Defense strategies

This is about having the skybox open (no skybox brushes) around bombsites and mid area in general.

From a technical standpoint, I’m not a fan of open skyboxes; they will decrease your fps anywhere between 10-30 fps (a lot more without proper optimization) depending on location and details, and proximity to other open skybox areas. However, competitive gameplay relies heavily on “nades” tactics and players will appreciate an open skybox that allows them to toss grenades/smokes/flashes across the map as an integral part of their attack/defense strategies.

Whenever possible, and if your layout/design allows for it, open the skybox in strategic places (between mid and bombsites for example) to allow for such strategies. Obviously you will need to tighten your optimization setup to counter for steam market csgo this opening, so naturally do not go on a skybox opening spree across the whole map. If there is an area/angle that is near impossible to throw meaningful grenades across, then there is no need to open the skybox at this place. Other places such as the back of CT/T spawns are also candidates for a “closed skybox”; use your common sense and best judgment when deciding to open the skybox and remember to counter the effect with additional optimization (horizontal hints, areaportals, props fading…).

This is roughly the time it takes the player to move from one bombsite to the other.By default, the C4 timer is 45 seconds (35 secs in most professional leagues as far as I know), so a good number for the rotation time would be around 15 sec.Making an extremely short rotation time will ruin gameplay as both bombsites will be practically covered at the same time, negating a whole plethora of strategies revolving around pushing/rushing/faking/etc.In contrast, creating an extremely long rotation time will barely allow a CT to reach the other bombsite, let alone have enough time to defuse (and clear the area beforehand).The 15s figure is not cast in stone though and can vary depending on the map layout/connectors/obstacles/angles (12 to 17s rotations are not uncommon).