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Counter-Strike Source: Map Breakdown: CPL Fire

By: Brandon Mcleod - Published April 15, 2006 at 4:08 PM EDT - Writer Archive
This will start off the CSS Map Breakdown series done by Brandon "pbmatrix" McLeod.


When Source was first released many people asked what would be needed for it to be as succesful as 1.6. The clear answer would have to be more competitive maps that Valve didn't feel the need to port over. CPL Fire was a much needed map for the Source community. I really enjoy this port over from the 1.6 map, as it is much more similar to its 1.6 counterpart than the other maps. With many of Source's players coming over from other games I figured I would give them some information on the map they might not know. CPL Fire is really not a heavily sided map as Train or Nuke. With the right rotations and execution any team can be successful on offense or defense. I will give you some ideas for set-ups and strats you can run with your team and see how they can make you guys more successful on this newly ported map.

Offense
CPL Fire is very different than all the other maps due to the simple fact that it is very wide and open. With CPL Fire being so wide, it allows your offense to spread out and work towards one goal. With the right picks you can get teams to over-rotate and not be able to recover once they realize it was a fake. While you are working your offensive strats you have to make sure everyone is doing their job or your very likely to get flanked. CPL Fire has five choke points (where you can expect an enemy to be watching) that you will need to get familiar with. With so many ways to attack the defense you have many options in the way which you will want to attack and how. I will explain to you a few ways I think will be beneficial for you and your team.

Attacking the A bombsite

If you plan on working the A bombsite there are a few key things you will want to establish before making the move up short A or A halls. The defense will more than likely have one player in the middle with an awp trying to pick you off as you make a move in middle. Another player will be watching short A, he can either push and play up-close or rely on his shot and play from the site. Once you come up middle you will need to establish middle and make their middle player fall back and make some unconfirmed calls. To do this you will need to place some key flashes/smokes. If you set different players to do these flashes/smokes they will become a lot more beneficial.



With these flashes placed in the right spots at the right times, the middle player will be completely clueless of what to call or even do. I would also recommend throwing some smokes in middle against the fence to give you a bit of cover. Once you have worked your way towards short A you will now have to throw another key smoke to keep your team from getting picked by a rotator. For this attack on A to be succesful I would suggest sending three up middle then towards short A with the flahes/smokes and two rushing A tunnels to keep the A players unbalanced. If this is run with good timing and execution it could be a very effective default for any team.



Attacking the B bombsite

Some consider the B bombsite to be more effective to attack, mainly because you don't have to deal with middle and the B bombsite is much harder for the defense to regain control of. The most effective way to take B would have to be with some sort of split. You want to avoid sending all five players one way whether it be all upper B or all lower B. When you send all your players one way you close the gap in which the defense has to defend. If they know you are all coming up from lower A they will have all their flashes and nades right on top of you. If you spread out your players you make them defend a much larger area. When you start to work B you will need good placed smokes/flashes as it has very narrow entry points. I will give some suggestions and you can add to them if you must. The biggest problem about working B is the threat of a good AWPer shutting down the upper B tunnels; well this can be overcome by just a few key smokes. The next thing to worry about it a player hiding in a unknown spot with an m4 just waiting for the entry kills. Both of those key postions will be utilized in what I am about to show you.



Once the round starts you will want to run straight to this postion and have three guys smoke over the wall and it should land right in the front of upper B blocking out any AWPer set up in the back of the site.



After you feel you have cover from the smokes in the front of B you will need to start flashing the site to blind the players defending it. With these key flashes you will blind all the spots the defenders will be playing, making the entry kills simple. Make sure you have three guys upper A and two guys lower A. Once you guys all get set up throw the flashes from upper A and lower A then continue with the rush.

Continued (1/2) »
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User Comments

1
86% Ranking 86% Ranking 86% Ranking 86% Ranking
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Cool, the screenshots make it so much more helpful
2
136% Ranking 136% Ranking 136% Ranking 136% Ranking
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Nice.
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good read
4
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Good Read, GJ
5
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nice writeup.
GUNIT~
6
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nice job.
#hsw
8
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Very nice, must have taken a lot of time. Great job with it.
Eat Psilocybes. Read Howard Bloom. Listen to Godspeed You! Black Emperor. CAUTION: sarcasm
9
37% Ranking 37% Ranking 37% Ranking 37% Ranking
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Map looks crazy in source :). Good breakdown guys
10
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gg on the article man.

as for the map, it looks good, but something is telling my mind its not right.

thats what 1.6 does to you:P
11
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nice read
I play CS on a toaster
12
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gj sir
13
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nice..
but u gave away my spot in A hangar... =*( now every1 will be playing there/flashing and prefiring =(
#SwayGaming Phaantom²
14
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Very nice article, more to come i hope :D
16
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nice stuff
*DEAD* 3D shaGuar : if you take the ens off your last name, and add face, you get dickfac
17
73% Ranking 73% Ranking 73% Ranking 73% Ranking
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I'll probably never play this map in source, but I gotta say it's a very good port. MUCH better than nuke. It also carries the very industrial feel of other source maps which I don't like but i'm sure some people do. Good ports are a step in the right direction. No one will EVER switch to source unless the maps are playable.

What ever happened to the guy who ported cbble? His map was perfect.
Can I keep you?
18
34% Ranking 34% Ranking 34% Ranking 34% Ranking
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great stuff, waiting for more :]
[b]GotFrag?[/b] CS:Source Staff - Graphics Artist
19
10% Ranking 10% Ranking 10% Ranking 10% Ranking
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wooo cool article.
20
7% Ranking 7% Ranking 7% Ranking 7% Ranking
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Good writeup, very basic for the teams that have practiced the map over and over, but good nontheless.
:]
(@_@)
22
25% Ranking 25% Ranking 25% Ranking 25% Ranking
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Good outline for people that haven't played de_cpl_fire yet. There are so many combinations of defensive setups that can be used for this map.
23
102% Ranking 102% Ranking 102% Ranking 102% Ranking
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look so different from 1.6 -_-
Pittsburgh Steelers 6 Times Superbowl Champions
24
128% Ranking 128% Ranking 128% Ranking 128% Ranking
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It looks like you can actully see through fences in the source version.
Squeegee your third eye.
25
51% Ranking 51% Ranking 51% Ranking 51% Ranking
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real nice breakdown of de_cpl_fire, keep em coming pbmatrix.
watch like BIM, ring like BIM, burberry timbs pockets filled to the rim. WSUPDEN?
26
12% Ranking 12% Ranking 12% Ranking 12% Ranking
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A very well put together article. Nice work man
27
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the map looks amazing
28
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Keep up the good work!
╔╗╔═╦ ╗
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good shiz good shiz
#epicmovies Coming Soon
30
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gud wr1te up
31
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nj pb.
#ampliFyGaming - irc.gamesurge.net
32
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nice article. i always get lost in those source maps :/

nj pb, the map looks great
35
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good breakdown even though i dont play source

nice
37
31% Ranking 31% Ranking 31% Ranking 31% Ranking
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nice breakdown

taught me a few things ;p only played fire with dev in our matches last season so we never had time to practice anything
38
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very cool of them to make this
<@kusH> need 2 cent * @harpooooN^ gives him .02$
39
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this helps a lot, thanx for helping the community gotfrag. Next map: contra
40
32% Ranking 32% Ranking 32% Ranking 32% Ranking
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Looks like a really cool map. Hope it plays closely to the way the 1.6 version plays.
42
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#32 it has the exact same layout; how would you get lost?

wtf source doesnt have the red dot in the middle of the awp zoomed crosshair?
#925BALLAZ area code 925, danville, CA
44
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I’m not so familiar with this map, although having only played it once. It’s expected. A much appreciated article on it though, as I’ve picked up on a few things that I can no doubt use when the time comes.
[b]GotFrag? CS:Source staff[/b]
45
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#39 Thanks for the input, the next map shall be de_contra!
Hi.
47
12% Ranking 12% Ranking 12% Ranking 12% Ranking
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Some pretty good clarifications there.

#46 No, but 1.6 will be soon, you jack ass
Hey, it's KAUN! Veneratio, and all the old school days of 1.6 and CS:S in high school!
48
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personally this is a terrible port visually.
49
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#17 I agree with you, with your statement on cbble. It was perfectly ported over.
Tim "Quemex" Murdoch
50
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nice, I really don't know fire at all, and thiws helped me with the basic stuff =)

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