1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[CS:GO] Map Plan of de_metro

  • NoahHasAnIDE
  • February 22, 2014 at 9:47 PM
  • NoahHasAnIDE
    • February 22, 2014 at 9:47 PM
    • #1

    After playing CS:GO a few months, studying the pacing, the timings, etc etc, I decided to try my hand at map making, since I've always had an interest in it, regardless of my (no) successes. Anyway, here is a nice little drawing I made of the map.


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


    Not the neatest, but this is a very early version of the map design.


    I'm trying to go for a metro/subway look (hence the name, de_metro). I've downloaded some reference pictures, and I'm going to make mid a decommissioned subway tunnel with lots of rubble and cover, but kinda tight spaces, making for some interesting firefights. The T spawn to B route is going to be the actual railway, making it kinda like banana on Inferno, but a bit more viable for an AWPer to use. T spawn to A is going to a walkway to another place where you would board a train, in which bombsite A is that boarding area, with a train in the middle of it. CT spawn is basically a lobby going down some stairs into the subway station.


    Anyway, so I've just starting making a top-down in Hammer (just to test some timings for both teams). I really want to get some solid feedback before I start to really construct the map and all of it's props, lighting, etc. So, comment below!

  • Veeblur
    • February 22, 2014 at 10:15 PM
    • #2

    Some points you may want to take into consideration:


    You have four rooms connected by tunnels. Maybe expand the center connector?


    The middle of B site (where the "B" is) is exposed to sight lines coming from three directions.


    Keep at it!

  • Puddy
    • February 22, 2014 at 10:23 PM
    • #3

    Yo. Looks like a basic foundation for a map but... you should probably make a proper blockout. Before you do all the lighting and props.

  • NoahHasAnIDE
    • February 23, 2014 at 12:45 AM
    • #4
    Quote from Veeblur

    Some points you may want to take into consideration:


    You have four rooms connected by tunnels. Maybe expand the center connector?


    The middle of B site (where the "B" is) is exposed to sight lines coming from three directions.


    Keep at it!

    Display More


    Before I reply, I'd just like to thank who replied. This is better than my last map I made (lots of issues there).


    Anyway, I'm going to expand that center area (where the 4 way intersection is) into an actual room instead of an intersection. Also, the sightlines, I never considered that. I'm going to re-adjust some of the tunnels to try to make it 2 sight lines. Or maybe put a big piece of cover in front of the intersection, so they would actually have to enter the bombsite to kill anyone.


    Quote from Puddy

    Yo. Looks like a basic foundation for a map but... you should probably make a proper blockout. Before you do all the lighting and props.


    Yeah, a tutorial I watched said that I should make a wallless map in Hammer, test out the timings of who gets where and when, and adjust the layout accordingly. Currently I've had issues with the size of the model in comparison to the Hammer blocks, but I'm working on it!


    Thanks for the comments, by the way!

  • Psy
    • February 23, 2014 at 1:57 PM
    • #5

    Dammit. You stole my map idea!


    But, yeah, like Puddy said, block it out and see how it feels.

  • NoahHasAnIDE
    • February 23, 2014 at 3:49 PM
    • #6
    Quote from Psy

    Dammit. You stole my map idea!


    But, yeah, like Puddy said, block it out and see how it feels.


    Hahaha! Also, you work at Jagex? You took my childhood

  • The Horse Strangler
    • February 23, 2014 at 7:58 PM
    • #7

    Based on the drawing you did it looks like a pretty simplified Dust2. Not that it's a bad thing, but did you intend on drawing that?

  • NoahHasAnIDE
    • February 23, 2014 at 8:08 PM
    • #8
    Quote from MrTwoVideoCards

    Based on the drawing you did it looks like a pretty simplified Dust2. Not that it's a bad thing, but did you intend on drawing that?


    I did take some inspiration from dust2, yes. Though, I did edit it a bit when I blocked it out in hammer, more rooms and less tunnels. But yes, since dust2 is certainly the most played (and maybe even the best) map in CS right now, I took a lot of inspiration from it.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™