Chateau (de_chateau) is a compact bomb-defusal map in Counter-Strike that forces close combat inside a half-finished mansion. Two courtyards sit one floor below wooden balconies, while a shallow river and creaking planks expose anyone who moves carelessly. This guide explains the layout, history, and play patterns, then drills into every hot spot so you can outplay the opposition. Learn the Counter-Strike Chateau Map layout, history, and winning tactics for both bombsites. Master rotations, grenades, and high-ground play.
Table of Contents
Layout Overview
Map Theme and Story
Lord Williams is rebuilding his summer retreat after Cobble’s fall. Terrorists aim to ruin the project by planting C4 in either courtyard. Counter-Terrorists spawn on higher ground and protect the investment. Stone arches, wooden attics, and flooded tunnels form a maze where sound matters as much as aim.
Bombsites and Key Areas
Bombsite A sits beside the river and under a tall watchtower. Bombsite B hides inside a wine cellar with two stacked floors. A narrow middle bridge links the sites; missing planks amplify footstep noise. Staircases, ladders, and broken walls create many vertical angles, making grenade timing essential.
Development History
Counter-Strike 1.x
Chris “MacMan” Ashton and Ido Magal built Chateau for version 1.4. Its look nods to Cobble, yet the layout stands on its own because Cobble’s designer was not involved.
Condition Zero Tweaks
Ritual Entertainment updated lighting, straightened the ramp to A, and removed the spray mark on the ground. The map became stage 10 in Tour of Duty mode.
Source Rebuild
Valve rebuilt Chateau in the Source engine with cleaner textures and minor geometry tweaks. The core routes stayed, so tactics remain consistent across versions.
Strategic Fundamentals
Movement Paths and Noise
Running through the river splashes loudly, while the wooden bridge creaks with every step. Walking or crouching helps attackers slip past early angles. Defenders can bait sound by stomping, then double back into cover.
High-Ground Control
The defending side reaches balconies first and can watch both yards. Retakes often start from upper rails, but losing that ground flips the round. Attackers who clear the attic force defenders to push uphill into crossfires.
Grenade Usage
Because rooms are narrow, a single flash can blind an entire push. Smokes block attic windows for eight seconds—long enough to plant. HE grenades clear cellar corners or punish anyone hugging river walls.
Hot Spots in Detail
Bombsite A: Lower Courtyard and Attic

Lower Courtyard
Attackers usually dive in from the river tunnel. A quick flash off the left wall blinds anyone on the stair ramp. Plant on the center stones; the bomb stays visible from multiple angles. After planting, hold river exit, stair ramp, and windows. A molotov on the ramp stalls defusers for five seconds.
Attic and Watchtower
Defenders peek from attic rails with rifles. Falling to lower floor cuts rotation time but gives up the best line of sight. The watchtower sits above the plant yet offers limited cover. Crouching along the rail lets a sniper ambush unaware attackers, but standing exposes the entire torso. In the Source version, a sand pile on the tower gives a cleaner view.
Windows and Hallways
The long hallway behind attic windows links to mid. Breaking the glass reveals a push, so attackers sometimes keep panes intact and listen for shatters. When retaking, defenders throw a flash through the window before jumping to lower level.
Bombsite B: Wine Cellar

Ground Floor Corner Fights
B’s first floor is a cramped rectangle with low arches. Shotguns, SMGs, and short bursts dominate. Attackers entry with a flash over the cellar arch, then clear two default corners on the left. A well-timed HE cripples stacked defenders.
Upper Balcony Crossfire
A wooden balcony circles the room. Defenders who hold it can shoot straight down onto the plant. Attackers who take balcony after planting gain a safe peek at the bomb while staying shielded by the railing. Throwing a smoke on the stairs blocks the defender drop, buying extra seconds.
Backway River Approach
An outer river path curves behind B. Jumping across small rocks lets attackers bypass water noise and reach a side door faster. Defenders often forget this route, so late-round flanks can collapse their hold.
Wine Cellar Funnel and Exploit Spots

A partially ruined wall near the plant lets players boost onto rubble and watch the whole site. The angle is powerful yet fragile because opponents can pre-fire it once discovered. In older builds, players exploited the ledge to see through ceilings; modern servers often block that trick, but the rubble perch still works.
Mid Bridge and Broken Planks

The wooden bridge above the river cuts rotation time in half. One plank is missing; jumping over it makes noise, yet dropping through places you in water—loud either way. Smart players break another plank early, mimicking a rotation to draw eyes away, then lurk under the bridge for back-stab potential.
Upper Mansion Paths

Two internal hallways link attic, bridge, and watchtower. They grant rapid support to either site but expose players through ceiling holes. Holding these paths lets a team pivot in seconds, making them the map’s strategic backbone. Moving on lower floors is safer yet slower; crouch under small openings to avoid stray bullets from above.
River Tunnels

Shallow water runs from Terrorist spawn to A and partially to B. Its sound betrays rushes, but it also masks footsteps from other directions. Smoke grenades bloom tall here because of low ceilings, blocking vision all the way to bombsite doors.
Mid and Rotation Tips
A defender who anchors mid can hear planks break, call rotations, and flank river pushes. Attackers should send one lurker under the bridge to punish anyone chasing. When moving from A to B through outer rocks, holster your weapon and knife-jump the path to save two seconds.
Common Mistakes to Avoid
- Over-committing to loud river rushes that reveal your team.
- Leaving attic windows unchecked after the plant at A.
- Ignoring balcony control at B, allowing easy drop-downs.
- Wasting grenades early; late utility decides retakes.
- Walking solo through mid without clear audio on plank breaks.
Closing Thoughts on The Counter-Strike Chateau Map
Chateau turns every hallway into a duel and every balcony into a power position. Focus on sound, seize high ground, and time grenades so they matter most. With practice you will read rotations, own the hot spots, and tip the balance on a map many call defender-favored. Queue it, test these ideas, and refine each round until the chateau feels like home turf.
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