : semi-automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 7/10
15m : 7/10 4/10
50m : ?/10 1/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manfactured by: Benelli


: Section 2.3) Submachine Guns -primary weapon-
]-------------------------------]
Provide maximum rate of fire without the low priority handling of machine
guns
and automatic rifles. They are good middle-ground choices as weapons, provide
decent
damage at medium range, and does little to hamper player movement. They are
designed to rip apart kevlar, but their weak punching power does not pierce
through
concrete, doors, even galvanized roofing(unlike rifles).

:-------------[ f1.3-1 H&K MP5-Navy
]
Unit Price : $ 1500
Ammo Price : $ 20
Caliber : 9mm
Shots&Max : 30&120
Reload Delay: 1.15 secs.
Handling : High
Weapon Class : rate of fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 10/10
15m : 7/10 9/10
50m : 5/10 5/10
100m : 1/10 ?/10
Learning Curve: Intermediate
Manufactured by: Heckler & Koch

Weapon Analysis: The MP5 is the most recognizable short arms weapon in the
modern
world today. With hundreds of variations and appearance in international
released
films, it's obvious why the MP5 has remained both Ct and Terro favorite. First
is
the
fact that the MP5 can deliver results in almost any possible scenario where
quick
aim
is important and strafing is a must. The MP5 also delivers excellent accuracy at
almost all distances. The rate of fire is better, making it an excellent spray
weapon
of choice that can guarantee head shots whenever, where ever.

Weapon Strategy: Try to take advantage of the MP5's mobility by including skills
like
firing while jumping; firing while executing random strafing patterns; point
blank
firefights won by suddenly crouching and long range sniping while firing at
burst
mode. Take care not to take out against long range opponents carrying the AUG or
the
Commando, or engage opponents in close quarters equipped with the AK or the
Carbine.
Remember kids, open areas and strafing are your pals against this baddies.

:------------------------------------------------[ f1.3-2 Steyr Tactical Machine
]
Unit Price : $ 1250
Ammo Price : 20
Caliber :
Shots&Max : 30&120
Reload Delay: 1.5 secs.
Handling : Decent
Weapon Class : rate of fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 9/10 8/10
50m : 7/10 6/10
100m : 6/10 4/10
Learning Curve: Intermediate
Manufactured by: Steyr Industries

Weapon Analysis:

Weapon Strategy:

:-------------------[ f1.3-3 FN P90
]
Unit Price : $ 2450
Ammo Price : $ 50
Bullet Size : 28mm
Type : 5.7
Shots&Max : 50&100
Reload Delay: 2.25 secs.
Handling : Fair
Weapon Class : Rate of Fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 8/10
15m : 8/10 7/10
50m : 7/10 3/10
100m : ?/10 ?/10
Learning Curve: Intermediate
Manufactured by: Fabrique Nationale

Weapons Analysis: When I first started playing CS, this is the first gun I'd
regularly go out and buy. It has plenty of ammo, have a really insane power and
rate
of fire similar to a machine gun and aims well while strafing. This weapon has
one
problem though, its shaky recoil.
The FN P90's design makes it obvious that it tries to solve that problem by
placing
the second handle perpendicular to its nozzle. That way, it's supposed to stop
shaking, enough for you to get a decent shot. But by the time you have, you're
so low in ammo you have to duck behind cover and reload.
FN P90 have distinct advantage against players using assault rifles upclose,
especially the Commando and AK-47 rifles. While the FN P90 lacks the power of
longer guns, it has more ammo in its magazine(50/Reload) against the 30 or so
bullets
that the rifles have. And since rifles are designed to be fire at a stationary
position, this submachine gun can out flank rifles anytime.

Weapon Strategy: When the FN P90 is an exceptional melee weapon of sorts the is
effective against up to two opponent at a time.

:------------[ f1.3-4 Ingram MAC-10
]
Unit Price : $ 1400
Ammo Price : $ 50
Caliber : .45 caliber
Shots&Max : 30&90
Reload Delay: 1.25 secs.
Handling : Decent
Weapon Class : Rate of Fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 8/10
15m : 8/10 9/10
50m : 7/10 4/10
100m : ?/10 1/10
Learning Curve: Advanced
Manufactured by:

Weapon Analysis: The MAC-10 is a pretty decent weapon similar in design with the
FN
P90. It's magazine loading with .45 caliber rating-- which means it has the
punching
power of the H&K pistol. It does have this nasty recoil effect which makes it an
underdog against my all time fave, the H&K Navy submachine gun. In fact, the
sharks
in my place have a hard time adjusting to the weapon, but maybe it's all
psychological or something.
Overall, it's a fairly decent and inexpensive weapon which deals a little
better
damage than the Steyr Tactical but still isn't at par with the FN P90 in terms
of
all-around punching power.

Weapon Strategy: As the constant MP5 user, I'm almost always victimized by the
Ingram's better damage at point blank. One thing to remember about this weapon
is
never attempt to use this to spray against multiple enemies, because this gun
doesn't
perform much when rate of fire is concerned. This means if you fired the weapon
from
left to right automatically, the gaps between the bullet holes with be
substantially
wide. Better stick to burst of 3 or more ammo, and to your target's upper body
extremities.

:----------------[ f1.3-5 H&K UMP45
]
Unit Price : $ 1400
Ammo Price : $ 50
Caliber : .45 caliber
Shots&Max : 25&90
Reload Delay: at about 1.25 secs.
Handling : Decent
Weapon Class : Rate of Fire
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 8/10
15m : 8/10 9/10
50m : 7/10 4/10
100m : ?/10 1/10
Learning Curve: Advanced
Manufactured by: Heckler & Koch

Weapon Analysis:
Weapon Strategy:
+==================================================================+
| If you're running for cover from a much more aggrressive |
| opponent, NEVER run with your backs turned towards the enemy. I |
| find that move very idiotic, since you could do more in |
| protecting yourself by switching weapons, and out strafing the |
| opponent until you frag him. |
+==================================================================+

: Section 2.4) Rifles -primary weapon-
]---------------------------------------]
Are the safest choice when equipping for the long battle ahead. They are
designed
for
far away targets as well as piercing through walls and doors(in an attempt to
hit
someone behind those structures).

: 2.4a) Assault Rifles
]------------]
Assault rifles have automatic fire, heavy handling, and the reload time of a
slowpoke. Attempting to strafe while handling this baby is an attempt at vanity,
so
remember to switch to your knife whenever you're reloading and heading for
cover.

:--------------------[ f1.4-1 AK-47
]
Unit Price : $ 2500
Ammo Price : ?
Caliber : 7.62
Shots&Max : 30&90
Reload Delay: 2 secs
Handling : Fair
Weapon Class : Assault Rifle
Sp. Function : N/A
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 10/10 6/10
50m : 8/10 6/10
100m : 7/10 4/10
Learning Curve: Advanced
Manufactured by: ?

Weapon Analysis: This piece of metal is pretty good. Lots of firepower up front
and
is more stabilized than the FN P90. It's quite surprising that it's pretty light
and
handy in those heavy firefights like duck and cover situations.
The reload time is pretty nasty though, as well as the fact it doesn't carry a
sniper scope, unlike the other guns available in its class.
***Author's Ranting: The AK 47 supposed to be fired from the shoulder, but the
weapon's "equipped" animation (on CS v. 1.0) shows it being fired from the ways.
My
theory: that contributes to the weapon's ability to be inaccurate against
far-away
targets***

Weapon Strategy:

:--------[ f1.4-2 Colt M4A1 Carbine
]
Unit Price : $ 3100
Ammo Price : ?
Caliber : 5.56
Shots&Max : 30&90
Reload Delay: 1.75 secs.
Handling : Decent
Weapon Class : Heavy Assault Rifle
Sp. Function : supressor
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 9/10
15m : 9/10 7/10
50m : 7/10 7/10
100m : 6/10 5/10
Learning Curve: Beginner
Manufactured by: Colt

Weapon Analysis:

:------[ f1.4-3 Sig SG-550 Commando
]
Unit Price : $ 4200
Ammo Price : ?
Caliber : armor piercing
Shots&Max : 30&90
Reload Delay: 1.50 secs.
Handling : Decent
Weapon Class : Heavy Assault Rifle
Sp. Function : 2x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 9/10
15m : 10/10 7/10
50m : 9/10 6/10
100m : 6/10 2/10
Learning Curve: Intermediate
Manufactured by: Sig Industries

Weapon Analysis: This sleek and black weapon is everything you can imagine about
standard military hardware. It can pierce into almost anything, has fast rate of
fire, and the kevlar shredding power of the good `ol machine gun. Don't run into
any
one-on-ones with Artic though, 9 out of ten says you're going down.

Weapon Strategy: This heavy assault weapon stands a very slim chance when used
against the Artic AWP. Take care to disregard using the sniper's scope when
necessary... this reduce your strafing speed to a minimum-- easy targets for the
opposing Artic sniper. The MP5 also out prioritizes this weapon in close quarter
combat, since this weapon isn't probably designed for that use. With that in
mind,
choose targets that are easy to head shot, backs away from ya and who are in
open
spaces.

:----------------[ f1.4-4 Steyr AUG
]
Unit Price : $ ?
Ammo Price : ?
Bullet Size : ?
Type : armor piercing
Shots&Max : 30&90
Reload Delay: 1.80 secs
Handling : High
Weapon Class : Heavy Assault Rifle
Sp. Function : 2x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 9/10 8/10
15m : 9/10 8/10
50m : 7/10 7/10
100m : 7/10 4/10
Learning Curve: Intermediate
Manufactured by: Steyr

Weapon Analysis: This Beta 6.0 addition is a fine rifle that can be used for
duck
and cover situations. Just like the AK-47 it performs extremely well in duck and
cover situations. It does have a sniper scope though, and that's enough for me
to
like this rifle. A little tip: try firing at regular intervals on sniper scope
mode.
Pretty handy for sniping submachine equipped opponents unseen.

Weapon Strategy: Unlike the Commando assault rifle, the AUG has very high
priority
against upclose targets. Keep

: 2.4b) Sniper Rifles
]-------------]
This type of weapons serve one purpose only, take in a kill point with as little
ammo
as possible. This feature is evident in the Artic(One-shot dead) and the Steyr
Scout(Two-shots dead) rifles. But like all sniper rifles, they suffer from
"tunnel
vision syndrome" (can't see at close proximity and at very narrow angles) at 4x
scope
mode.
Sometimes you zoom in at the wrong time, at the wrong target, some opponent
would
come out from nowhere with knife in hand getting ready to stick it in you while
you're still obviously occupied. Or, a submahine gun opponent comes in close
strafing
for his life, firing and chipping away some health points from you. If you're
not
good enough to back up, switch weapons or something, say good bye to your
precious,
expensive rifle.

:--------------[ f1.4-5 Steyr Scout
]
Unit Price : $ 2700
Ammo Price : ?
Bullet Size : .385
Type : armor piercing
Shots&Max : 10&60
Reload Delay: 0.75secs
Handling : Decent
Weapon Class : Light Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 8/10 7/10
15m : 9/10 8/10
50m : 10/10 8/10
100m : 10/10 9/10
Learning Curve: Advanced
Manufactured by: Steyr

Weapon Analysis:
Weapon Strategy:

:-----------------------------------------------[ f1.4-6 AI Artic Warfare Magnum
]
Unit Price : $ 4750
Ammo Price : ?
Caliber : .338 Lapua Magnum
Shots&Max : 10&30
Reload Delay: 2.5 - 3secs.
Handling : Low
Weapon Class : Heavy Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : manual
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 4/10
15m : 10/10 7/10
50m : 9/10 9/10
100m : 9/10 10/10
Learning Curve: Super Advance
Manufactured by: Accuracy International

Weapon Analysis:

:-------[ f1.4-7 H&K G3/SG-1 Sniper
]
Unit Price : $ 5000
Ammo Price : ?
Bullet Size : 51mm
Type : 7.62
Shots&Max : 30&90
Reload Delay: 1.5 - 2secs.
Handling : Fair
Weapon Class : Automatic Sniper Rifle
Sp. Function : 2x & 4x scope
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 8/10
15m : 9/10 9/10
50m : 8/10 6/10
100m : 7/10 5/10

Weapon Analysis: I find the H&K Sniper a strange weapon. It provides the easy
handling of the Carbine and the Steyr Scout, and the sniper scope capabilities
of
a
manual load rifle.
Extremely accurate while standing, I think it's a little less powerful than the
Commando. If you can live without the 4x sniper scope, I recommend you pick the
Commando or the Carbine. If you want the high frag scores, master the Artic.

Weapon Strategy: Perfect camping weapon when buddied with the AWP. What makes
this
weapon sucks: don't strafe/spray with it, never use this in close skirmishes,
and
always aim for the head. This baby's rate of fire is slow, like 1 round every
quarter
of a second. It's punching power is not as half as bad, just don't aim for the
kevlar. The slow rate of fire means the lack of 'hit animation'; that slight
pause
opponents are into whenever they are hit by the Commando, Carbine and AUG
rifles.

***Yeah I know, I still lack one sniper rifle... watch for it next time***

: Section 2.5) Machine Gun
]--------]

:--------[ f1.5-1 FN M249 PARA 5750
]
Unit Price : $ 5750
Caliber : ?
Shots&Max : 100&200
Reload Delay: 1.75 - 2.5secs.
Handling : Low
Weapon Class : Machinegun
Sp. Function : N/A
Rate of fire : Automatic
Accuracy(while standing): Accuracy(while strafing):
5meters: 10/10 6/10
15m : 9/10 4/10
50m : 7/10 3/10
100m : 3/10 1/10

Weapon Analysis:

Weapon Strategy:

: Section 2.6) Combat Knife
]--------
]
Weapon select 3
Standard issue weapon
Weapon Analysis: Using the knife is fairly simple, just get as close as you can
to
your opponent, then rapidly press the fire button, which in my case, MOUSE1.
Remember
to strafe while striking though, your target may have some cover fire lurking
around.
Make this weapon a habit whenever you find yourself rushing out of enemy fire in
order to reload.

: Section 2.7) Grenades
]-----------]

Weapon select 4
Grenades have plenty of uses. The perfect crowd control weapon, the best weapon
against opponents staging an ambush in dark, hard to hit areas and the number
reason
why the CT teams are afraid to storm in and blast every Terrorist faction to
oblivion. Every person detailed to go guard the exits should be equipped with
one,
and should be trained in throwing, timing and other related skills to use this
weapon
with efficiency.

:----------------------------------------[ f1.8-3 Concussion "Flashbang" Grenade
]
Price: $ 250
Max effective range: 6-8 meters

Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for
any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then
exit.
Snipers positioned far from the field of explosion are not affected by the blast
at
all. As the name implies, it "whites out" the screens of every body looking at
its
direction, good up to 5 meters.

:--------------------------------------------[ f1.8-4 HE(High Explosive) Grenade
]
Price: $ 300
Max effective range: 5-6 meters

Weapon Analysis: The Flashbang grenade provide excellent crowd control cover for
any
purpose. Aside from depriving the opponent a visual field to work with, it is an
effective diversionary tool to provide ample cover for entrance, blitz, then
exit.
Snipers positioned far from the field of explosion are not affected by the blast
at
all.

:--------------------------------------------[ f1.8-5 SG(Smoke and Gas) Grenade
]
Price: $ 450
Max effective range: inf.

Weapon Analysis: Now here's the equipment I've been literally dying to get my
hands
into. The Smoke Grenade is the perfect equalizer for Artic Snipers or any kind
of
snipers for that matter. It fogs the target's field of vision long enough for a
decent escape or tactical strike. In fact, if used properly, all of us MP5 would
have
a field day in the frag charts.

: Section 2.8) Equipment
]----------]

:--------------[ f1.8-1 Kevlar vest
]
Price: $ 800
+ 100 upper body armor

Weapon Analysis: The Kevlar vest provides decent upper torso protection against
all
weapons fire, but not against the Artic Rifle. If attempting close range combat
against a sniper though, it is advisable to at least wear one.
+==================================================================+
| Using the flashlight actually makes it harder for anyone who |
| is using a sniper scope to get a hit, both on LAN & 'Net games. |
| |
| Those additional light sources actually brings down ping |
| times, I don't know whether broadband multiplay games suffer |
| from the same thing. On our place's LAN, there where cases when |
| the mouse is harder to control, it's like the crosshairs are |
| jumping from one point to another, rather than sliding. |
+==================================================================+
:-----[ f1.8-2 Kevlar vest + Helmet
]
Price: $ 1000
+ 100 body & head armor

Weapon Analysis: The Kevlar vest provides decent upper torso protection against
all
weapons fire, but not against the Artic Rifle. If your an Artic sniper looking
for
long range duels with another of your kind, don't wear one. If attempting close
range
combat against a sniper though, it is advisable to at least wear one.
+=============================+--------------------------------------+
| How does Kevlar Armor work? | |
+=============================+ |
| It's funny how a piece of cloth could provide some protection |
| against a piece of metal propelled many times the speed of sound. |
| Yes, that's exactly what kevlar does, it resists the penetration |
| of bullets. Exactly how, you might ask? |
| |
| The principle behind it is fairly simple, stop the bullet by |
| absorbing the energy that makes the bullet move in the first |
| place. It's strength is behind its design, it stretches like a |
| trampolin mat with someone jumping on top of it. Instead of |
| actually stopping the bullet like a brick wall, it absorbs the |
| kinetic energy of a speeding bullet. No energy, no motion. |
| |
| That's why it still chips away health points when it hits you. |
| Even though the kevlar stops the bullets from punching a hole into |
| your body, it won't stop a rain of lead from beating the crap out |
| of you. In real life, you could get bruises and even break a rib |
| from getting hit with too many bullets at the same time. |
| |
| Shotguns are "one-shot" killers at 2m or less. Note that your |
| the integrity of your kevlar remains intact. You don't die b'coz |
| of bullet wounds, but the shotgun pellets inflict severe |
| concussion and internal damage. |
| |
| Damaged kevlar does more harm than good. Since kevlar armor |
| consists of a layer of material which leaves the bullet in the |
| vest, the overall strength of the armor is reduced. Since kevlar, |
| is only 4% elastic(it stretches up to 4/100 its size before |
| breaking) damage will cause that number to fall, meaning it would |
| lose its `trampolin' effect on bullets before being of any use. |
| |
| Armed authorities wearing kevlar usually removes them after |
| being damaged, even though it only got one bullet shot in it. You |
| should refill your armor too every respawn, as long as it's |
| damaged. |
+-----------------------+

:--------------------------------------[ f1.8-6 Defuse Kit(CT Team Members only)
]
Price: $ 500
Use Equipment Hotkey
Weapon Analysis: Defuse planted C4 bomb in security area. If successful, the CT
team wins. A must for all CT members playing "protect the base from C4 attacks"
maps like cs_dedust.

:----[ f1.8-6 Night Vision Glasses
]
Price: $ 1200
Default hotkey "N"
Weapon Analysis: All-green vision for low visibility scenarios. What's next...
thermal signiture glasses?

:---------------------------------------: Article 3. ADVANCE SCENARIO STRATEGIES
]

:------------------------------: Section 3.a) The Assault Map(cs_assault)
Trainer ]

What should I know about the Assault Map, whether I'm a Terrorist or a CT?
Secure all exits first, and report in all attempts to get out or in, whether
its an
opponent or not. Dark, shadowy areas are good places to set up ambushes and
sniper
placements. If you're strapped for cash, this map is a perfect for gun vultures
who
would rather wait out for the fallen to leave their guns behind.:)
If your team is successful, the cash equivalent of the hostages would be added
to
every team member's account. Kill the hostages, you get $ 1000 bucks off your
cash.

Why play in the assault map?
Gameplay is fast and furious in this map, and expect all skirmishes to end
withing
4-3 minutes, with each team having a maximum of ten members each. It's also a
good
map to train all possible skills-- sniping, strafing, movement under heavy enemy
fire, proper use of grenades, and terrain strategies.

:-------------------------------------------: a.1) Counter-Terrorists Deployment
]
Deployment Area: Just outside enemy HQ, near counter-strike surveillance van.
Your Objective : Rescue three scientists deep within enemy headquarters or
eliminate all your opponents with extreme prejudice within the given time.

:-----------------------------------------------: a.2) --> Terrorists Deployment
]
Deployment Area: Inside an empty, dilapidated warehouse
Your Objective : Prevent your opponents from rescuing the hostage inside your
security room.

:----------------------------------------------: a.3) Mission Map 1: CT
Deployment ]

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W <== 9
WWWhWWWWWWWWWWWWWWWWWWWWW WWW
WWW WW~~~~~~~~~~~~~~~~~~W WWW <== 8
ss ## WWW
ss >>>>>HHHHHHHHHHHHHHHHHHHHHssss <== 7
ss >>>>>HHHHHHHHHHHHHHHHHHHHHssss Symbol Legend:
Wh |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ <== 6 W : A wall
Wh +-------------------sssshW >, ^ : Angled Elevation
sh HH ----h<======== 5 H : Roof, High Area
Wh hhhshhh HH HH h s : Dark Area, Low Visibility
Wh hWWWWWh HH h<======== 4
Wh hWWWWWh LHHD----DHW L : Ladder
Wh hhhhhhh HHHHHHHHHW<======== 3 # : Obstacle, crates
Wh HHHHHHHHvW v : Air Vent exit
sh # HHHHHHHHHW<======== 2 D : Main Exit, Normally Open
Wh * HHHHHHH HHHHHHHHdW d : Back Exit, Single Bias
Wh LHHHHHHH L -W<======== 1 * : CT Van
WWWWWWWWWWWWWWWWW W - : Door/Fence
: WWWWWWWWWWWWWWWWWWW......... h : not so high wall
e . d . c . b . a . Coords
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~+ 0/0

(a.3-1) Warehouse--> Terrorist HQ (Perimeter: a/1, b/1, a/4, b/4)
The warehouse was designed to provide the Terrorists as much advantage as they
can
get. Early in the game, a complete counter-terrorist unit can gain early
advantage by
manning the surveillance van; eliminating members of the opponent one by one;
and
by
utilizing quick, successive and well planned strike which would chip away the
scattered terrorist defence.

Main Exit : Half opened garage door fronting elevated bridge, a closed,
darkened bridge underpass with a half-opened fence gate. It
has a two-level cargo container vans on top of each other
located at the corner of its perimeter with a ladder leading
up to the roof. Provides sufficient cover from sniper fire
from the bridge. Symbol: D----D

Vent Exit : a multi-level vent exit only a crouching person could enter.
it leads to a elevated platform inside the building. Once
inside, there is a second air vent right in the middle and
above the passage leading to a steel grating just above the
security area. Symbol: v

Backdoor : a one-way kitchen door that opens with an annoying sound
effect which telegraphs the location of the activity. When
entering, it is advisable to have some cover fire to drown
the noise, and a solid gameplan to strike fast then get the
hell out of there. It's exit leads into a small two-man
alley. Symbol: d
-

Ladder : Two ladder leading to the main gate via the red cargo
containers, and one just in beside the back exit. Symbol: L

Others : the warehouse has a two-level roof, with slanted elevations
along its perimeter. Sniper positions here have the
advantage of cover against bridge positioned snipers.

(a.3-2) Office building--> Perimeter (d/0, d/1)
This building is strategically located to provide cover fire to four
directions:
the
warehouse rooftop, the bridge, the back exits and the main exits of the
warehouse.

CT Van : Use your "Use Equipment" key to toggle the surveillance
screens inside the van. You must lead the the rescued
scientists here to win the game. It also provides cover from
enemy fire from the bridge exit and warehouse rooftop.
Symbol: *

Crates : Two blue colored crates arranged to provide cover from
incoming enemy fire from the back and main exits direction.
Symbol: #

Ladder : Exit leading up to the office building roof and down to the
CT van. Symbol: L

(a.3-3) Bridge--> Area (a/7, b/7, c/7, d/7)
The bridge has a angled ramp exit going into behind a building fronting the
warehouse main exit. Perfect view of the of the office building rooftop, a view
of
part of the warehouse rooftop and back exit alleys. Not much cover from enemy
fire
here, except from behind the administration building(Area d/3, d/4) and the dark
area
at the end of the bridge(area 0/6).

(a.3-4) Administration Building--> Area (d/3, d/4)
That building behind the blue cargo container box where most counter-
terrorists
are
deployed. It provides suitable cover from enemies exiting from the back exit,
the
roof top, and the bridge. It has an elevated perimeter which is inaccessible
from
the
ground level, but provides a way out if you ever find yourself stuck on top of
the
blue cargo box. (Which by the way is possible by jumping off the two level red
cargo
containers after climbing the ladder beside it.)
The tip here is not to jump from the blue box, just run towards the direction
of
the
administration building. Jumping will chip away at both your health and armor
numbers.

a.3-5) Blue cargo container--> Area (c/4)
The blue cargo container which lies parallel the red one and creates a small
corridor leading into the warehouse main entrance. It hides the people coming
from
and into the main exit, and is the perfect stage for ambush attacks by anyone.

a.3-6) Red cargo container--> Area (b/4)
One of the two ways going up the warehouse roof. It's a double decker cargo
containers on top of each other with a ladder going up to the roof. It is placed
exactly at the corner of the warehouse's outer perimeter, and provides good
postition
for ambush or get away.

WWWWWWWWWWWWWWWWWWWWWWWWWWWWWWWW
W
WWWhWWWWWWWWWWWWWWWWWWWWW WWW
WWW WW~~~~~~~~~~~~~~~~~~W WWW
ss WW W WWW Mission Map 1: Tactical Positions
ss hhhhhHHHHHHHHHHHHHHHHHHHHHssss
7s hhhhhHHHHHHHHHHHHHHHHH6HHHssss
Wh |~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Wh +-------------------ss5shW ~the numbers note possible
8h 10 14 ----h locations of players taking the
Wh hhhshhh HH HH 4 offensive.~
Wh hWWWWWh 13 3 h
Wh11 hWWWWWh LHHD----DHW
Wh hhhhhhh HHHHHHHHHW
Wh HHHHHH2HvW
9h # HHHHHHHHHW
Wh * HHHHHHH HHHHHHHHdW
Wh LHHH1HHH L -W
WWWWWWWWWWWWWWWWW 12 W
WWWWWWWWWWWWWWWWWWW

a.4) Outdoors: Counter-Terrorist Map Strategy
1.) Securing this area as a possible sniper lookout is an advantage. It
provides
visual cover for all three warehouse exits, as well as an elevated field of
vision
which is difficult to match. Unlike the warehouse rooftop & bridge however, this
area
is vulnerable to repeated HE grenade attacks from below, doesn't have offer
enough
room to strafe, and cover from enemy fire in order to reload.

2.) The vent entrance is a popular option when penetrating the enemy
stronghold.
It
has alot of disadvantages though: a) people in the vent can only exit out of it
one
at a time, the rest inside are sitting ducks and the one out of it is in for an
ambush; b) people can just HE grenade the vent and kill everyone inside; c)
rifle
ammo can rip through the vent from inside the warehouse and kill the anyone in
the
vent.

3.) When going inside via the main gate, stick to the sides of the elevated
platform
inside, each spotting snipers from above, the sides and especially in front of
you.

4.) A strategic rifleman position for those who are spraying bullets through
the
warehouse walls. This also provides a good position to stage an ambush against
all
opponents attempting to exit the warehouse via the big garage gate.

5.) This dark space just below the bridge is perfect place for snipers who are
taking out opponents inside the warehouse. Don't stay in this place too long,
it's
exposed to enemy fire from above-- the red cargo boxes and the warehouse rooftop
itself. You'll also find out that terrorist grenades from inside the warehouse
can
chip away your health in this position.

6.) The bridge position is important in so many ways. It's a good position to
take
out snipers and opponents from the back exit alley, the warehouse rooftop, and
the
office building rooftop. It also provides more than enough space to strafe in,
unlike
the office building which is vulnerable to he grenade attacks from below, with
no
other alternative exits but the ladder and jumping off.

7.) The darkest area in the whole map, perfect for H&K Sniper users or Carbine
riflemen who thinks they can shoot it out against an Artic on top the warehouse
roof.
Just watchout for the guys coming out the back exit.

8-9.) Two dark areas with similar conditions like the one near the foot of the
bridge. The one fronting the blue box can easily toss HE grenades to chip away
at
opponents exiting the warehouse. The one at the backdoor can provide some wide
angle
cover fire at the roof area.

10.) Either stage an ambush behind the blue box or the little dark area at the
side
of the administration building. Or...

11.) Wait it out for some of your team mates to die and go get their guns,
or...

12.) Use any rifle to spray some bullets at the warehouse's back wall, hoping
some
would actually hit your opponents inside. Or...

13.) Get on top the red cargo box, hold your position for an ambush, or stage
the
ambush at the bottom of the ladder for all upcoming oponents. You're exposed to
opponents' grenades at this position though. Or...

14.) Jump off to the blue box and hold your ambush position there. Effective
for
overstaying idiots who are at the end of the bridge. You could spot snipe the
back
alley and the warehouse rooftop too.
+===========================================================+------+
| Things to remember when attempting to penetrate enemy hq: | |
+===========================================================+ |
| 1) Use HQ grenades to clear the entry points: whether it's the |
| garage door, the vent, or the back exit. There's nothing more |
| frustrating than ending up in a middle of an ambush. If you |
| feel like doing a kamikaze, carry an HE, enter via the back |
| door under the cover of rifle fire, throw them while inside, |
| then switch to your knife while you scamper away towards the |
| garage door. |
| |
| 2) Once in a while, the CT must attempt to enter through the |
| front gate... guns blazing. Since the Terrorist would be |
| scattered monitoring exits, they'd be running around confused |
| when you and your team suddenly all burst into the front gate,|
| taking the Terrorist team one by one. There's nothing |
| frustrating than a good, well-planned guard duty gone to |
| waste. |
| |
| 3) Always proceed inside under the cover of weapons firing, a |
| diversion, or with the attitude of taking as much opponent as |
| you can before they got to you. Not much good on your scores, |
| but helps alot teamwork wise. |
+---------------------+
a.5) Outdoors: Terrorists Map Strategy
1.) Since Terrorist deployment is so much nearer to the warehouse's three
exits,
move to secure this exits or, armed with an Artic, go outside and take a shot or
two
at a CT before hurrying back inside.

2.) It would be possible that there would be a few of CTs heading for each
exit.
Use
HE and Flashbang grenades at your discretion.

3.) The warehouse rooftop is an important place to secure. If you're deployment
is
at the 2nd Floor, near the airvent entrance, grab a buddy and head out to the
rooftop. At the warehouse rooftop, secure the following positions:
a.) Office Building rooftop above the CT van.
b.) Dark areas near the CT van, at the foot of the bridge, and the area
of the administration building.
c.) The bridge
d.) Back door alley
The important thing is that you have a buddy or two to serve as your "guards"
when
some CT attempts to climb on to your location using the red box ladder or the
back
alley ladder. The Office building location is the next important location to
secure,
since it's the most useful spot for the CTs and the hardest fire upon from
below.

4.) Use the red and blue cargo boxes as a useful cover when you're attempting
a
grenade throwing spree against CTs still in the deployment area. The blue and
red
cargo boxes forces people entering and exiting via the main to "line-up",
perfect
for
automatic rifle fire.

5.) If you're about to frag some sniper stuck in the bridge, switch to your
knife,
arm yourself with an HE, then move in for your kill. If you really care to time
your
weapon firing in between the sniper's reload, you'll win.

6.) Be careful whenever you're near the CT deployment area. There's alot of
shadows
in there, and their camo match their enviroment to a tee. You could reload your
ammo
in two areas outside: near the red box at the warehouse's corner and the other
near
the the back exit corner.

7.) Use the dark area below the bridge to stage an ambush. The half-opened
fence
serves as a cover for nasty CTs attempting to sniper their way from outside the
front
gate.

a.6) Mission Map 2: Terrosist Team HQ

Ground Floor:
+----D-----D-------+ Legend:
| | | B | D-----D : Half-opened garage door
| HH| |P B |____._____ Main exit, Front gate
| HH| | P | HHHH, HH : Cargo container
| | | ssss| HH
| | | |P +ssss| P : pillar supporting second
|____| |_______| |ssss| _ second floor structure
|ssss| |sssssss|P |ssss| s , s : angled surface leading to
|ssss| |sssssss| |ssss| - elevated platform.
| | | B |P +----| B : boxes, crates
|L | | | .____| L : Ladder
|B | HHHH| |P | | : walls
|B___|____d|_______|____| . , + : corners
d : swing door, back exit,
backdoor
2nd Floor:
=, [] : one person air vent,
crouching position, steel
+----D-----D+--^^-------+ # : airvent exit from the
| +---------+ ## | outside, rooftop
| |HH +--[]--+ |_____ ## : steel grating exit
| |HH [] | | | inside security area
| | [] | |ssss| | } : metal platform w/handrail
| | [] | |ssss| fronting the other 2nd flr
| | #====L===L |ssss| with crouching hole into
| | | |ssss| security area; and ladder
| | | |ssss| near back exit
| } B | +----| ^^ : Sliding door, security
|L ________|____.____| area
|B HHHH | hhh : (3)Three Hostages
|B________d_____________|


Updated Hostage Room for cs_assault release version Beta 6.1:

+---------------+
| h| Legend:
| h| + : corners
| +-----------+ |, - : walls
| h| h : hostages
| h| ^^|^^: sliding doors
+---^^|^^-------+

(a.6-a) Main Gate
1st floor: Half opened garage gate leads into a road up to the back of the
warehouse. It ends with a blue cargo box on top of a red cargo box.

(a.6-b) Multi-level 1st floor
The area at the back of the warehouse is actually lower than the floor
surrounding
the front entrance. There is an angled elevation connecting the two somewhere in
the
middle. If you're standing right in the middle of the road leading to the front
gate,
you'll be seeing a red cargo box, and a bunch of glass on your left. While on
your
right is a box of crates, and an entrance with a red light leading up to the
second
floor.

(a.6-c) Red cargo box
The red cargo box covers the back exit from view, as well as the first thing
somebody would see up front when entering the garage gate. It is placed near
the
warehouse corner, but there is enough space for a person to move along its sides
fronting the warehouse wall. It has an elevated view of the garage gate.

(a.6-d) The "redlight" corridor
This is the floor below the concrete 2nd floor accesible via the angled ramp
near
the two crates up front. Not much here, but it provides some cover for those
times
when you need to reload your weapon's ammo.

(a.6-e) Security area
The small room that serves as a junction of the steel and concrete platforms.
It
has a sliding automatic door which also serves as an entrance to the room where
the
hostages are. Beside the sliding door, there are three panels that serve as
surveillance cameras located outside the warehouse, very similar to what the CTs
have
in their van. If you actually explode an HE here, you could injure some of the
hostages.

(a.6-f) Air vent
Hollow steel tunnel that can be used as CT entrance. It has two levels: with
the
second vent running from above and middle of the first one. The main vent exits
to
the concrete platform in the 2nd floor. The second one runs into a metal grating
that
can be destroyed by any weapon, and exits through the security area ceiling.

(a.6-g) Concrete Second floor
Provides excellent guard position for the air vent and the front gate. It has
access from the 1st floor via ramp at the end, and the small hole leading to the
steel platform. If you try to right strafe at the end of the 2ns floor, with the
ramp
just at your left, you can float up until you reach the front of blue cargo box
on
top of the red box.

(a.6-h) Steel Second floor
The steel second floor is located parallel to the second floor, and can be
accessed
through a ladder at the back of the warehouse near the red cargo box and
the "duck"
or crouch hole which leads to the security area. It is basically a poorly-lit
steel
platform placed at the opposite side of the warehouse with handles at the side.

The strategy behind this area is to place yourself in the corner, where the
light
is so poor you can hide in the shadows while guarding the back, front and air
vent
exits. If someone is entering via the air vent and a spotter repoorts it through
the
radio, align yourself with the vent and spray rifle fire into the area. If he
exits
via the security area, use the same strategy. Try not to stay too long in this
area
though, your position is compromised against Artic equipped snipers in the
bridge
and
those sneaking in from the back door.

a.7) Terrorist Map Strategy.

1.) Have two persons man the airvent exits: one at the security area while
the
other at the other exit. Destroy the grating on the security area airvent exit,
so
you can throw HE grenades inside to flush out your opponent. One common
mistake:
staying right in front of an open air vent exit. If you can spray some bullets
into
the vent using a rifle, so can your opponent.

2.) Use grenades and rifle fire to clear the back alley. Time your grenade
throwing
expedition so you won't waste money.

3.) Have at least two persons manning the front gate. Both could carry Artic
rifles;
or one with a Commando, and the other with an Artic. If someone could spare the
cash,
have that third person throw HEs to the outside from the red cargo box or the
crates
found in the elevated platform.

4.) If you've got a few, brave men, secure your hq's rooftop. Then clear the
Office
building of snipers, the bridge, and all dark areas. There's a spot at the roof
where
you could buy your ammo too.

5.) Teach yourself to take the first shot whenever you're deployed near the
back
or
front exit, especially if you're armed with an Artic. Both exits provide good
covers,
the back alley and the cargo boxes at front, for you to take out unsuspecting
CTs
who
are still buying they're weapons and ammo.

6.) You don't have enough cash, scavenge for weapons by tailing your teammates
on
guard duty. Get yourself some kevlar and extra ammo for your hand gun.

7.) If everyone goes out, EVERYBODY MUST GO OUT. CTs are no match if your team
held
these three positions: the red and blue cargo boxes at front, the back alley,
and
the
warehouse rooftop.

a.8) Indoors: Counter-Terrorist Map Strategy

1.) Once inside, head out to the hostages. Even though you can't rescue them
right now, at least you've got yourself some money.

2.) Entering through the vent isn't such a bad idea, if you've got the right
tools.
Equip yourself an HE or Flashbang to clear your exit, then switch to your rifle
or
shotgun to take out the enemy. If you plan on being a little more covert, here's
what
imagine 007 gonna do. Sneak up on your opponent and knife your way through him.
Oh,
by the way, look out for that Terrorist on guard at the vent's second tunnel
(that's
above the ladder at the vent's middle).

3.) The dark, shadowy area above the red cargo box is a perfect place to snipe
Terrorist scum once you exit the vent via the security area. Equip yourself with
a
Carbine or an Artic for this purpose.

4.) Provided you finally entered the warehouse, be wary about being a target of
a
crossfire. If you have a buddy with you, never move around in a line, since
rifle
fire can go through both of you at the same time. Avoid grenade attacks by
switching
to your lighter weapons-- the handgun or the combat knife. And stay at the sides
to
protect yourself from enemy fire from above.

5.) If you're fighting someone at the red box dark area, never fight him from
the
security area, or through that crouch hole at the side of the security area
leading
to the steel platform. Choose between the concrete 2nd and even the first floor
as
your position.

a.9) Assault Map End Game: Check Mate
While you have have trained yourself well to expect help from your team mates,
whenever your up for encounters with another group of opponents, one-on-one
duels
on
this maps are very difficult to win. Be a little too careful, you end up with
the
a
round in draw and with no cash. Be too aggressive, then you lose the round for
your
team.

To tell you the truth, you don't stand alot of chance in beating more than
one
opponent, especially if you're playing online on the Net. But if you can stick
to
a
principle, a strategy or style to win-- maybe you can strike it rich, at
least
for
that particular round.

Rule number one, and this rule applies to almost all maps, make the A1 Artic
the
weapon of your choice. It doesn't matter that it handles like a cheap car,
switching
to lighter weapons when on the run could solve this. Learning on how and when to
fire
this weapon will teach you a valuable lesson on winning endgames, long-distance
firefights reduce the odds of you getting fragged, it also teaches you that
every
shot counts.

Rule number two, scatter your opponents by constantly moving around. Never
handle
more than one enemy at the same direction at the same time. Never stick to one
area
of the map, no matter how comforting that position is. The idea is to frag your
opponents one at the time, and at least avoid getting yourself in unnecessary
crossfires. Find elevated positions that will force the opponent to fight you
one
at
a time.

Never attempt to out strafe opponents on end games situations. It's best to
choose
to fight your battles at long distances and with you controlling some advantage
in
elevation(like the warehouse roof). Avoid melees with automatic weapons at any
range.
If you're the remaining CT seek refuge outside, while Terrorists can hide out in
the
warehouse's second floor when still facing multiple opponents.

:------------------------------------------------: The Dust Map(de_dust) Trainer
]

What should I know about the Dust Map, whether I'm a Terrorist or a CT?
The Dust Map is a defuse the C4 bomb scenario that take place in a Mexican
ruins
setting. After spawning in positions neutral to the targets, the Terrorist team
must
proceed and escort a member carrying a C4 bomb to be placed on one of the two
targets. Primary target is a bunch of crates located at the far exit of an old
tunnel, an open courtyard marked by a big "X". The secondary target is a
fortified
location similar to the first one; it's where the Counter-Terrorist team is
deployed.

Why play in the de_dust map?
While the Terrorists are given the advantage here, it's a fun little map
where
you could focus on fragging the opponents rather than finding them. I find this
map
very appealing since both teams could act aggressively in offense; and when that
happens, you get intense games that would leave you talking about it hours after
your
last game. Very addictive, just hope they add a pop-up help text on the HUD for
inexperienced CTs who have trouble defusing the darn bomb.

a.1) --> Counter-Terrorists Deployment
Deployment Area: Secondary bomb site, a courtyard adjacent to the primary
bomb site.
Your Objective : Eliminate all Terrorist team members.
A) Prevent Terrorist members from planting C4 bomb in
either Primary bomb site or Secondary bomb site(your
deployment area.)
B) Locate and defuse C4 bomb once planted in any of the
the target crates.

a.2) --> Terrorists Deployment
Deployment Area: Far opposite end of de_dust map, open courtyard
Your Objective : Plant C4 bomb in either primary bomb site, or secondary bomb
site(the CT deployment area). Bomb site are marked by spray painted "X"s in the
middle of the courtyard surrounded by crates.


a.3) Mission Map 1: CT Deployment
The Counter-Terrorist Deployment is basically a wide area courtyard that has
two
exits which leads to a) a sniping point with a view fronting the "Bat Cave" exit
above the tunnel; b) the half-opened wooden door that leads into the primary
bomb
site and c) flanking positions covering the other exit of the deployment area.

========+
b A
======+ W
| wwwwwwwwwwwwwAAWW Legend:
| aBB aW B: Tall Boxes
B 1 +===+ b D b: Small Boxes
b >>>>> 6 D >: Inclined level, arrow indicates
===-======+ W direction going up.
BB 2 BW W, w: Wall
B wwwwwww+w wwww+wwW +: Wall Edge
Wwwwwww wa BBwa W =, |: Gutter
W Bw W X: Bomb Site
W +wwwww W 1: Under the bridge, going to
W wWWWWw W Terrorist Deployment Area
W wWWWWw 7 W 2: Counter-Terrorist Sniping
W 5w b W Point, a)Under the Bridge
W wWWWWw w wwwwwwwww b) Door to Bomb Site 2
W wWWWWw w wBB W c) Archways
W w wB S W D: Big, wooden door, half-way open
Www wwwwww w 3 W A: Archway Entrance
W bb W 3: Crates Area, Bomb Site 1, Sniping Point
W 4 bb b X bW 4: Counter-Terrorist Deplyoment Area
WWWWWWWWWWWWWWWWWWWWWWWWW Sniping Point

5: Darkened Corridor, Backdoor to Counter-Terrorist Deployment
Area.
6: Wooden Door, Half way entrance to Bomb Site 2
Archway Entrance to "Bat Cave", corridors leading to
Terrorist Deployment Area and Archway Exit fronting
CT Sniping Point 1
7: Open Courtyard
a: Ambush Areas
S: Sniping Point

3.a) Bomb Site 2

WB W
WW W
W BW +WWWWWWWWWWWWWWWWW+
========+ BW w w b W
b A WWWWWWWWWWWWWWWW+ +S bW
======+ W b S W
| wwwwwwwwwwwwwAAWWWWWWWWWWW+ |wwwwwwwwwww+
| BB WA BB S W
B 1 +===+ b D B W
b >>>>> 6 D X W
===-======+ W b b W
BB 2 BW BB BB W
B wwwwwww+w wwww+wwWWWWWWWWWWWWWWWWWWWWWWWWWWWW+
Wwwwwww wA BBwA W
W Bw W Bomb Site 2, shown here
W +wwwww W in relation to CT D Area
W wWWWWw W
W wWWWWw 7 W Legend:
W 5wSb W X: Target Area
W wWWWWw w wwwwwwwww B: Crates, Big Boxes
W wWWWWw w wBB W b: Small Crates
W w wB W A: Ambush Area
Www wwwwww w 3 W S: Sniping Point
W bb W
W 4 bb b X bW
WWWWWWWWWWWWWWWWWWWWWWWWW

: a.4) Counter-Terrorist Map Strategy
]------------------------------------------]

Make Camp> Unlike the Assault Map, the Dust map takes care to include a
moderately
fortified CT deployment area that is relatively easy to camp in with, given the
proper conditions and skills.

Using the two maps given above, note the two entrances leading outside of the CT
deployment area. the first one to the left is a dark corridor leading to the CT
sniping area. The sniping area face the following important areas of
responsibility.

1) Using the map's reference where up is north, the sniping area takes car of
tunnel
area below, where the crates are perfect cover for advancing foes. Take note
that
since the CT sniping is elevated, you'd see the opponent's feet first before
they
see
your sweet sniping face.

2) Also up north is the "Bat Cave's" first exit, with the huge crate in front.
In
here opponents would do two things: they'd either jump and spray at your
direction
automatic rifle fire, or peek and hopefully snipe you with an Artic.

3) The third hardpoint is the one fronting the second bomb site's double doors.
Snipers facing this direction should scan the area to the left of this area,
because
this is where the second exit of the Bat Cave is located. Again, opponents will
either snipe or spray you with ammo in here.

4) Beyond the double doors (which is half-closed) you see a green crate. That's
direction you'd look for when spotting enemy snipers residing in that area.

Another possible camping area is within the CT deployment area as well. At the
end of
the long ramp leading further south of this courtyard, there are numerous crates
to
the west side and at the center. The East side guards against opponents sneaking
up
the dark corridor, and the ramp itself is a good cover for those half-hidden
sniping.

The CT Blitz>

: Console Commands
]----------------]

Here's a quick list of commands you can tweak and toggle to enhance your CS
gaming
experience. Obtained from counter-strike.net, maintained by Cliff Davis

:----------------[ Server Options:
]

mp_limitteams (default 2)
Maximum number of players that one team can have over the other. To
entirely disable team limiting, set to 0.

sv_restartround (default 0 sec)
Time until the game restarts fresh, or 0 to not restart. This will reset
all frags, scores, weapons and money to default. Use this to coordinate
clan matches.

mp_autokick (default 1)
Enable automatic team-killer banning and idle client kicking.

mp_chasecam (default 0)
Limit observers to chase modes.

mp_c4timer (default 45 sec)
C4 timer duration. Minimum of 15, maximum of 90.

mp_freezetime (default 6 sec)
The length in seconds of the Freeze period at the beginning of rounds. Set
to 0 to disable.

mp_roundtime (default 5 min)
The maximum length a round can last, in minutes. Minimum of 3, maximum of
15.

mp_friendlyfire (default 0)
Set to 1 to enable friendly fire, 0 to disable.

mp_timelimit (default 0 min)
Period between map rotations.

mp_footsteps (default 1)
Set to 1 to enable footsteps, 0 to disable.

mp_flashlight (default 1)
Set to 1 to enable the use of flashlights, 0 to disable.

sv_sendvelocity (default 0)
Set to 1 to enable complex server physics and decals ( for low lag
situations), 0 to disable.

:------------------{ Client Options
]

rate (default 2500)
This command controls how much information you recieve from the server you
are connected to. For a 14.4 connection set your rate to 1500, a 33.6k
connection should be 3000, a 56k 3500, an ISDN should be 5000, and all
connections faster than that should be between 5000 and 9999.

cl_observercrosshair (default 1)
Set to 1 to enable crosshairs in Observer mode, 0 to disable.

cl_hidefrags (default 1)
Set to 1 to hide all frag/death counts on the Scoreboard but your own, 0
to show.

hud_centerid (default 0)
Set to 1 to center auto-ID text on screen, 0 to have auto-ID text in the
bottom left corner.

Infokey settings. Type "setinfo" to check the status of all infokey
settings. To change one, type "setinfo ".

+showradar (default)
Turns radar on.

-showradar
Removes radar from your screen.

nightvision
Bind this key to toggle NVG when purchased.
i.e. bind z nightvision
InfoKey Keynames:

dm (default 1)
Set to 1 to display map briefings after loading new levels, 0 to disable.

ghosts (default 0)
Set to 1 to see ghosts when in Observer mode, 0 to disable. Disabling
ghosts can potentially improve lag in high lag situations.

ah (default 1)
Set to 1 to enable auto-help, 0 to disable. Auto-help gives the player
hint messages throughout the game.

>From the e-mail:

Serpent Snake of Malaysia e-mailed me about:
r_netgraph (default 0)

Here's my evaluation of the command:
TerraK: " What does command do is run an interactive network ping ratings in
your HUD. There's stuff like your like how fast your animation is,
FPS(frames per second) and a graphs that shows realtime network activity in
a certain direction. Pretty useful for zeroing in on opponents and
detecting ambushes. Try inputting a numerical number up to 5 for different
effects."

from friends:

gl_alphamin (number)
shows/hides particular environ objects... like hanging bridges and ladders.

model (skin command)
change player skin for a couple of seconds.

***visit the CS website for more console commands and scripting advice.***

: xiv. The CS Team
]----------------]

Name : Gooseman
E-mail : gooseman@counter-strike.net
Position : Project leader, Head modeler, Head coder, Head-job

Name : cliffe
E-mail : cliffe@counter-strike.net
Position : 2d-graphics, sound effects, QA, PR, game design, etc.

The Mappers:

as_oilrig
by MacMan
macmaninfi@aol.com

as_riverside
Zaka zaka@mbnet.fi

de_fang
by Jo Bieg
MEEEEDIC@gmx.net

cs_backalley
by TYR
tyr@barking-dog.com

de_railroad
by KaRRiLLioN
JHCorwin@pageinc.org

es_frantic
by Barney (aka Narby)
fragged101@yahoo.com

de_train
by Chris Mair
chris@barking-dog.com

es_jail
by Bluestrike
inspiratie@hotmail.com

cs_militia
by Andrew Aumann
andrewja@home.com

cs_747
by Markus
witchdawn@hotmail.com

cs_docks
by N0TH1NG
N0TH1NG@mailcity.com

cs_siege
by N0TH1NG
N0TH1NG@mailcity.com

cs_assault
by CryptR
lmuur@dlc.fi

de_dust
by Davej (Curtains)
dave@3dgaming.com

de_prodigy
by Hobbit
hobbit@bellatlantic.net

de_nuke
by MEEEEDIC
jogi@netads.de

The texture Artists:

Chris Ashton (aka Macman)
MacManInfi@aol.com

Ido Magal
ido@dnai.com

HUD Ammo Sprites:
Viper-x

Splash and Console 2d Art:
Cliffe

: FAQ Copyright Stuff
]-------------]

This FAQ and everything included within this file cannot be reproduced in any
way,
shape or form (physical, electronical, or otherwise) aside from being placed on
a
freely-accessible, non-commercial web page in it's original, unedited and
unaltered
format. This FAQ cannot be used for profitable purposes (even if no money would
be
made from selling it) or promotional purposes. It cannot be used in any sort of
commercial transaction. It cannot be given away as some sort of bonus, gift,
etc.,
with a purchase as this creates incentive to buy and is therefore prohibited.

Furthermore, this FAQ cannot be used by the publishers, editors, employees or
associates, etc. of any company, group, business, or association, etc., nor can
it be
used by game sites and the like. It cannot be used in magazines, guides, books,
etc.
or in any other form of printed or electronic media (including mediums not
specifically mentioned) in ANY way, shape, or form (including reprinting,
reference
or inclusion), without the express written permission of the author, myself. If
you'd
include an acknowledgement of using this document as a reference in a
bibiography
within your term paper or thesis or homework, fine.

This FAQ was created and is owned by me, Terraknight. All copyrights and
trademarks
are acknowledged and respected that are not specifically mentioned in this FAQ.

If you find this file altered in any way; posted in any other website or
commercial(which means your site hosts ad banner/s other than those provided by
the
company hosting your webpage) publication online without this author's personal
obvious written consent (like an acknowledgement in this document) please feel
free
to contact this author.

For all those vultures attempting to make their own FAQ using this document--
all
information here are exclusively gained from playing Half-Life: Counterstrike on
our
neighborhood LAN, and this author's personal opinions as well as observations.
What
you see here was first seen here, and if you see something similar on other
faqs,
don't patronize rip offs.

: What's up next in CS FAQ v 3.1?
]----------------------------------------------]

Dunno... lets just wait and see what's gonna happen in CS next update, k?

: Acknowledgements
]----------------]

The CS CT&T manual has been posted in numerous websites, old and new alike, and
has been translated into HTML and several other foriegn languages. With that
said,
I'd like to dedicated this part of the FAQ to the people that made CS the best
head-to-head, on-network, team gameplay videogame out there.
I'd like to express my deepest gratitude to the brave men and women
contributing
to
the betterment of the Counter-Strike cause: from the game's designers, texture
mappers, map artists, and the like.
The same goes to the numerous guys and gals who are at the helm of Counter-
Strike's
future: the players who spend their vacation and study/work time a like just to
experience the excellent gaming experience that is Counter-Strike. If not for
these
esteemed souls, this game and this FAQ wouldn't be where it is right now.
Thanks to the players at my LAN place, Office Plus!: Chiney, the Timawas Robert
and
Lime, Renren, Ninjaboy, L@nce, Dick Israel, Ohoy!, Bakero_Ne, Prime, Buster,
R2ro
and
the list goes on... everyone who I've had the pleasure of competing with and
against,
for giving me the skill and imparting me the knowledge used in this FAQ.

:-------------------------------[ xvi. Post Mortem
]-----------------------------]

The LAN neighborhood where I rent out the system to play multi-player CS
games only carry original CS 7.1 add-ons. I don't know where to get
additional software patches on misc stuff like naked hostages, bloody
knives et. al. Nor am I interested in acquiring such software,
b'coz they're purely aesthetic anyways.

Flames, comments, suggestions, are most welcome & shall be acknowledged.

The official Half-Life: CounterStrike webpage--> counter-strike.net
CSSkins--> http://skins.counter-strike.net/
Anarchy Design--> http://anarchy.counter-strike.net/
CSNation--> http://csnation.counter-strike.net/
CSClanworld--> http://clanworld.counter-strike.net/
Counter-Server--> http://server.counter-strike.net/

"The Unofficial Counter-Terrorist & Terrorist Training Manual" v 3.0
for Half-Life: CounterStrike PC game, copyright 2000 by Terraknight
First published Online on GameFAQs(www.gamefaqs.com) December 2000
~"This document's latest revision is always found at GameFAQs"~