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Counter-Strike: IceCream's Map Review: de_tuscan

By: David Burke - Published October 23, 2005 at 12:58 AM EDT - Writer Archive
David "IceCream" Burke of CAL Invite and CEVO Professional team underestimated takes an in-depth look at Tuscan, the new map from CEVO.

For those of you who have been living under a rock for the last week, CEVO and BruteMaps have released a new map called de_tuscan. I'm going to point out the obvious and say that it looks a lot like mill, but that was an intentional move by CEVO. This should make it easier to learn, but for those of you still struggling, I'm here to give my analysis the map. I'll start with a basic walkthrough of the map and finish with how I think the map is overall. Enjoy.

Bombsite 1

Look familiar? This is bombsite 1 of Tuscan, which is obviously similar to mill. However, there is one area that has been changed, so let's take a look.

 

This is the one section of the bombsite that has changed. The first thing you probably notice is that the sewer is no longer there. Instead, it's been replaced with a functional door just a few paces away. This door leads to an underground pathway much like "sewers" on Mill. This door squeaks just like the door on Nuke, so there won't be any surprise entries sprung on the defense.

How does this compare to Mill? Well, the door makes noise when opening. The sewer grate makes noise when you break it, so that's the same. The main change is how the area affects grenades. The boxes and walls make it much easier for any of the offensive players coming up the ramp to throw HE grenades in that area. This is more beneficial to teams that run slow strats because it's easier to check that area now. The downside is that it is now harder to flash on offense. Flashing out of the sewers on Mill is easy, but it's not that way coming out of the door. One less area to flash from is going to make this area easier to cover for the defense.

One more factor to consider in this area is the extra coverage it provides for both defensive and offensive players near it. Any offensive member coming from middle to Site 1 will not be able to come up and clear out the sewers area like they could on Mill. This really hampers any teams that would like to run fast strats, due to the extra areas that need to be checked.

Middle

 

Once again I hope this looks familiar except for:

A new route to bombsite 2. These stairs lead to the window room and then to a bridge to the other site. On Mill you can take a path to the other site near the "bars". That option is available on this map. This route and the corridor by the defense's spawn are the only two ways to get there. This change shouldn't have too much of an effect on bombsite 1 coverage, but it does make it more difficult for the defense to counter-flash. Even worse for the defense is how difficult rotations will be. A very tight exit with a limited angle for flashing will make it easy for the offense to cover if they can get in and plant. This route also makes the rotation for the defense longer, once again favoring the offense.

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