HISTORY OF BIRTH DE_DUST2. Tactics and notation on Dust2 will give 2 in real life


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Do you know that in 2011, the map de_dust2 has already been tenth? Despite age, the card is still popular and come up with all new and new ones, and whether it is often possible, namely news about Chemes do without mentioning this card?

This can be called a small holiday. Therefore, before you transfer the article written by the creator of this famous card by David Johnston!

Let's start with the fact that the card was created, at the age of 18 years.

The very beginning.
I created de_dust. Literally after a week, the stalking success and the popularity of the card was only grew. From this popularity, I made one simple conclusion: not to create another card, only more committed to the balance sheet, simply stupid!
Thoughts attended me for a long time and stubbornly, but I didn't get it for this thing. The most important factor that at the same time pushed to this step and at the same time stopped - the popularity of the original DE_DUST. Those. I strongly doubted that I could release a really high-quality product. I sincerely did not believe that Sikvel may be better than the original.
Initially, it was properly called the map de_dust1.5, but I refused to use the original textures.
And then, in their 18th, I thought that the most correct called "de_dust 3" - it would be an excellent excuse. Why? Because the 3rs of the films are always less interesting and less qualitatively performed.

Loyalty origin
To afford to give the prefix "Dust" to your new project, I was obliged to add some factors of the original card.
Now, "dust" - like a virus. He infected the community as CS1.6 and CS: s Even CS: CZ. Time goes and progress does not stand still, we see the outputs of many cards where locations are made in a similar style, but most of them simply do not correspond to the philosophy of the original Dust, as a philosophy makes this card so ultra-popular.

Arki.
Arches are almost a key element that is the separator of the game zone zone zones.
It's hard to believe, but they are not easy to do so. These arches clearly divide the map on certain zones, thanks to which the players easily remember and understand the structure of the whole card.
With this decision, I killed two Zaitsev at once:
1) separation
2) Architecture - a popular map, must be beautiful.

To compare what would be with Dust if there were arches on it:

I admit that it looks quite nothing, but the arches add beauty and much better with them.
Thanks to them, the card designer gets tremendous freedom.

Revelation
Frankly, I recognize that the decision is invented far from me. And I stole this idea, from the original Team Fortress. Therefore, I would like to say thank you, designer from Valve.

On the pavement!
When I just started working on the original de_dust, I accepted a solid solution that the road was simply obliged on the map or at least something similar to them. Thinking, the choice fell on cobblestones, which are used on the bridge.
And again two hares:
1) Roads serve as directions
2) Designer approach

Let's see, whatever de_dust without pavement:

Pictures on the walls. Chamfer Bas reliefs.
Dust is made in oriental style, and what is the east without wall drawings, chamfer and bas-reliefs?
But when adding such cards, it is important to understand one thing that when you use them, use carefully and very carefully - it will save you from the abrasion of the card items.
To prevent oversaturation, I brought the stringent rules for myself:
1) scenery can be used no more than two in one place
2) chamfer and bas-reliefs should be where they can not cross them

The sun
An important component that Dust "has a certain, unique style is the sun. He's a bright one, he fills the location with the sun.
Most of the cards of that time were extremely dark. Therefore, the release of something bright and light, was a success.
dUST - has become an exceptionally new map view. It was he who gave clarity to players. Those. A clear understanding of the situation on the map and the most important thing, knowledge that is waiting for this or that angle.
I got to create a night version of one of Dust "OV, but I perfectly understood that such a step would become erroneous.

General design
dE_DUST 3, then I called it so much, turned out to be very difficult in creating. First, he would not have been dust if I did not use many factors of the original card - it was in parallel and complicated the work.
I will explain, I found myself in a certain cell of restrictions, as before adding one or another component, I had to think about the general concept of the card. So, that the concept would be correct, I left the arches, chamfer, bas-reliefs and other card details.

Simplicity and eight
There was another question that worried me badly. This is how to do it. It means that I understood if I would allow many mistakes, the card would not be professional, and the game would not lose any diversity. And if I do perfect, then about the original dust everything will just forget
In this regard, I spent many hours to study the general plan of the original DUST "A, whatever the understanding of the same secret in this map, so that it became such a popular.
As a result, after long hours of reflection, I found this secret. Eight! Yes, it is the eight, if you look at, then the card looks like eight that has a few more passes.

Finally, I realized that the new Dust is simply obliged to have the eight structure + passages. This would preserve the integrity of the concept.

For ease of perception, I made two pictures for you. The most important thing is to understand that the center 8 is the hottest place, on this map.

Cape sketches. First step, in creating a map.
When you create a map, such as DUST, you understand what you need to start with the sketch. Since such cards are not created chunks or in 30 seconds. It is important to understand what desires you have in creating a map. What do you want. After throwing a couple of the most important and relevant zones, I started to compare them, fold, apply to each other:

First sketches:

As can be seen, but the bottom scan, a lot of mistakes are allowed. Absolutely not true reps.
The biggest mistake here is that contact T and CT is possible, after 1-2 seconds, after the start of the round.
From this scan, only one detail has been preserved, Rep CT

On the upper scan, already more intent. But there is no main part - tunnel. At that time, I did not know where he would be.
It is worth noting that it is at this stage of creating a card, I realized that the rocks should be a game element, and not just part of the decor.

DUST 3.
Just a few days, I had to spend, that sketches became virtual reality.
But there was a problem that the location of the bombsides, did not leave the place for the fact that T could turn out normally.
By the way, at that time I didn't even have a concept, how should Spaun should look and in general their side.
As she appeared - I can not remember.

Alpha version
Dust 3 is the earliest of its versions, clearly show a huge difference in comparison with the modern card. Another kind of bombplant, the rep was about where CT rep.

Alpha version of Bombside and Skata to T Repu (now it is a plint and kt-rep)

As can be seen from the screenshots, the map lacked the quality, there was no window, the plunk is too deep.

Brian Martel is the first person who saw this card. He suggested me a lot, for example, various fixes in the textures, as well as more actively use pictures on the walls, so that the players understood from the first seconds.
Since Dust3 was a lot of harder than the original, I decided to listen to his advice.

As already mentioned, in order to create three, I needed to take advantage of the various components of the original Dasta. To transfer the general philosophy of the map to the next version.
The most attentive players immediately noticed that many components were taken from the original card, they are not even about certain things, but about the overall approach.

dust 3 did not please his bombside at which there was no opportunity to do anything. There was no possibility of using positions to attack, and there was nothing to protect. Therefore, I used the materials from the original card:

Skates:

After not holding the creation of a sequel, I clearly understood that I would use the skates and various lifts.
So I knew that this is possible, only taking into account the use of the goose.

Creative
When working on a new card was boiling, I did not have another choice, how to take some very dangerous and critical steps.
Rocks. Box focus on the rocks. These things, I have not when I did not enter the previous versions. Most of all, I was worried about the boxes that rest on the rocks. If you look at, it could have the impression that the boxes depended.

dUST or not DUST?

Creating a staircase in Temka brought me no little psychological suffering, looked out all the nerves. On other versions, I never used the stairs, with the exception of steps in the republic and at the entrance to Temko.
But here it was not a couple of steps, but a huge, long staircase! And where! In Temka, where there is a horror place, as little.
It was the problem that the upper and lower temperature level was necessary to connect. Looking at the overall dynamics and the concept of the map, I understood that the staircase should be not just a descent / lifting, but an integer place of action.

Latest strokes
One of the employees, namely Jess Cliffe was very intrigued and was very interested in DE_DUST3. Since at that time, the original occupied a solid first place, according to the games on it.
He made his own adjustments, and more precisely made a lot of interesting proposals, whatever I could change the map to improve the gameplay.

Problem
As you remember, I wanted to call the DE_DUST3 card, but representatives said to me that they were ready to include this card into the official Mappak, only called de_dust2.
Why would they do that? Yes, because at that time people from Valv, there were a lot of far from me:
If you put a number of numbers 1, 2, 3 in front of a person, 5, then a person will be asked: "Where is four"?
Valv could not afford to enter mistakes.

Ultimately, I realized that the card becomes part of cybersport discipline and if you need to rename, then it must be done.

Nowadays
Looking back, I can say myself: "Well done!". After all, DE_DUST2 has become a lot of popular original, it is still playing and inventing new tactics on it.

Modern de_dust2.
Gone gone. He is many years, but even after so many years, he is one of the best card representatives where a certain balance is traced.
It was transferred to CS: CZ, CS: s.

dE_DUST2 in CS: s
This is a unique card that survived not little change. And you can say very successful!

Translation made:

The history of the creation of Dust 2 - a card that was not in the plans at all, and which at best was meant a non-serious attempt to repeat the success of Dust. I decided to give her a chance.

Introduction

Despite the unthinkable popularity of Dust, the idea of \u200b\u200bthe map-Sikvel did not come to my head for a long time. Someone perceived Cobble as its succession, but until the appropriate audience, the card was not accustomed to, so there was a demand for the "real" second version. Dust 2 appeared only in March 2001, two years after the exit of the original.

It is clear that the creation of the heiress of the most popular charter card in the world is not a simple. Even in the conditions of the presence of the same textures, developed style and countless mass of the waiting players, the task seemed to be unbearable. And for this reason, I did not want to call the map Dust 2. It is well known that the third part of any filmmaking always does not reach the first one, so I decided to call her Dust 3, in the hope that no one would notice. I thought everyone would just have to play the original.

So, I opened Hammer and began to design "Dust 3".

Adherence to a given topic

I first needed to make sure that the new card will be in everything like Dust, but it will not be exactly the same. I needed to highlight the fundamental elements of Dust.

Arki.

Perhaps the chief distinguishing aspect of DUST is the arches between the main areas. They clearly share the map, forming the inputs to the gameplay zones, and help players to make a mental map circuit. From the point of view of the gameplay, they appear narrow strategic dots and block an undesirable overview. Here's how dust would look without arches:

Remove the arches and get a deathmatch-arena

If you still suddenly read the text about the creation of Dust, it is worth starting with it - there, for example, it is said that the arches (and a lot of other elements) I copied from Team Fortress 2.

Expensive

Stone roads in DUST performed arteries conducted by players to target areas. In the new map they are assigned the same role.

The importance of roads can be demonstrated by removing them from DUST:

Without roads and do not understand where to go.

Patterns

Patterns along the top and bottom of the walls were probably the only element that deliberately introduce a variety and contrast, which is especially important when the card is painted almost in one color.

Therefore, I tried to be neat with decorative elements, using them only where they really need, and not just for a tick. I did not want to repeat the mistakes of all these "damasky" cards, where the patterns were sculpting wherever neither in the fall, overloading the visual attention of the players. And on the contrary, I did not want to be too cautious and get the same as a result of a single and inexpressive world.

I tried to form a number of rules for myself. The patterns should not be on the ceiling, on the floor and anywhere where the player can stand. No vertical patterns. Finally, on a separate wall, there should be no more than two patterns (for example, from below and on top, but not in the middle).

The sun

This element Dust, probably, has been reconfigured most often: In each Beta release, the Counter-Strike Sun is slightly shifted, extending shadows. It was an important distinctive feature of the card and added visual appeal. I was thinking to choose for the second version of the night environment, but it would destroy vital aesthetics. The best thing I could do is to leave everything as it is.

Design

The new DUST was supposed to be a predecessor not only to textures and lighting. It was necessary to copy and familiar design elements for players: doors, basic buildings, slopes, drawers and raised areas. Something I was transferred with almost no change in order to save the spirit of the original.

Trying to add something new, I have always followed to remain conservative. As a result, I stopped on a semicircular staircase and a rock between bookmark points.

A few more mandatory moments remained: close space for melee and well-viewed area for protracted shootings with AWP. In DUST, the central corridor and the underground transition served for these purposes, and I needed something similar.

Experiments were a lot.

Do not complicate

Of course, the most important element capable of killing or revitalize a new card is its scheme. It should be almost dust, but not DUST, quite unusual to attract bored fans, but the maintenance of the balance and the dynamics of the original.

I spent a lot of time in trying to calculate the most important ingredients of Dust and came to the conclusion that it is a common simplicity and a laconic area of \u200b\u200bthe regions. In its basic form, Dust was the usual eight, who reflected a pair of arms and legs; It concentrated the clashes in the very center, but left the space for tactical maneuvers.

To increase the chances of a new card to success and make it similar to DUST and feeling, and on the game, I needed to be taken over this structure.

Begin

Oddly enough, I decided to start with sketches, and not dive into work immediately. It was a special card requiring careful, thorough, thoughtful and versatile planning. All this time-consuming process took me literally a few minutes.

One of the most remarkable my solutions at this stage is the cliff surface. Textures for her were already, but I did not use them. This was his risk (minimum), given the difficulties with the creation of plausible mountains on the Half-Life engine, but I decided to go to him. Worried about nothing.

Early version of Dust 3

It took several days to embody their plan to the working version of the card, the benefit of the whole process was uncomplicated. I relied on my habit and was somewhat abstract from a clear design, only holding the overall scheme in my head, and the scale of the rules already in the course of the case.

The main problem arose with the proportions of gameplay regions. It so happened that I built a map, overlooking the very edge of the space permitted in the WorldCraft. But instead of moving the entire map in the opposite direction, I left everything as it is, so Spoon terrorists turned out so long.

Alpha version

Alpha Dust 3 was very close to the original design, but she lacked the originality. Yes, it was clearly Dust, there were both old and new elements in it, but it was far from completion.

As in Dust, a similarity of the dungeon appeared in Dust 2.

In the screenshots, it is clear that the area that I was most dissatisfied is intended for the second bookmark point. She had only two exits, inside there were several covers for shelters (as in the original), and something else was required. The road also went to the usual development - everything, as in DUST, only in this case is harmful.

At about the same time I asked the Council from Brian Martel from Gearbox. He suggested that in addition to the marks on Earth, add arrows pointing to the bookmark points to simplify the acquaintance with the card (afterwards the arrows were added to Dust, and in all other official cards).

Beta version

On the way to Bethe, I finalized the point B, leaning on a version of Dust: added a raised platform and more boxes to crush space to sectors and provide a variety of tactical capabilities.

In the process, I came up with a discovery in the wall, withdrawing on the road to point A. It seemed to me that there was no risky - there was no such thing in Dust, and I was not sure how it would eventually look and work in the game. But I felt that the idea was "correct", the area of \u200b\u200bbookmarks became much more open. In his thoughts, I represented how fun will sit in the opening with Steyr Scout and to push the enemies going through the gate.

I also took the courage to experiment with drawers, putting them at different angles, as if scattered around. And again it seemed to me that this was too sharp departure from the strict, ordered placement of the boxes in Dust - I was worried that even such a little thing could be decisive in the success of the original.

Today it is a judicial banality, but in those years I doubted about the use of irregular forms and a rounded staircase.

The staircase also forced nervous. In Dust there were no stairs, except from the pair of steps, and then she was a semicircular, and also leading in a close space. However, I needed some pass between areas, and such a staircase could lead to interesting conflicts.

Despite all changes, there remained a lot of usual things. Some have been moved almost directly directly.

Spaun terrorists in Dust 2 copies CT spa from Dust.

The bias on the screenshot above for me is also pretty "diving", perhaps because it sends to the screenshots of inspirers from TF2.

The underground transition from the Special Forces in Dust 2 looks like a transition from terrorists in Dust.

And again a similar element is a bias that goes into the dark underground area. In Dust 3, terrorists started the game on top of the slope. In Dust 2, instead, the special forces will start in the transition itself.

Release

Everything was held in a relative secrecy atmosphere. I specifically lingered so as not to provoke unnecessary expectations, believing that with the card output on a new site called Gamehelper everything will be over. In my eyes Dust 3 against the background of the original was a failure, and no my efforts would have changed.

Well, she did not fail. Jess Cliff (Jess Cliffe) insisted on making it on the list of official cards, only under a more appropriate name Dust 2. As in the case of Dust, Jess brought the balance to mind, redistributing the spoons and bookmark points.

Dust 2 saw the light in March 2001 as part of Counter-Strike 1.1. Unlike the original, changes in its scheme have since not contributed.

General view of Dust 2 in CS 1.6

Like its predecessor, Dust 2 gained popularity, overcoming my pessimism, and also in clan matches for which Dust did not fit. The crown of the most popular map subsequently crossed to Dust 2, and she divided it only with Aztec, and Dust had less attention as new maps release. I could not think that Dust 2 would be more popular to Dust longer pairs of weeks, but the ubiquitous servers "Dust 2 24/7" testified about the indispensable card in the subsequent versions of Counter-Strike.

Counter-Strike: Condition Zero

Like its predecessor, Dust 2 in this game is largely similar to the original. The map has become noticeably brighter and colorful thanks to additional details. Minor changes were made, like the placement of the boxes at the bookmark points, but in general the map just looked like a sweller.

In Counter-Strike: Condition Zero refreed to new colors.

This version of the map was engaged in Ritual Studio, but Valve added several final strokes in front of the release.

Counter-Strike: Source

Here in the map added many changes, including improved Skybox (now here is the truth, as in the middle of the desert), modified buildings, additional parts and imitation of the village disorder, as well as a slightly corrected position of the bookmark points.

In general, it is evident above that since the CS 1.1, the proportions have changed slightly: some passes expanded and became more accessible, others lengthened or cut out in favor of gameplay and performance. Some small details overlap the review lines or provide additional shelters, but in general everything remains close to the original.

Recycled Dust 2 in Counter-Strike: Source

Valve worked on the updated map, as with DUST.

Counter-Strike: Global Offensive

The largest version of the map from brilliant artists and designers from Valve.

In these places almost physically feel the breath of a light breeze.

Valve and Hidden Path Entertainment worked on this version, it is based on the proportions from CS: S (many assets moved here from the previous game, although in a slightly modified form). Looks stunning.

Other games

Thanks to Modes, Dust 2 can be found in other games. One of the ideas most visited me is to recreate the card in Far Cry 3 (the entire process is shown on the video):

Thanks

As in the case of Dust, nothing would be without the help of Joe Markert (Joe Markert) with Gamehelper, Jesse Cliff, Mina Lee (MINH LE, GOOSEMAN), Chris Ashton (Chris Ashton), Brian Martel, Richard Gray ( Richard Gray), Kristen Perry (Kristen Perry), IDo Magal (IDO Magal) and other, most different people.

And, of course, I have to thank Valve Software, for taking advantage of their idea ... Um ,.

Card will give 2 in the COP goes the oldest and popular card. It has earned its popularity since the time of COP 1.6 and earlier versions. Dast 2 in the COP consider one of the most balanced. This means that you have the same chances of winning when both sides are: Terrorist or Counter-Terrorist.

In this review, we will consider:


Designations on the map will give 2

To play on any map in the COP, it is necessary to know the designations and titles of points. It is necessary in order to give their timmeites information about the position of the enemy and accept and understand it accordingly. Now in detail with pictures, consider the main points to give 2 in the COP.

This place has several names. In Russian, it is called "Bank", "Box", English designation "Box" (boxing). Playing for CT, the man who keeps Long usually holds at the sight of the T, which go out of the box.

This segment is called: Long (Long), length, weaving. Often on pistol rounds Team T attacks exactly from here. It is very important to restrain Long, because If the terrorists take it, they will be able to control most of the card.

Alternative to Long in the COP is Short (Short), it was often called Zig Zag or Ziga.

Center or Foreign Ministry on the part of terrorists. Just to run on it is dangerous, the CT sniper is almost always through the gap between the doors only and is waiting for someone there will appear.


Lower tunnel, in English it is called Low Tunnel (Low Taul), often say the lower dark.

Rising from the lower tunnel, we immediately get into the faithful tunnel or Up Tunnel (Up Tan). How do you see from the top darkness there is a passage to Base B.

You can also get out of the upper tunnel on the Titanic, which is exactly what is called this place in the COP go to give 2

From there we fell on a T Repay or T spawn, call as it is convenient for you. In English, it is better to say T BASE (Ti Bais)

On B database, this place is called a dance floor or Dancefloor (Dansflor). Usually there is a sniper, which keeps out the upper tunnel.

Very effective squash called Hammer, standing around the corner, terrorists who come out of the tunnel very often do not check it.

Well, if you noticed someone among these boxes, give your comrades the info that the enemy is right in b Plunt. In English b Site (bi site)

From there you can get out in a rift, which is called a window or window. And there is a constraint or constructions.

We continue to show the designations on the map will give 2 in the COP. The next place is CT spawn or CT BASE. Everything is clear here.

An interesting place from which you can take Long, called advertising, also call the car. English-speaking players always say Car (car).

From here you can make a good short, only your head will be visible, this position is called climb or Ramp (Ramp).

Well, actually a plint or a site.

In fact, there are still many points to give 2 in the COP, however, to describe everything for a very long time, you can set on which all positions with names will be shown, even the smallest.

Tactics for will give 2 in the COP

In order to win rounds on any of the CS GO cards, you need to use different tactics. You can, at least, to keep an aggressive game, quickly attack, pour and kill your opponents. Or, on the contrary, sit on certain positions and wait.

For example, when playing for T to De Dast 2 in the COP, it is recommended to play aggressively. Consider a few simple tactics for different rounds, when explained, I will use the designations of the positions that you already know.

  • You have a pistol round. The team makes a quick length of length, the main task is to quickly kill the CT, which will wait for you from the bank. You can first throw the flash drive through the upper loops in the box. After killing the CT with the whole team, run to and capture, check the advertisement, quickly take a point and put a bomb, one person must be left around the box, you will definitely want to go in the back.
  • Playing for CT follow the standard alignment, 2 people occupy a point A. One of them looks long, the second short. 1 Player should be on the Foreign Ministry, you can simply become focusing behind the doors and listen, you will definitely hear the opponents to shorts or in the lower tunnel, and perhaps you will go to the Foreign Ministry, where you must restrain them, and 1 Irook from the point b I must go out and help you. The remaining player should look out from the upper tunnel.
  • Often when playing for T, the round works, when the whole team runs through the upper tunnel, goes down to the lower and, throwing a light grenade above the doors, runs out into the Foreign Ministry. Here the main thing is to quickly neutralize the enemy and throw the smoke on the CT rep. Better when it makes 3 people, and 2 expect in the upper tunnel. Then it remains only to crush the enemy from 2 sides. Such a round is good when you have eco, and your opponent has a good purchase.
  • Playing the CT team on Eco Round, Rush Boxes works fine. You can buy on Five-Seven and grenade. Just run the whole team on Long, throw 5 pomegranate in the box, very often there immediately on the timing is resorted to T. Simply press the ones, such a round you will set up in the boldings of the enemy and you can win a round by knocking out a couple of devices, in the form of AK-47.

Tactic games for will give 2 in the COP there is a huge set, everything is limited to your fantasy. I hope you learn to successfully enjoy the above.

Chips and secrets to give 2 in the cop

We advise you to watch a learning video that will be useful for those who really want to learn how to play better in CS GO. The author explains some aspects and subtleties of the game to de Dast 2. Learn to the chips and recognize the secrets