Consulate – BasementJonas · source ↗
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overview

Consulate map overview

Consulate is held vertically: every bombsite can be defended from the floor above, and the 2F Admin side exists to burn time before a fall back.

Layout

Three floors. The Spiral, Yellow and Visa stairs link them, and a skylight on the Yellow side lets attackers drop straight in. Hatches over Piano and the basement give both sides vertical play. Attackers look for lines through the Bathroom window, the CEO window, the Admin windows, the Front door and the Garage wall.

Bombsites

2F Consul Office, 2F Meeting Room

Both CEO walls are reinforced so players inside can't be shot through them from the Bathroom window. The left Bathroom wall is reinforced as cover against a Bathroom jump, while the Yellow wall stays soft so defenders can contest Bathroom and Spiral. The Admin walls are reinforced against its windows, leaving one soft wall that can become a rotation for an aggressive hold. High holes let defenders throw utility into Bathroom, and the hatch is opened so a player below can stop the CEO window plant.

1F Exposition Room, 1F Piano Room

Two players inside, the rest above. The Yellow wall keeps footholes instead of a reinforcement, and a large rotation in it lets a player in Lounge catch attackers dropping the Piano hatch. The Teller walls, the outside site walls and the Front door walls are reinforced so attackers have to fight the Lounge player. Upstairs, vertical holes cover the window jump, the default plant behind the divider and the deep plant in Exposition.

B Cafeteria, B Garage

Both Garage walls are reinforced, along with the wall into the Locker hallway so attackers can't look down it from the breach. Rotations link Kitchen, Security and Storage for retakes, and two Storage walls are reinforced with headholes so the back side can be contested, then closed off. The Computer hatch is reinforced, and so is the hatch above Lockers, which would otherwise give attackers a line down the whole hallway.

Holding the site

Consulate favours defenders because one side can waste a minute or more before the team falls back to the other. Players above earn their place by stopping plants through the floor, so vertical holes matter as much as the walls. See how to read a setup for the marker types.

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