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de_dust_pcg
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de_dust_pcg
Official Score » 8.4 Member's Score » 9.3
From the creator of the original dusts comes dust_pcg. This map attempts to mix features of the previous two dusts into one map. Things like the tunnel in the original dust, overhangs from dust2 and similar bomb area layouts. The map can be just as much of a standoff as the original dust, where both sides are too afraid to engage one another, or it can turn into a slaughterfest for either side. I played this map for some time on a 64 man server, and found that the Terrorists have an unfair advantage over the Counter-Terrorists. The bombsite at the end of the tunnel can be reached by the Terrorists quicker than the Counter-Terrorists, and the exposed flanks make any defenders in the site cannon fodder. The main problem with that particular site's layout is that the area where the CTs usually hold to fight off the Ts is too narrow and has poor cover. I became very frustrated at my teammates, who would every round camp this area like fools while the Ts would throw in grenades and kill them all quite quickly. The other bomb site has a blind corner that makes defense easier for the CTs, but it they choose to push past this site they come right into the line of fire of Ts who already have range and accuracy over the rushing CTs, this once again makes it hard for the CTs to try a flank on the other bombsite. All of this really doesn't matter though, as in most cases, the skills of the teams determins who wins. If the Terrorists are inexperienced and don't rush, they will die. If the CT's dont take the highground, they will die. This map is a deciding factor in finding out if a player and his team have any skill or discipline. Because without those traits, you will lose on this map. Note, this is the final version of the map, all bugs fixed.
Review & Submission by Milkman
Map: Dave Johnston
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