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de_minaret WIP

  • BanJaxe
  • May 20, 2013 at 5:09 PM
  • BanJaxe
    • May 20, 2013 at 5:09 PM
    • #1

    Hello MapCore. My first post here. I noticed a few popular CSGO map creators were members here so I signed up.

    Working on my first CS map and I'm looking for feedback. It's currently the initial alpha release, visuals are very WIP, and the layout will probably change a bit (or even a lot) depending on testing.

    Workshop Link

    [Blocked Image: http://i.imgur.com/UtLWVyb.jpg]

    Bomb Site A:

    [Blocked Image: http://i.imgur.com/r8wBfDV.jpg]

    More screens:

    Site A Overview

    Site B Overview

    T Spawn

    Long A

    Thanks for any feedback, I'm open to any suggestions.

    Also add me on steam if you want to talk mapping:

    http://steamcommunity.com/id/BanJaxe

  • blackdog
    • May 20, 2013 at 5:24 PM
    • #2

    Looks nice; my impression from the shots would be that bombsites are a bit too enclosed, A especially: who is planting there doesn't seem to have an exit route and find a position to cover the bomb in time.

  • Squad
    • May 20, 2013 at 5:54 PM
    • #3

    Had a quick botplay on it. Seems like a fun layout, but there are too many sideroutes making the map too complicated (for example, when starting at CT spawn there are 5 routes/doorways to choose from).

    Remove all paths that are basically unnecessary.

    I like the little height variations throughout the map!

  • BanJaxe
    • May 25, 2013 at 8:53 AM
    • #4

    Hey, thanks both. I just updated to alpha 2.

    Code
    - Redesigned mid tunnels!
    
    
    - Route from T spawn to long A is now more direct
    
    
    - Added new stairs for faster access to outlook & short A
    
    
    - Moved T spawn back a few seconds
    
    
    - Added more cover (especially in mid)
    
    
    - Added bombsite labelling/direction signs
    
    
    - Bombsite B skybox fixed
    
    
    - Many minor improvements/fixes
    Display More

    [Blocked Image: http://i.imgur.com/O3sXoLa.jpg]

    Quote from Squad

    Had a quick botplay on it. Seems like a fun layout, but there are too many sideroutes making the map too complicated (for example, when starting at CT spawn there are 5 routes/doorways to choose from).

    Remove all paths that are basically unnecessary.

    I like the little height variations throughout the map!

    Although I didn't close any routes this update I did streamline the mid section and added bombsite direction labelling so maybe these help a little.

    I'm considering closing one of the red or blue routes marked below because they achieve similar things (connecting Mid CT-side to Outside B T-Side). But I can't decide which to close and I'm not 100% sure I want to close either.

    [Blocked Image: http://i.imgur.com/60JHEiX.jpg]

  • blackdog
    • May 25, 2013 at 10:54 AM
    • #5

    I always prefear moving on higher ground, but there's no point in doing so, if there is not a route below to have an advantage on.

  • BanJaxe
    • May 25, 2013 at 5:46 PM
    • #6

    Well I think I agree but your comment is a bit too cryptic for me. Are you referring to somewhere on the map or just general advice?

  • blackdog
    • May 25, 2013 at 10:19 PM
    • #7

    Sorry.

    Looking at the overview map, it seems to me the red path is on higher ground in respect to the blue one (eg: like in Dust 2 middle). So if i was playing, i would prefear to go on the red one. But if you close down the blue path, there would be noone running below me, so there wouldn't be any tactical advantage on the red path.

    Is that more clear?

    In light of this, have you considered in merging the two paths together (same entrance/exit) and having a two-level structure, creating an area like the aformentioned middle of Dust 2?

  • BanJaxe
    • May 25, 2013 at 10:39 PM
    • #8

    Yeah I've tried quite a few ideas for that area but none I've liked so far. Problem is solving this without making the map any more complex.

    Also closing either of them would create dead areas I'd need to rethink as well.

  • BanJaxe
    • May 26, 2013 at 2:51 AM
    • #9

    Just played two playtest 5v5 matches.

    Leaning much more towards removing the red route now.

  • ziiN
    • May 26, 2013 at 4:09 AM
    • #10

    I played and I like it.

  • BanJaxe
    • May 27, 2013 at 11:13 AM
    • #11

    Alpha 3 released:

    Code
    - Removed stairway connecting mid CT-side to outside B T-Side
    
    
    - Reworked the 2nd entrance into B CT-Side
    
    
    - Added new path connecting CT Spawn to A
    
    
    - T access to mid outlook now takes longer
    
    
    - Added radar overview
    
    
    - New environment lighting
    
    
    - Improved player clipping in a few spots
    
    
    - Misc fixes/changes
    Display More

    This update should help CT hold mid and make retaking A and B easier when the bomb is planted.

    New B entrance:

    [Blocked Image: http://i.imgur.com/rstvTwg.jpg]

    New CT Spawn to A path:

    [Blocked Image: http://i.imgur.com/VRLket5.jpg]

  • BanJaxe
    • May 29, 2013 at 5:23 PM
    • #12

    http://steamcommunity.com/sharedfiles/fi…s/?id=146411465

    Code
    Alpha 4
    
    
    - Simplified the T side of bomb site B
    
    
    - Removed a number of unnecessary crates/props
    
    
    - Added doubles doors in mid
    
    
    - Adjusted CT stairs to Short A
    
    
    - Added cover in CT Spawn to A connector
    
    
    - Added more player clipping
    
    
    - 32 player spawns
    
    
    - Adjusted lighting in a few places
    
    
    - Many minor adjustments
    Display More

    I'm still debating if I need to add to/adjust the central hub area to allow for more lateral movement across the map (between A and B). I feel like once the Ts reach the CT side of the map then all players tend to stay on that side, whereas on other competitive maps there is more movement around the map even at the end of the rounds. I need to play test this more though.

  • BanJaxe
    • May 31, 2013 at 5:29 PM
    • #13

    http://steamcommunity.com/sharedfiles/fi…s/?id=146411465

    Code
    Alpha 5
    
    
    - Redesigned mid and bombsite B
    
    
    - Added new path connecting mid catwalk to short A
    
    
    - Added new path connecting mid to bombsite B
    
    
    - Removed lower T bombsite B entrance
    
    
    - Adjusted cover spots in mid
    
    
    - Minor changes elsewhere
    Display More

    Well I decided mid did need reworking. I feel the map has much better flow and connectedness now. CTs can rotate through short A or even long A on retakes now. Bombsite B was also too complicated before and is now more streamlined. My next goal is to look again at how I can improve bombsite A.

    New Mid:

    [Blocked Image: http://i.imgur.com/AeUu6H4.jpg]

    New B:

    [Blocked Image: http://i.imgur.com/9I5BijT.jpg]

  • FMPONE
    • June 5, 2013 at 12:14 PM
    • #14

    I've subscribed and favorited this, I really admire your work ethic and I hope you'll keep on it. Nice to see you promoting your stuff and getting the word out there, keep on it and stick to it.

  • BanJaxe
    • June 5, 2013 at 2:03 PM
    • #15

    Thanks a lot!

    I'm stuck on redesigning bombsite A at the moment but I'll keep trying. Hopefully I'll find a solution and release alpha 6 at the weekend.

  • RD
    • June 9, 2013 at 6:47 PM
    • #16

    Add a kaaba to walk around in the center chokepoint. And when it gets shot, you hear a mob raging

  • Sentura
    • June 9, 2013 at 10:30 PM
    • #17

  • Thrik
    • June 10, 2013 at 10:29 AM
    • #18
    Quote from RD

    Add a kaaba to walk around in the center chokepoint. And when it gets shot, you hear a mob raging

    lmao

  • FrieChamp
    • June 10, 2013 at 1:44 PM
    • #19

    RD is back! Allah hu akbar!

  • General Vivi
    • June 10, 2013 at 4:33 PM
    • #20

    Bro, we miss you.... BRO WE MISSED YOU. Stay for a bit yeah?

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