It also received graphical updates in Counter-Strike: Condition Zero and Counter-Strike 's Xbox release. Īfter its initial release on March 13, 2001, as part of Counter-Strike 1.1, the map received minimal changes following updates to the rest of the game, but received small graphical updates and lighting changes. During development, map features such as caverns that would have provided cover, a window in "B Site", and a longer ramp in the Counter-Terrorist's Spawn to A Site were removed. It existed in the map because of space limitations of the engine. During the initial development of the map, "Long A", a long pathway that leads towards the "A Site", was not present. The map was designed to be simple and balanced. Johnston originally titled it "Dust 3" because he did not think it was a worthy successor to Dust before the game's launch it was retitled Dust II. Chris "MacMan" Ashton helped provide textures for the map. History ĭust II was developed by David Johnston for the first game in the series as a conceptual sequel to the existing Dust map. Another thing different from Dust is that Dust II did not undergo any other major layout changes. ![]() He set certain rules for himself with trimming so that he did not overuse or under-use it overusing would make the map too complex and under-using would make it too flat. Compared to Dust, he was patient in using the "trim" feature, an element that separated certain objects he said he, "tried to use the trim very carefully, only exactly when needed, and not just as filler". Though, he wanted to add other elements, an area with close combat and an area with long-range fights, which turned into B Tunnels and Long A. He began identifying what made Dust unique and Johnston kept the simple structures, ramps, crates, and "Dust doors" these were elements he knew had to stay. Johnston stated in a blog post that, in making Dust II, he "had to ensure that this new map had everything in common with Dust, without actually being Dust". Upper Tunnels leads to the B site or Terrorist spawn Lower Tunnels leads to Upper Tunnels or Middle. B Tunnels has two main areas Upper Tunnels and Lower Tunnels. Long Doors are the two sets of open double doors that lead from the Terrorist's spawn to Long A Pit is a sloped area where players can hide or use for cover near Long Doors and Counter-Terrorist spawn, located right of Long A from A Site, is where the Counter-Terrorists spawn. At Long A, there are another three important areas before approaching the A Site. Middle has three main areas: Catwalk, an elevated pathway that leads to Short on A site Lower Tunnels, a tunnel leading from Middle to Upper Tunnels and Middle Doors, that has a set of open double doors at Middle, which leads to the Counter-Terrorist's spawn. The main choke points contain tactically important positions and areas. Of its layout, the map's creator David Johnston wrote: ".Dust was little more than a figure-of-eight that had grown a pair of arms and legs, centralizing the battles but providing tactical wiggle room." The map has a few main choke points: "Middle", "Long A", and "B Tunnels". The Terrorist side must gain control in one of two locations to plant the bomb these sites are easily accessible to the Counter-Terrorists at the beginning of the round. The Terrorists have a limited time in which to plant and detonate a bomb the Counter-Terrorists try to stop them from planting the bomb or to defuse it if it has already been planted. Like the other maps in the game, players are divided into two teams: Terrorists and Counter-Terrorists. The map is set in a dusty environment based on Morocco according to Jess Cliffe, co-designer of the original Counter-Strike game. Design ĭust II is a video game map featured in the first-person shooter series Counter-Strike. The map has been popular with players since its initial release, and both its original and revised design in Global Offensive have been positively received by players and mapmakers. ![]() Apart from graphical updates, it underwent minimal changes after its initial release, before receiving a significant visual revision in Counter-Strike: Global Offensive in October 2017. The map was first released in March 2001 for the original Counter-Strike game and is present in all games in the series. ![]() It was designed with the aims of simplicity and balance, based on its symmetrical design and two points, over which the two teams must fight for control. Dust II is the successor to "Dust", another Counter-Strike map, and was developed by David Johnston before the official release of the original Counter-Strike game. " Dust II", also known by its filename de_dust2, is a video game map featured in the first-person shooter series Counter-Strike. The A Site in Counter-Strike: Global Offensive after the October 2017 update
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