Full analysis of CSGO map Dust II (1) Map understanding


Preface

The csgo map full analysis series mainly talks about the seven competition maps in the official competitive map group. In the future, other maps that players often play will also be added. This first article will start with the csgo players who are most familiar with it but don’t seem to know much about it. Let’s start with the map Dust II.


The first article of each map is about the map understanding of the map. CSGO players always say that they need to practice more marksmanship and more props. Some people practice guns every day but still get nothing in competition, or they get killed without a chance to fight guns at all, or they practice with props, but have no chance to use them in the game, and they get stuck in running charts and learn → but don’t use them in the game → The embarrassing cycle of losing time after using it. If marksmanship and props are the foundation and key points in learning subjects, then map understanding is the syllabus of this subject. It can guide you to practice marksmanship and props better and more efficiently, and it can also let you know how to win in competitive competitions. victory.


Map features

CSGO's Dust II (Hot Sand City II) is believed to be the map that many players have come into contact with for the first time. Dust II is characterized by its large map, simple structure, bright map colors, and long gun range.



Figure 1: Avenue A of Dust II


Figure 2: The B1 floor with lights is not very dark either


Figure 3: The spacious bandit football field

The map has a simple structure → This map is more difficult to shoot.

The gun range is long → This map prefers guns with mirrors (AWP, Aug, SG553, etc.)

The map is bright → Take advantage of the map and there are not many points for the Yin people.

The above has led to many players having some incorrect understandings of this map. For example, if they lose, they will not be able to match the marksmanship; they don’t eat many props, and even just know how to smoke an A policeman’s cigarette; what’s even more outrageous is that many times they don’t know the map at all. They didn't even do any control, especially when they knew that the opponent had a powerful sniper in A. If A couldn't grab it immediately, they wouldn't attack at all. The five of them would drill into hole B together at the beginning, and then get dumped by CT. Sometimes it's the same when it comes to CT. At the beginning, three people ran towards Big A, but only one from Big A went. Two people set up Little A on the platform. As a result, the person from Big A died, and the people on the platform were killed by Big A and Little A together. Make dumplings.


So to talk about map understanding, the first concept we need to understand is map control.


map control

Map control is to control the area of the map and compress the scope of CT/T activities for the purpose of detecting information.


Generally speaking, it is acceptable for both the offensive and defensive sides to have 5 well-manned gangsters on the T side attack a large area defended by 3 CTs or a small area defended by 2 CTs. However, in order to improve the winning rate, both sides will conduct some control/information games and personnel exchanges before T finally attacks the package point.


for example:


CT will perform some unconventional forward push/T openings and use props as default to prevent CT's forward pressure.

CT will use flash bombs from time to time to reverse the clearing/T will have someone standing straight and someone specializing in back flashing

Generally speaking, there are 4 ways for CT parties to control map/investigation information.


At the beginning, you gain control of the map by exchanging props (and even personnel), such as Dust II's A, Inferno's Banana Road, Overpass's Construction Site, Nuke's Outfield Smoke, Mirage's Middle Road, etc.

Use the advantages of firearms to carry out straight stands, such as the overpass CT sniper rifle with a large control, the dustⅡCT sniper rifle with a small front top, etc.

Small-body reconnaissance, such as low-slope fire-catching small-body reconnaissance at point B of the train

Seize the opportunity (sound or time point) to reverse clear, such as mirage's A1 flash reverse clear, inferno's banana road reverse clear

Is DustⅡ a T chart or a CT chart?

In a previous answer, I explained in detail how to judge whether a map is biased towards T or CT. From the perspective of map control above, the map dust II is more biased towards the T side.

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