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] de_binnenhof

  • Dr. Delta
  • May 9, 2014 at 8:09 PM
  • Dr. Delta
    • May 9, 2014 at 8:09 PM
    • #1

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…eader-dev01.jpg]

    For a while Sathor and I have been working on a new CS:GO map called de_binnenhof. The defusal map sets place in the 'Binnenhof', a collection of buildings constructed in the 13th century in the city of The Hague, where the Dutch parliament is seated. You can explore building and parts of its interiors on Streetview.


    The CTs start at the Mauritshuis, and have to prevent the Ts from either blowing up the Torentje {A} (lit. small tower) or the building next to the Ridderzaal {B} (lit. hall of knights).


    We're doing our best to re-create the location and its atmosphere well, but sensible regarding scale, flow and balance needed for a proper CS:GO map.


    Progress:

    We're currently in beta-ish stage, so things are supposed to improve a lot. Stay tuned for updates!


    In-game:

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_1.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_2.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_3.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_4.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_5.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_6.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_7.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_8.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…14_overview.jpg]


    Models:

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…014_model_1.jpg]

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…014_model_2.jpg]

  • Spherix
    • May 10, 2014 at 10:24 AM
    • #2

    Whilst I admire your work and progress, this is one of those times you'll have to be weary not to get the AIVD after you

  • Sprony
    • May 10, 2014 at 9:55 PM
    • #3

    Oh oh Den Haag... That's my city baby. Too bad I missed the playtest. I will keep my eye on this. Are you a local as well or are you building this based on reference shots you've found?

    Will you include the hofvijver too?

  • Sathor
    • May 11, 2014 at 1:05 AM
    • #4

    Since I am doing the map's architecture, I can answer that question. I was using Google Earth and StreetView mostly, along with some aerial pictures and different reference photos to make proportions, heights and so on match. It is not 100% precise, but that was never the goal. We will carefully recreate objects as props and so on to catch the area, while still having a playable map.The hofvijver is included, partly in the skybox, but basically fully visible from one part of the map! Delta is Dutch, I am German. But we both live in Germany, so we feel pretty safe concerning AIVD Expect more screenshots and playtests in future. We have our own server, so we might invite to playtests that are not mapcore-official from time to time.

  • Sprony
    • May 11, 2014 at 9:28 AM
    • #5

    Excellent. I'll follow this thread for future updates. Also, don't forget to show the little island in the hofvijver, that's what it's famous for

  • resident91
    • May 11, 2014 at 4:06 PM
    • #6

    WWWOOWW!

    I really want to see this map running on my pc!

    Could you tell me which program created as models?

    I refer to the capture of Model (s).

    Thank you and I encourage you to keep going!

    Sorry for my English!

  • Dr. Delta
    • May 11, 2014 at 4:59 PM
    • #7
    Quote from aprats

    WWWOOWW!

    I really want to see this map running on my pc!

    Could you tell me which program created as models?

    I refer to the capture of Model (s).

    Thank you and I encourage you to keep going!

    Sorry for my English!

    Display More


    Thanks for your enthusiasm!

    I'm currently using 3ds Max for the modeling, but any modern modeling application (Maya, Softimage, Blender, Modo, etc) can be used of course.

  • Sathor
    • May 18, 2014 at 10:50 AM
    • #8

    Delta and me are planning a playtest tonight on our own server, located in Germany. The test is planned for 23:00 CEST. Further detail is to be announced later today.

  • Dr. Delta
    • May 18, 2014 at 5:35 PM
    • #9

    Feedback:
    The previous play-test proved very useful, and we have improved upon a lot of the feedback we received, thanks again for that!

    New play-test:
    Today (May 18th 2014) we're organizing another play-test at 23:00 CEST (international timetable). Download and unpack the following file containing the map files into your CSGO directory. You can you join around that time using the following console command to join our very own 14 slots CSGO server:
    connect 195.4.107.94:27015; password Qnr83X71y64I

    Changes:
    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-1.jpg]
    Changed route to A, making it easier and more 'CS-like'.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-1b.jpg]
    Added a brush version of the 'Mauritshuis'.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-2.jpg]
    Made the stairs-route to A more clear, and changed something in the cover in this middle area.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-3.jpg]
    The unnatural slanted stairs have been replaced with vertical only stairs, another layer of scaffolding is added, moving the stairs from the window away somewhere better fitted. The play area is now surrounded with railing so you can't easily fall off. The water now kills.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-3b.jpg]
    Roof mounted stairs allow the CTs to go onto the terrace where Ts can come from. The Ts have normal stairs, while the CTs have to climb a ladder.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-4.jpg]
    The T spawn is lowered to prevent unwanted camping (and sniping B). Clips are improved.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-4b.jpg]
    More clear routes to A via scaffolding outside, and stairs to roof above A.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-5.jpg]
    Scaffolding outside A is made more simple, some windows are blocked to provide cover.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-6.jpg]
    One of the two exits of the CT B route is blocked, because it made the route unsafe (no cover), and additional scaffolding is added to allow CTs to go to B easily and safe (since it's far away).

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-7.jpg]
    Route to B is blocked because it made the different routes too complex, there's only the entrance at the back now left, which leads to B.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-8.jpg]
    Complex room is made into a simpler and easier to navigate route to B.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-8b.jpg]
    Current area has 2 entrances (stairs from bridge, and door from middle courtyard), making it easier.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-9.jpg]
    Left window on B is blocked to give Ts more cover, which was something that they didn't have enough on the previous version.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof/s/18-05-2014_changes-10.jpg]
    Route to the bridge scaffolding is simplified and nicer to navigate. You can now get on top of the car with a ladder instead of jumping on a bunch of things. Cover on the bridge windows is changed, right window now has less cover while the left one is boarded with wood.

  • text_fish
    • May 19, 2014 at 10:57 AM
    • #10

    I really like bombsite A, it's exciting running around on roofs and such and there are all sorts of interesting grenade possibilities. For me bombsite B felt a bit out on a limb for both teams, mostly because both teams have a more long/complex route to get there but also because it's on the other side of mid which as people kept saying feels like a really dangerous route. I would completely redesign mid to start with -- maybe the building with bombsite B could extend further towards CT spawn or something, and I never really understood what game-play purpose the scaffolding serves.


    If I were getting more experimental I'd try moving bombsite B out in to the courtyard to the north and scrapping most of the southern parts of the map, but it would be understandably painful to say goodbye to so much work!


    Overall the playtest proved fun! I look forward to seeing how this map evolves.

  • nicoreda
    • May 19, 2014 at 9:02 PM
    • #11

    Hey, nice work guy !

    I like how the map look open.

  • El_Exodus
    • June 19, 2014 at 2:39 PM
    • #12

    This looks very good, can't wait to see the finished version in the workshop.

  • Spherix
    • June 20, 2014 at 8:07 AM
    • #13

    Yeah! Any updates?

  • Dr. Delta
    • July 2, 2014 at 12:16 PM
    • #14

    Update #2 - 02/07/2014

    We've been silent for a little while (Sathor got married! ), but we're happy to post our latest update and playtest!

    Previous play-tests proved useful, and once again based on the feedback we've decided to change things, this time however, a little more drastic than you might expect. We've changed bombsite B, entirely.

    Here's a small list of our changes:

    • Moved B
    • New scaffolding at B, allows CTs to quickly enter and secure B
    • New T spawn, better readability and timing
    • New "stairway" from T spawn to "terrace", "hallway" and "courtyard"
    • New route from "stairway" to "hallway", reduces corner peeking/sniping
    • Redesigned routes to new B
    • Removed scaffolding/areas/routes, due to new B
    • Removed ladder from CT roof to T roof

    This update also includes several custom props, including a fence and windows.New play-test:

    Today (July 2nd 2014) we'll be organizing another play-test at 19:30 CEST (international timetable). Download the map. You can you join around that time using the following console command to join our very own 14 slots CSGO server:

    Code
    connect 195.4.107.94:27015; password binnen

    Changes:[Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_1.jpg]

    Added custom models (windows, fence) and updated some of the aesthetics.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_2.jpg]

    Changed the cover in the "courtyard", and updated the map visually.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_3.jpg]

    The new B, one of the entrances via "courtyard" via the scaffolding.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_4.jpg]

    The new T spawn, moved slightly back into the building. Better timing.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_5.jpg]

    New route for Ts to go to either A or B. Up the stairs go to "terrace", down the stairs go to "courtyard" and "hallways", down the hall is "bridge" which goes to the new B.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_6.jpg]

    The new B, outside the window is scaffolding. B has 3 entrances, one behind you (see next picture), one from the left and one through the window.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_7.jpg]

    A small room behind the new B, with some peeking windows.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…4_changes_8.jpg]

    Updated entrance/exit for T "stairwell" to "courtyard", route to "hallways" is also changed.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…14_overview.jpg]

    Left the old overview, right the new.

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…014_model_1.jpg]

    Some custom windows models in-game

    [Blocked Image: http://arsene.vandebi.lt/f/de_binnenhof…014_model_2.jpg]

    Showing the current modular set up of some window models.

  • Spherix
    • July 2, 2014 at 1:20 PM
    • #15

    Digging the windows the most haha Are those shadows on the blinds generated by the engine =o?

  • Dr. Delta
    • July 2, 2014 at 1:37 PM
    • #16
    Quote from Spherix

    Digging the windows the most haha Are those shadows on the blinds generated by the engine =o?

    Thank you! And yes they are

  • Sathor
    • July 2, 2014 at 5:38 PM
    • #17

    The download is now available:


    https://dl.dropboxusercontent.com/u/5510388/csgo…nnenhof_176.rar


    Put the included files into "maps".

  • El_Exodus
    • July 2, 2014 at 6:31 PM
    • #18

    Idk what i'm doing wrong. Connecting with this:

    Quote

    connect 195.4.107.94:27015; password binnen

    doesn't work for me

    €: now it worked


    €2: Alright, now my personal feedback:

    -the line of sight from CT spawn to the windows (catwalk?) should be nerfed. maybe some kind of walls in the top of the arch? feels op for CT snipers. also some breakable windows at the catwalk would be nice.

    -round stairs to B are too small. especially for the ones with a low dpi is it a pain. either should it be widened or changed to "normal" stairs imho.

    -clipping issues on A roof, also clips on stairs would be nice.

    -there are lots of cars& buses in the mid, maybe something else than cars would be nice, but we'll see.

    -you can surf on A roof. (actually really fun made a video of it)

    -it's not possible to walk next to the window on top of a. i kinda missed that. this would add some more vertical gameplay. but maybe it was op, idk. it was my first playtest on this map. (suggestion: make the glass breakable, but add some metal to prevent jumping down.)


    2 things you already know:

    -cars are floating

    -buses are too high. (you can see under them from CT spawn.)


    anyways, the map was very fun to play and has a good layout so far. good job that you're doing guys.

  • Dr. Delta
    • July 3, 2014 at 8:49 AM
    • #19
    Quote from El_Exodus

    Idk what i'm doing wrong. Connecting with this:

    doesn't work for me €: now it worked


    €2: Alright, now my personal feedback:

    -the line of sight from CT spawn to the windows (catwalk?) should be nerfed. maybe some kind of walls in the top of the arch? feels op for CT snipers. also some breakable windows at the catwalk would be nice.

    -round stairs to B are too small. especially for the ones with a low dpi is it a pain. either should it be widened or changed to "normal" stairs imho.

    -clipping issues on A roof, also clips on stairs would be nice.

    -there are lots of cars& buses in the mid, maybe something else than cars would be nice, but we'll see.

    -you can surf on A roof. (actually really fun made a video of it)

    -it's not possible to walk next to the window on top of a. i kinda missed that. this would add some more vertical gameplay. but maybe it was op, idk. it was my first playtest on this map. (suggestion: make the glass breakable, but add some metal to prevent jumping down.)


    2 things you already know:

    -cars are floating

    -buses are too high. (you can see under them from CT spawn.)


    anyways, the map was very fun to play and has a good layout so far. good job that you're doing guys.


    Thank you for helping us out with the playtest, and thank you for the kind words!


    Points noted, thanks for the feedback! We'll be working on (most of) these points for the next update, most of these are just minor issues due to the map still being (heavily) under development, but you're totally right about them.


    And yes, the windows on "bridge" will initially be blocked with some kind of shutters to break the line of sight.


    I hope we'll see you around during the next play-test.

  • Mamorex
    • August 24, 2014 at 10:23 PM
    • #20

    What program do you recommend for modelling to Source engine? If you can, put a refractive glass into windows.

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