Half Life: Counterstrike cs_militia map Strategy Guide By Lord Zero (dskzero@yahoo.com) Version 1.0 ************************************************************************* Index: 1.- File History. 2.- Introduction. 3.- About this file. 4.- The Militia Map. 5.- Graphics. 6.- Map overview. 7.- Tactical Ideas. 8.- When the Action Starts. 9.- Frequently asked questions about this map. 10.- Credits. 11.- Legal Stuff. ************************************************************************* 1.- File History. -0.1 Start of the file (10/23/2001, 15:14) -1.0 File finished (10/25/2001, 21:59) -1.1 Email Changed. (10/29/2002, 16:36) ************************************************************************* 2.- Introduction. Welcome to this guide. Counterstrike is a MODification of the FPS (First Person Shooter) Half Life, which, while it hasn't been the most successful FPS game in history (That spot will remain owned by DoOm)has spawned a legion of MODs and gamers looking into it. While the original Half Life was played on a somewhat futuristic setting, Counterstrike simulates Counter-Terrorists missions with objectives to accomplish. The game plays on two teams, the Terrorists (the bad guys), and the Counter Terrorist (The good guys). While the game can be won by simply killing everyone on the other team, is much more satisfactory to play by the rules. Game modes include VIP (One player assumes the role of the VIP, and has to escape poorly armed from the map while the Terrorists have to kill him or her), Defuse the Bomb (The Terrorist have to plant a C4 bomb on a marked site while the CT have to either prevent it, or disarm it once is planted), and Hostages (The Terrorist have to keep the CT from rescuing the Hostages), and more. This has made this game a hit, and one of the points (and precisely the one I love) is that choosing a weapon actually requires to know it, unlike, say, Quake III, when you only need to know that the Rockets explode and the slugs kill. This guide is the second on the series for especific map strategy guides. This is based on my own experiences when playing both sides, and shows the best ways of finishing a level with the victory on your hands I've found, always from the view of playing on a cooperative-comunicative teamplay. It's also important to note that I'll be focusing mostly on getting the map objectives, that's rescue the hostages, protect the bomb site, or so. Good Luck! You'll need it ^_^. ************************************************************************* 3.- About this Guide. I recommend reading this on 800 X 600 to avoid scroll moving, which is annoying, believe me. This guide is focused to get the maximum effectivity on the cs_militia Map, commonly named just "Militia". It's somewhat based on team comunication, and it would probably work much better for LAN based games than for internet games ('coz you can yell and hit your partners). ************************************************************************* 4.- The Militia Map. cs_militia, or the Militia map is a "rescue the hostages" scenery that plays on a mountain house with many obstacles, and sports tunnels and many ways of playing. It's a great map because, like the Assault map, has a lot of things to do, the Terrorists(T) have the advantage, but the Counter Terrorists (CT) have so many ways of breaking the place that is unfair to say that the T have the upper hand the whole time. Militia is, in escence, a very balanced map, as long as the CT actually play on teams, because, unlike the Assault map, it takes a helluva lot of work to start playing for both the T and the CT. It also offersplenty of ambush spots. ************************************************************************* 5.- Graphics: This section will show a few ugly ascii graphics to help you and myself to show the strategies. They aren't pretty, but I guess they do they work (I think). NOTE: I'm doing these from memory. I'm fairly sure they are right, but if you spot any mistake, I'm happy to correct it) Also, when I say (X,Y), X is the horizontal axis, and Y is the vertical axis. MAIN BATTLEGROUND ________________________________________ | __| | | L a L= Ladder | _______/ _ T | | // __ | b D= Door | | _______/__###| | || | | D c T= Tunnel entrance | | | | | \ | || |__| | d B= Box. |###| |___|____| \__| \\ ___ | e APC= Armored personnel | |B | | ___ | | | f carrier | |B |_/ /| | | | |B | g #= Fence. | __/ | | | | |B D h |APC | | |___| | | | i |_________|____|_________________|___|___| j a b c d e f g h i j k l m n o p q r s t NOTE: I am missing many objects, as I've only shown the ones that are of actual importance. This map isn't very accurate, but for the efforts of this guide, it works. Most of the objects missing aren't of strategical importance. HOUSE BACKYARD _______________________ |\ | | | a S= Stairways leading to second floor. | \ |_| T | b B= Boxes. |\ \---->* | c T= Tunne exit. | \ \ | d V= Ventilation open. | |S| | e *= (there is a door somewhere there, but I can't |_| | | f quite recall its location) | | _ B | g |V| | |BB | h |B | | | i D T |_| | j |_______________________| k a b c d e f g h i j k l NOTE: Ditto with above, but I doubt there's anything of importance back here besides the two tunnel exits. HOUSE, FIRST FLOOR ___________________ | |_W_ | a TV= Television (duh) | | b W= Bar. | | | | c D= Door. | |TV | | d S= Stairway. D | | D e h= Hostage. |___| ______|_h_|h | f C= Car. |___S___|h |D| g | C | h |h_S__|_| i | |-----> This stairway leads to an small room with many boxes and an small vent exit which is connected to the backyard. Mapping that place would be pointless and it would take me a tremendous ammount of work ^_^. a b c d e f g h i j SECOND FLOOR __________________ | P| | | a P= Small pool. |__|___|_____L_ | b L= Ladder to the roof. |______S__| | |_ c S= Stairway. W _|_ | W | d W= Window. | _ | W | S| e B= Bed. W | | | B | | | f D= Door. | | | D | g |_____|________|___| h a b c d e f g h i j k NOTE: I know there is another way out of the bedroom, but, alas, read above. ************************************************************************* 6.- Map Overview. COUNTER TERRORIST: OBJECTIVE: Rescue hostages. TERRORIST: OBJECTIVE: Keep the CT from rescueing the hostages. The CT on this map start on a very good position: Defensive-minded, is perfect to set up (Unlike, err... Assault anyone?). They start on (b,i) on the first map, and are provided with an APC, though is useless on this mission. It works for cover, though I wouldn't recommend setting an ambush over here. To the left of the spawning position is a tunnel which leads to the underground water tunnels, which has two exits on the backyard: (c,j) and (k,b). The tunnels are widely recommended due to the fact that going there you can avoid likely snipers on the main battleground, but is itself a risky option: Prepared T could wait for your men to rise up and simply erradicate them. It's important to get in by surprise. The T start inside the house, which is an sniper's paradise: Plenty of sniper points are offered, starting for the normal windows (a,d) and (a,f) on the second floor, and ending anywhere on the roof. Besides it, the house is only a med-fortified place to start: the house has plenty of doors, and playing defensively is very hard. The whole battleground has a lot of obstacles, making grenades a must. Is also a heated zone all the game, especially nearby the cave which connects the CT spawning points. As a T or as a CT, this place needs a lot of care, as snipers can be found from the house zone acting against CT or ambushers in the zone of (i,b), behind and in front of the fence, hunting for unwary T. The "corridor" which starts in (n,b) and ends in (n,e) is a great place to look for cover, but you gotta keep an eye on your back if your enemy is rushing. The rest of the obstacles are perfect indeed if you bought the damn grenades, to rain and hide behind them. Quick location of the enemy, and fast finding of a new hiding place is important of this map. The action inside the house is fast and furious, and you need fast reflexes. Breaking thru the corridors firing is esencial, to confuse and dissorient your enemies. A gas grenade inside here is a motive for panic for both sides (Here's where the "Fire in the hole" Message helps inmensely to avoid a massive confusion and everyone shooting at you), and blocks so much the vision that's truly one of the only places I've found to work on. If you are a CT, make your point going for the hostages nearby the bar. The garage is a dangrous place, and due to the crossfire, hostages there are ussually killed. ************************************************************************* 7.- Tactical Ideas: COUNTER TERRORISTS Suggested Teams: ______________ | | | FRONTAL RUSH | |______________| (based on a 6 person team) RUSHERS: M4A1, HE grenades, Flashbangs, Gas grenades, Desert Eagle(4 CT). ANTI-SNIPER TEAM: Steyr Aug, Flashbangs, HE Grenades, Five SeveN(2 CT). (Ussual strategy- It works most of the time, as long as you keep together. Failure to this will spell out defeat.) _____________ | | | TUNNEL RUSH | |_____________| (based on a 6 person) TEAM A: M4A1, HE Grenades, Flashbangs, Gas Grenades, Desert Eagle (2 CT). TEAM B: MP5, HE Grenades, Flashbangs, Gas Grenades, Five SeveN (2 CT). TEAM C: FN P90, HE Grenades, Flashbangs, Gas Grenades, Five SeveN (2 CT). (another good strategy. Both strategies can be combined, but due to the fact that the T are ussually caught looking scattered exits -especially if there isn't an strong leader on their team, who can lead them to the battle- one way or another is best used). The CT team needs to keep together. That's the key. The CT deployment pont isn't of much practical value, better get out of there. Following thru the tunnel to the battleground, setting up a couple of guards on (d,j) and (d,h) are great for keeping and spoting early T scouts. The two anti snipers have to work as a retaguard until you actually spot snipers, while the rest of the team throws grenades to split the T forces attacking. As soon as you hear the first AWP shot (Which is very, VERY likely to sound sooner than later), everyone take cover behind (n,b-n,e), or behind any obstacles, the nearer to the house, the better. Under the cover of fire, one of the Anti sniper quickly surveys the roof of the house to spot anyone. Any HE grenades left shall be used against the sniper, the house roof is high enough to nulify most of the effect of a Flashbang. From two different sides, shot him. The spot which is most likely to find an sniper is (a,t) Also worth nothing that smart T could place an sniper (a,t), but on the ground. That's a nightmare, but is more vulnerable to Flashbangs and HE grenades, thought is important to confuse him before engaging to a firefight, thing not needed against snipers in the roof. Now, against T rushing (thing that I do, for example), after the HE grenades, quickly locate the rushers on two teams, one flanking from the right, and the other to the left side. As soon as the anti-snipers say "Go" (yep, the annoying "go, go, go!" ^_^), you run, guns firing towars the house. You have to rely on your team, because you may fall to an ambush. The Tunnel entrance is a better tactical option, as I told you, while is a little risky. I ussually send my HE grenade to clear my entrance, but take this in consideration: HE grenades explode with time, not when they hit the floor. I've found it great to make it bounce towards the wall nearby the tunnel in the surface. That way, you confuse guards, and if you manage to hear the footsteps of the Ts evading the grenade, you know that you are (or were) expected. It doesn't really matter which entrance you take, though the left one is more risky, because a fast T with an AK-47 may kill your whole team at the door. In fact, I recommend going to the left of the door, and go up the ladder. Enter thru the window or the door, and storm any sniper who may be fighting still your Anti-snipers. Once inside, make your priority to take the hostages near the bar. Taking on the ones in the garage is quite a hazaphardous thing, as there may be a few T hiding. If you suspect any, flashbang them, and get inside for the hostages, and get out. You will hear shots, but you will be covered by the hostages, and you will known that there's someone on your tail. On the backyard, if you come out from the tunnels, you have to strike fast, and get out fast. In this map, once you get inside the house, you have the battle practically won. TERRORISTS: ______________ | | | RUSHING TECH | |______________| (based on a 6 person team) TEAM A: MP5, HE grenades, Flashbangs, Gas grenades (2 T). TEAM B: Sigg 552, HE grenades, Desert Eagle (2 T). FRONTMAN: AK-47, HE grenades, Flashbangs, Gas Grenades, Fire SeveN. SNIPER: AWM, HE grenades, Desert Eagle or Dual Berettas. (It's a sin to don't put an sniper here, is so damn funny ^_^, besides it serves as a diversion. This is, in my opinion, the best thing to do in this map, because the CT ussually don't expect it.) _____________ | | | SNIPER TECH | |_____________| (based on a 6 person team) SNIPERS: AWM, HE Grenades, Flashbangs, Desert Eagle (3 T). MOBILE ATTACKER: Sigg 552, HE grenades, Flashbangs, Gas Grenade, Desert Eagle. HOUSE GUARDS: AK-47, HE grenades, Desert Eagle(2 T). (This tactic isn't bad, but being trapped inside the house is quite a problem- you really need to keep them from entering the house. Place guards: one next to the door in front of the house, other hidden in the bar. The snipers have to choose their own points, while the mobile attack needs to be a kamikaze on the ground.) When playing terrorists, you have to hold one thing on your mind: You have to kill them before they enter the house. It's extremely easy for the CT once they enter the house to get wild on your asses, and it's not funny to lose this way. If you need snipers, please, try to avoid putting one on the roof. While is definitely a very good position with GREAT view (though it doesn't reachs the tunnel leading the CT spawning position), but first, you are just a bullseye to swallow a good HE grenade, not only from below, but also from everywhere else. And second: in a firefight, you are very likely you fall from the roof and find the floor on "non-virtual reality", which is quite humilliating. Points to look for are (a,t) both in the crack climbing the ladder, the floor, the two windows (though you are inviting as a target there), and the point (j,t), which is quite good since you have cover, and is an awdkard position to find. Those places are the best sniping points in the map. The roof is more well suited for ambushing CT trying to get inside the house, especially in the back part of the house, on the area with the door and the window in the second floor. I find it more effective and fun to take the battle to the main battleground, having your team jumping out of the front windows and crossing the front door to get to the main battleground as soon as you can. You can maximize the reach of your grenades by jumping when you throw them. The only fear you have when you get first is watching out for snipers or ambushers in (d,i) area, and behind the fence (is damn hard to see the CT there), and you can save your HE grenade for clearing out that area just to make sure if you are surprised that the enemies there aren't healthy. Setting up a gas grenade into the tunnel leading to the CT spawning point is a killer: It blocks the vision of the CT, since they come from a darker and more closed area, while you will be most likely free of its effects. Take care of the tunnel exits: two T with AK-47 should be more than enough. Don't stay there for too long, however, and make sure the two guards keep comunication. Quickly ask for help with the command "Taking fire, need assistence", to make sure they don't break out from the tunnels. Inside the house, setting up an ambush in the garage is great, WITH THE LIGHTS TURNED OFF. Once a partner sat there with the lights off and with the nightvision. I was patroling there since a few CT were scatered around the house, and I saw him, and, confused, shot him. Luckily, I was using an dual beretta, but that didn't stop the bitched that followed ^_^. Also a good idea is to duck and hide in the little bar. A friend of mine managed to kill four (!) people with that tactic. As long as the CT don't reach the house, you have the upper hand. ************************************************************************* 8.- When action starts. Unlike the Assault map, this map requires strategy, and lots of it. Careful thinking and looking is important for both CT and T. We haven't reached the maps which strictily needs a massive ammout of bravery, strategy, hearing, creativity and ability to wield the correct weapon (So far, the only maps I've found which needs such a mastery are Italy and Siege- Siege being the one I've perfected), but this map is a true trainer for the maps to come. CT, "be as fast as the lighting, and you'll be just as deadly". Make your way to the house, strike in, strike out, and get the praises. You can't allow yourself to slow your assault, you have to move quick, and earn swift and descisive kills. Take note of the best players of the Ts, and gang up on them. T, here you need to know everything about positions. Camp around, hold your ground, stick to the best places, don't wait for the CT to come for you, you take the battle to them. Remember, snipers work best from a distance, is up to the rest of the team to keep the CT team at the distance required. ************************************************************************* 9.- Frequently asked questions about this map. Q. Which side actually has the advantage on this map? A. The Terrorists, though is actually only because they have quicker ways of reaching the main yard, since the Counter Terrorist have so many ways of breaking the house defense that is unfair to say the complete advantage is on the T side. Q. Why do you plan with just 6 people on each team? A. Because that's what's ussually avalaible on my LAN place. I've played with as much as 11 persons on each team, and it's amazing, but it's not what you could call "organized". It's a damn madness. Q. Can bullets go thru the walls of the house? A. Nope, but Desert Eagle bullets truly wreck havoc among idiots caught in a door. I'm guessing the rifles do the same thing, but I haven't had the time to try it. Q. Is there another map like this one? A. Assault is pretty much the same, but with a terrorist advantage. Siege is available once you master this map, but trust in me, is much harder to learn. ************************************************************************* 10.- Credits. - Thanks, somehow, to Jonat4z, Yunqu3, MaNsOn, Marilyn, Phantom Phreak, and all the guys who lurk in Time Net and like to get slaughtered by me (Yeah sure... ^_^). - To my hands, as always. - To CjayC for hosting this guide on his site. - To Gorillaz for giving me a new sound to listen before I get a full-time rock monster. - And to everyone I would like to thank but I can't recall them or they have nothing to do with this faq, but thanks anyway ;^) ************************************************************************* 11.- Legal Stuff. This file is owned by Lord Zero (dskzero@yahoo.com) You MAY distribute, print, read, show to your friends or enemies this guide freely, AS LONG as you credit Lord Zero as the author, keep the copyright on it, and is used for non-profit purposes. You MAY NOT change ANYTHING on this guide, adding or taking anything out of it, including banners, links, or anything else. You MAY NOT distribute this guide on any non-electronic media. All I ask from you if you wish to publish this guide on your site, is to keep it updated, and to notificate me of your URL. All Rights Reserved. Anything not mentioned on this text can be discussed via email to the address below. Copyright 2001-2002 By Lord Zero (dskzero@yahoo.com). The last version can always be found in gamefaqs.com. __ / \ \||/ ______ ______ |||| <_____ \ <_____ \ |||| ____ __________________________\ \______\ \__||||______ / \ \ / Lord Zero (dskzero@yahoo.com) / |||| / / /| \ /\ < --------------------------------< ||||/ / / | < @ \__________________________ ______ \_||||_/_/__| / \/ _____/ / _____/ / |||| \_/__/ <______/ <______/ |||| |||| /||\ \__/