|
|||
Trevor "Midway" Schmidt examines the "double door rush" on de_dust2 and its chances of success in this "the numbers don't lie" article. ![]() Article by Trevor "Midway" Schmidt Art by AZTK Only a few short feet lie between the two imposing doors that form a border between Terrorist controlled territory and the CT bombsites. On any given round, hundreds of bullets will pass through these wooden barriers from players hoping to get lucky. The amount of action is nearly unprecedented - from the famous AWPs of Danny “fRoD” Montaner, Griffin “shaGuar” Benger or Eric “Da Bears” Stromberg, to the almost required flashbang volleys and smoke grenade barrages that precede catwalk rushes. The double doors of Dust2 is one of the more intriguing locations on any Counter-Strike map. Yet, even with all this action, it is rare that any team will send a primary attack through this area. By comparison, all three of Nuke's inner choke points are of a similar size to Dust2’s middle double doors. Many teams are willing to rush their entire squad through a loud squeaky door that announces their location to the entire CT team, yet the double doors of Dust2 are avoided like the plague. Don’t believe me? Let’s look at WEG Season 1, where nine matches were played on Dust2. The wide range of European, American and Asian teams at the event gives a sample of each play style, and the long period of play over more than one month allows teams to develop new strategies. All eight teams played Dust2 at least twice, giving them a chance to add even more variety to their strategies. Of those nine matches, the double doors were only attacked 18 times. That number doesn’t mean much without some context, so it should be noted that out of those nine matches a total of 182 rounds were played. Basically, that means that less than 10% of the rounds played on Dust2 throughout the entire tournament resulted in a double door rush. This can be taken a step further, still. Many teams will rush double doors when they are saving, hoping to catch the opposing team with only two members playing Bombsite B and get lucky with a plant. This was the case in eight of the 18 attacks on the double doors, and only one of these save round attacks was successful. This leaves 10 rounds during the entire tournament where a team actually tried for a double door rush with full guns, which accounts for only 5.5% of the rounds played on Dust2 over the course of the whole tournament. Now, before we continue, we should give what may seem to many an obvious definition. What exactly counts as a double door rush? A fair question, but logic provides an answer: with five members on a team, a primary rush would consist of at least three attackers. So, any round in which three or more Terrorist team members pass through the double doors as a unit would have been counted as a double door rush for the purposes of our above comparison. Page:
|






User Comments
- 43 Comments» This story has had 43 comments posted since April 18, 2005 at 8:04 AM EDT.