Counter-Strike maps
From Wikipedia, the free encyclopedia
These are maps and gameplay available for the popular computer game Counter-Strike.
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[edit] Standard map types
Currently, there are four official types of maps distributed with Counter-Strike:
[edit] Hostage Rescue
Hostage Rescue (cs_) maps are the original map type, based on a hostage rescue situation. Four hostages (computer-controlled) are located near the terrorist spawn; the counter-terrorists must lead them to a rescue zone, which are usually near the counter-terrorist spawn. If the counter-terrorists rescue all the hostages within the time limit, they win the round. If a player on either side kills a hostage, they lose money and might also be kicked off the server. Killing the entire enemy team also ends the round. Also, in Counter-Strike: Condition Zero, hostages would slowly try to escape if the terrorists didn't point their weapons at them, they would also tip off a counter-terrorist if there was a terrorist nearby.The most popular hostage maps are:
- cs_assault
- cs_compound (Counter-Strike: Source only)
- cs_italy
- cs_militia
- cs_office
- cs_siege (Counter-Strike only)
- cs_estate (Counter-Strike only)
- cs_mansion (Counter-Strike only)
- cs_747 (Counter-Strike only, with plans to make a Source version)
- cs_rio
[edit] Bomb Defuse
Bomb defuse (de_) maps are the most common map type, based on a bomb-planting/defusing scenario. One of the terrorists starts out with a C4 bomb that can only be planted at bomb sites; usually there are two bomb sites on the map, defined by A and B, one of which is sometimes near the counter-terrorist spawn. If the terrorist carrying the bomb is killed, his team members will have to locate it using their radar and can pick it up like a dropped weapon.
Once the bomb has been planted, the counter-terrorists must locate and defuse it in 45 seconds (this is a variable; it can be changed; commonly also set to 35 seconds) before it explodes. On bomb defuse maps, counter-terrorists can buy a special defuse kit that decreases the time needed to defuse a bomb by 5 seconds. Killing the enemy team ends the round if the bomb has not been planted; if the bomb has been planted, the terrorists will win if they kill the counter-terrorists, but the counter-terrorists must defuse the bomb even if they kill the terrorists. Previously, the round could end with the bomb planted but not yet exploded, resulting in a victory for the counter-terrorists. However, the round timer now becomes void when the bomb is planted, meaning the bomb can be planted even with 1 second left in the round and the round will continue until the bomb is defused, it explodes, or the counter-terrorist team is eliminated. Bomb defuse maps are by far the most commonly seen maps in tournament play.
The most popular bomb defuse maps are:
- de_dust
- de_dust2
- de_aztec
- de_inferno
- de_nuke
- de_port (Counter-Strike: Source only)
- de_piranesi
- de_prodigy
- de_cbble
- de_train
- de_contra
- de_cpl_mill
- de_cpl_fire
- de_cpl_strike
- de_vegas
[edit] Assassination
Assassination (as_) maps are based on an assassination scenario. One of the counter-terrorists spawns as a VIP. The VIP cannot buy equipment, but starts out with a USP pistol and 200 armor (the normal maximum is 100). The VIP must go to a rescue point; this is usually a helicopter or APC. The counter-terrorists win if the VIP makes it to the rescue point or all the terrorists are killed while the VIP is still alive. The terrorists win if the VIP is killed or the time limit is reached and the VIP has not yet made it to the rescue point. Assassination maps are far less popular than hostage rescue and bomb defuse maps. At the time of writing, this game type is not played in Counter-Strike: Source, however, there is an unofficial modification for Source in development that will allow assassination maps to be played.
The most popular assassination maps are:
- as_oilrig
- as_tundra
[edit] Escape
The now defunct escape (es_) map scenario required the terrorist team to reach a map-specific exit point within the round time allowed, while the counter-terrorist team would do their best to stop them. Escape maps usually started the terrorist team without a buy zone, and weapons would have to be either found, or scavenged from the dead bodies of other players. Due to a rather obvious bias towards the counter-terrorist team, escape maps were removed from Counter-Strike in August 2000, in the Beta 7.0 update. However, it is still possible to play escape maps on 1.6 if you download the old ones or make your own new ones. There are no escape maps in Counter-Strike: Source.
The most popular escape maps were:
- es_frantic
- es_jail
- es_riverside
- es_trinity
[edit] Custom map types
In addition to the maps included with Counter-Strike, there are many custom maps available created by map-making programs. Some custom maps even use a similar naming scheme to indicate map type. Examples of these include "zm_" for the Zombie Mod (with one person starting as a zombie and knifing, thus infecting, the defending CT), "gg_" for the Gun Game Mod (where the player starts with a basic handgun and gains new and better guns by killing members of the opposite team), "ka_" for knife arena, where the opposing teams may only use a knife to kill each other, and "fy_" for fun yard, where killing the other team is usually the only point, fy_iceworld and fy_poolday are the most popular (some "fy_" maps, such as fy_poolparty, have bomb zones). There are also rat maps, where the player is in a gigantic room, such as a study or kitchen, which are popular in Europe. Another popular map type is awp maps, where players start with only an awp, the most popular are awp_map, awp_city, awp_dust, and awp_1337sk337 map. There are scout maps where players only have a scout and knife, most notably scoutzknivez. Another map type is "he_" maps, where players only may use hand grenades and knives. Other map types include "surf_" maps, where players "surf" to endpoints of maps, and "aim_" maps, where players start with only certain weapons, depending on the map. [citation needed] With the advent of the Source engine which included the Havok physics engine, this allows for more interaction between the world and players/objects. This lead to the development and use of "glass" maps where the floor is glass and is breakable, this allows players to die simply by falling through the floor (there are usually teamkilling problems on these maps) and also "break" maps where the map is constructed from mostly cubes of material that can be destroyed, this is more tactical than "glass" maps.



