Saturday July 4 2009
Counter-Strike
Official Design Partner
Story Header

Counter-Strike: Newest CAL map might be the best, Contra

By: Trevor Schmidt - Published December 29, 2004 at 12:35 AM EST - Writer Archive
It's been a while since the release of a map that really felt like it was ready for match play. CAL's newest map might be the best one in a while and could prove to be the best match map, ever. Midway looks into the map and explains why it could become one of the best in competitive play.
The grays and whites of Aztec’s textures instantly jump out, NO FPS drops. A console flip and netgraph later, that isn’t the concern; tons of entrances featuring lots of unique possible playing styles, an hour of play later, that isn’t the concern. Every concern melts away as the map begins growing on one and alike, de_contra - a future cornerstone of Counter-Strike match play? Maybe

From Train to Nuke, the key of a successful map is flexibility and height.

Height?

Terrace like construction allows both teams and individuals to work elevation into a winning strategy, while forcing the opposing team to come up with creative ways to be successful. From the rafters of Nuke, the catwalk of Dust2 to the sniper points of Train and Inferno; maps need different elevations to be great match maps.

The newest map in CAL’s arsenal, as of today, might be the best ever at using this attribute. It also might be the best match map added to CS since de_cpl_mill.

Glowing praise from someone not known to give maps much hype or respect to a new map, but I’ll admit there’s a reason. I know this new map better then most, having spent much of the past two months working with the developers. They approached me after the map was pretty much constructed, due to my requests on TsN, Team Sportscast Network, for such people to contact me if anyone wanted help.

That’s beside the point, the map is the point. At first glance many negatives pop out to those not patient enough to seek out the simplistic complexity. What?

The beauty of the map is that simple strategies, two defend bombsite A, two defend bombsite B and one in the middle sniper window will work. Only for so long though, the best part of the strategies of CS is the reaction and counter plays developed by teams. Look at Inferno.

A popular new strategy really displayed at this recent CPL saw teams flashbang over the entire building containing the sniper window overlooking broadway or secondary middle. Those flashes allowed a rushing trio of CTs to catch Terrorists slowly walking their way into a boast up the window. Action, reaction; for those willing to look deeper into CS, their lies the beauty.

How does this affect the new de_contra?

Simple, the map forces both sides to consider tons of possibilities. One of the first glaring problems a person sees is the sheer number of entrances into each bombsite. Bombsite B alone has four entrances while Bombsite A matches with another five entrances. That’s a lot for any CT team to cover, but upon further review, that’s not the case.

One entrance for each site is through the CT spawn, two down - seven remaining. Now the middle of the map that overlooks a dried out riverbed can control two more entrances if a player(s) can avoid being picked - five remaining. Finally, four of those entrances are only big enough for one or maybe two players to enter through allowing flashes and smokes to dominate.

Now if you’re reading this and haven’t seen the map your probably thinking, jesus this must be CT sided. Actually it’s probably Terrorist favored according to play and most people’s estimation. Action; reaction - strategies from each team begin drooling now.

Site A features a Dam that towers over the bombsite looking down on 2 entrances. A cave path from T spawn leads to the top of the dam, the length of time reduces the effectiveness for Terrorists, but gives them plenty of options. For the CTs, the A site provides great cover and during an attack it allows flexibility that can hold off five fast attackers from three directions.

Site B on the outset looks prime for fast rushes. A cutaway near the entrance provides for teams to show off their great grenade tricks to enter sites. Teams will also have a ton of options for them when they plan on taking over this site. This site maybe a tweak away from being one of the best bombsites in any CS map every made.

An underground stream adds to the fast rotation into bombsite B, making this site seem less attractive than it first appears. Plenty of boost spots are to be found but not to the point that you spend more time looking and less time moving.

The downfall for the sewers could be its limited use for Terrorists, who must enter through a noisy upstream water route. This should make the sewer a CT transfer route and noisy distraction for Terrorists looking to take focus away from primary choke points.

The middle can be guarded from a few spots but the most attractive is a spam proof window, at least for AK/M4 (AWP can penetrate for a limited 25 health damage) that can be used to watch one of the two entrances into bombsite B and the middle that has a riverbed entrance to bombsite A.

It’s not perfect, nothing is. Remember the hate Dust2 received during its initial launch, a CPL Finals later, it's one of the best the community has. We have been so desperate to see a map that can challenge team’s ability to make strategies and react to each other; I think we have found it.

Contra Screenshot Gallery

User Comments

- 119 Comments

» This story has had 119 comments posted since December 29, 2004 at 12:35 AM EST.

Latest Poll