Too long not to look at the version
This issue is super practical, but there are too many pictures and the traffic is exploding
At the IEM Winter Race last December, we saw this scene in the VP vs. Dark Horse GODSENT:
Jame kills the enemy in the long box, and then shoots the jumping TACO with an advance gun. So why did the six gods dare to shoot directly in advance under the 1v1 endgame with TACO, but they were not afraid of TACO catching timing and killing him? In fact, the biggest inner ghost in CS:GO, Shadow, betrayed TACO.
I believe that many players will also encounter themselves in the game who have not exposed any information, but the enemy has accurately located our position, often because of our shadow.
Unlike real life, in CS:GO only sunlight will make objects appear shadows, and artificial light sources will not make objects appear no matter how bright they are. Therefore, when we are outdoors, we must not only control our own position, but also be careful about the position of our shadows.
At the same time, because time in CS:GO does not affect the position of the sun, and the sun in the map is only a map, the direction of sunlight exposure in the whole map is consistent, so the direction of the object shadow is always fixed. But in the game we can't see our own shadows (not even our feet), so we can only write down which places the shadows will expose us in advance.
So today I will take you to see what regular bits need to be paid attention to in the active map!
01
Hot Sand City II
Hot Sands II is one of the most played maps by players, and some of the shadow bits in it really need to be memorized.
Gate A T entrance
Gate B CT entrance
A large deep pit on the left platform (here when the bandit is pasted on the innermost side, you can't see the CT)
It should be noted here that shadows are only seen within the sunlight range. Take the A small point as an example:
A small over point
There is no shadow in sight in this position
Finally, all corners in the sun produce shadows (due to the number of examples, only two are shown here).
A big corner
A small staircase corner
In Hot Sand City II, the general direction of the sunlight is from T's back garden to A-pack point, and so on to determine whether the shadow around the corner will be found by the enemy. In some places, even if a shadow appears, it will not be detected by the enemy in advance.
02
Desert labyrinth
Desert camouflage can be called the national map of today, and professional buddies often use the shadow position to take the lead in the game.
Palace exit railing
A1 Outer High Platform (Not only the Outer High Platform, A1 often shows its shadow first)
Jump on the edge of the platform
Jump offstage
On long boxes
On the short box
B Small outer railing top (smoke can hide people, but not shadows)
Corner (same just two examples)
B Small black room outside the box
In the desert labyrinth, the general direction of the sunlight is illuminated by the white car of point B to the palace (the second floor of T A), and so on, to determine whether the shadow at the corner will be discovered by the enemy.
03
Purgatory Town
In the town of Purgatory, there are very few places where the shadow will be exposed in advance, and the general direction of the sunlight is from the CT spawn point to the T spawn point, and so on, to determine whether the shadow around the corner will be found by the enemy.
A connects the near point
Point B Coffin Church corner
A1 after the horse shed pillar
04
Death Amusement Park
Since the general direction of the sunlight is directly from the amusement park to the CT birth point, there are fewer locations that will expose the shadow, and below are some corners that will expose the shadow.
A large flower bed above
A large flower bed
The lower level of the park
A large nearpoint
Point B site
Under the balloon
05
Nuclear crisis
Since the nuclear crisis is mainly exchanged indoors, it is even rarer that the shadow will expose the position of the character in advance, and of course, there will still be a location of the shadow exposed in the outfield.
Bandit hall on the main door room
The outfield red box is near
On the main entrance
The general direction of the sunlight on this map is from the T spawn point to the CT spawn point, and you can judge whether the shadow will be found by the enemy and so on.
06
Ancient ruins
The general direction of sunlight on this map is from the T birth point to the B package point, so in many corners we need to pay attention to whether our shadow will be exposed in advance.
One of the notable spots on this map is the double shelf at the A-pack point, and if the T on the shelf is very close to the outside of the double shelf, it is easy to be seen by the CT that returns from the donut.
Middle Road Bandit Pass
A point large box
Point B Avenue
07
Death Building
Due to the structure of this map, we will expose the shadow in advance very few places, just need to pay attention to a few corners.
The corner between the police and the B-pack point
Middle Road wooden box
These are the locations of the shadows that are commonly exposed in advance on active maps.
Some small details
When you're in a smoke bomb, the smoke bomb doesn't have any effect on sunlight. Therefore, when mixing smoke, you must make sure that your shadow will not be exposed in advance when you are at the edge of the smoke, and you will be taken away by the enemy with a few shots.
Also, if you're a sniper, don't turn the game's Global Shadow Effect very low, which will cause you to lose sight of enemies after the camera opens, missing out on kills. But without the lens, it will not affect. Today's rumor terminator is here, we will see you next time~
Reading the public number is a bit fluttering,
The old and young masters added stars.
You one standard, I one standard,
No one has a GO brother Biao.
Three consecutive "share", "like" and "watch", we are half-brothers!