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[CS:GO]de_barista

  • EddieLTU
  • January 11, 2015 at 8:50 PM
  • EddieLTU
    • January 11, 2015 at 8:50 PM
    • #1

    Well first post here, some of you already know me from facepunch mapping section.


    Ok, i've decided to make a serious CS:GO map, aimed for competitive gameplay. Layout and design is inspired by de_inferno, various Soviet Union building desings, Lithuanian old town diversity (eroding buildings, lack of restorations, emptiness).


    So far i've made a playable version for playtesting, post you suggestions and feedback here when you're done testing


    Workshop Link

    http://steamcommunity.com/sharedfiles/fi…s/?id=373701192

    Update as of 2015.01.25


    non pakrat, rar'd version with the content will be out soon, once i'll solve a tiny issue


    pictures

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360352470181244/2B968EF4C065664BFA2E4FDCCEA2CB8D831C9E4D/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360352470181831/A845644FC55A9749B1109A66B8F33B5D0AA4D1F8/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360352470180852/2BBC90B3427CC7D3F03A4BFE833F8FFC793B27B2/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360352470182096/DDDB66CAF99219F5EC0085CE43DA5E496E89639B/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360352470182737/C01FD7C9D70885969FB2888049C4777FDBCD4848/]


    Overview/Radar

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

  • Parkcityfan
    • January 12, 2015 at 8:36 AM
    • #2

    Too many double doors. Like literally, almost every single doorway in the whole map has them. I think the rotations between the bomb sites for counterterrorists are way too short.

  • Shandy445
    • January 12, 2015 at 12:31 PM
    • #3

    Just by looking at the screenshot the timings will all be weird.

  • Nakroma
    • January 12, 2015 at 3:54 PM
    • #4

    Yeah, CT rotation times are wayyy to short.

    Also looks like overpass/nuke issue. The CTs get over half the map at the beginning at the round.

  • EddieLTU
    • January 12, 2015 at 3:54 PM
    • #5
    Quote from Shandy445

    Just by looking at the screenshot the timings will all be weird.

    CT's take around 5-6 seconds to reach both Bomb Sites, while T's take from 16-22 seconds to reach the bombsites. If that's a problem, i could do something to the spawnpoints

  • jackophant
    • January 12, 2015 at 4:13 PM
    • #6

    Holy shit those times are huge!


    So you're telling me CTs stand there like lemons for a whole 10 - 15 seconds?


    I would say given a good T spawn (always have the extra spawns for that element of random) the Ts should get to the site within 1 - 2 seconds of the CTs arriving. For a non rush site, maybe allow 3-5 seconds of set up time.


    10 - 15 is wasting a lot of the round time, and probably quite boring for CTs. It also means you are making a lot of map that the CTs don't need to use, but due to the large waiting times may well push right up against Ts encouraging aggressive play.

  • EddieLTU
    • January 15, 2015 at 8:25 PM
    • #7

    minor update

    -CT's timing increased (now they take ~10 seconds to reach the bomb sites

    -T's will take 14-17 seconds to reach B, and 20 seconds to reach A (still need to tweak that, or move the spawn somewhere)

    -added a basement like corridor (should help the terrorists to ambush the B bomb site), sadly the basement exit is parallel to the small tunnel between the mid and B Yard and a tiny elevated yard

    -revamped the T spawn yard, extended, shortened and designed the building


    pics


    Current Layout

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895834600308/9C7286D6A8A7464FA0EE890EFC80BEF2AD83A34B/]


    various pics

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895834600018/2D7BB424A5FB72C9DDE0963FA03CBA36904716AE/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895834599584/F9348D90FC95C5F9F53C3E681421689F2B11D642/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895834599392/FAD43DA6E26A00098CCBEF5CD50FAE8F88A3164D/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895834599067/C0E9FDBA06C794B2F0075413B059D8A8470ABE27/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36360895834598761/1A480772FDFE427C3A3E19769E7139477ED8BA88/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36360895834598350/4085BC30330B605C9602B05202138FD494B3351E/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895834597583/EE903CA4093D397175D157A40769A2B78F842C06/]

  • jackophant
    • January 16, 2015 at 12:38 PM
    • #8

    Moving spawns backwards is a very poor way of correcting timing. You can for maybe... 0.5-1 second or so, that makes minimal impact on the size of the map, but you are missing the point here:


    Your map is too big


    Look at the size of the van on mid compared to the road it sits, it's practically a highway.


    You need to move elements of your map around and reduce the time it takes for Ts to get into the action rather than extending how long it takes for CTs, because you still have the problem that CTs can rotate very quickly and practically see each site from the other.


    You also have a lot of unnecessary twists and turns at the T side of the map which literally only serve to extend T travel time and will never be used other than a labyrinth to hide in when the round has finished and CTs will rarely ever see as they serve no purpose (think how often Dust2 T spawn is scanned by CTs on a long rotation to check for lurkers).


    Here are some changes I would consider:


    [Blocked Image: http://i.imgur.com/EW1p41K.jpg]


    You also have some brutally large sight lines which won't be nice for frame rates and are very awp friendly. You need to try and consider more medium/short range for other weapons to be of any use.


    However, your detailing looks good, I can appreciate that you're clearing putting a lot of effort into it, but making it pretty won't improve game play.

  • EddieLTU
    • January 17, 2015 at 1:53 PM
    • #9

    ok revamped the T spawn, cut out the street. CT timings still remain, but T timings are virtually the same, except A, when it takes 16 secs to reach it, but i still need to tweak both spawns

    also did few visual improvements. Took a pavement texture i had and tweaked a little, also made a new blendmod for it

    right now i'm planning to revamp the A bomb site


    pics(did a full compile for visuals)

    T spawn is almost at the same place, but closer to the condo

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895841128802/EBF778BA85C287FA4854BD9190C53F16BCB03A80/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895841128513/4C181448F4EBF286AFCCEC3DBF102F9535030C4B/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895841129017/6E33092E5184F676D4DCBB9566870071451CA814/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895841128072/1B64C28E1C49307CBE3E7776A247A4378ADAE122/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895841127450/32BB095FA2D53157D8C5467AC670C091970B743F/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895841127788/DB72FF60CA44AAC721AF20F01EB17AADE5AC3337/]

  • text_fish
    • January 17, 2015 at 4:38 PM
    • #10
    Quote from EddieLTU

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895834597583/EE903CA4093D397175D157A40769A2B78F842C06/]

    Perhaps I'm overthinking this, but it seems weird to me that render would come away from the wall in a brick pattern.

  • EddieLTU
    • January 17, 2015 at 6:07 PM
    • #11
    Quote from text_fish

    Perhaps I'm overthinking this, but it seems weird to me that render would come away from the wall in a brick pattern.

    i guess drawing few additional cracks could improve that

  • EddieLTU
    • January 17, 2015 at 7:29 PM
    • #12

    also what environment time should i choose

    the "new" morning

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895842058251/D574D6D2C705F1C2991FC20DA1BEB5DDCBC4D5DC/]


    or the previous afternoon

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895841128072/1B64C28E1C49307CBE3E7776A247A4378ADAE122/]

  • tomm
    • January 17, 2015 at 7:43 PM
    • #13

    the first screenshot(morning) looks much more alive, stick to it imo.

  • EddieLTU
    • January 18, 2015 at 9:13 AM
    • #14

    ok did some experimenting with arts, made a grafiti

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895844225056/A04FD0D6AF6E61FA88EE87F50D44E6CD754D866D/]


    and few pics from the redesigned T Spawn

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895844225389/CB9BB990C4108CA491A964CDEA1A359983CCFB34/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36360895844225893/6EE121F5A8A4C7AE75E7C04F44D4596351309EF4/]

  • TheGuma
    • January 18, 2015 at 12:44 PM
    • #15
    Quote from EddieLTU

    ok did some experimenting with arts, made a grafiti

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895844225056/A04FD0D6AF6E61FA88EE87F50D44E6CD754D866D/]


    and few pics from the redesigned T Spawn

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36360895844225389/CB9BB990C4108CA491A964CDEA1A359983CCFB34/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36360895844225893/6EE121F5A8A4C7AE75E7C04F44D4596351309EF4/]

    Display More

    Holy sh**! When I saw the second screenshot I thought it was a picture from real life! I'm stupid...

    Great work so far, the only problem I see so far is how "open" the map is, so maybe you should work a little bit on angles and cover.

    Quote

    Jeigu nori parašyk į PM, aš irgi mapus kuriu tik nelabai apsistojau aplink vieną temą. Aš tau duočiau savo kurybos pavyzdžių (Su hammer dirbu jau 5 metus)

    Galėtume pabandyt prastumt šitą mapą į operation

  • EddieLTU
    • January 19, 2015 at 2:26 PM
    • #16

    ok, finally reworked the Bombsite A, and move the T spawn more right (the same corner where i took the pictures above)


    current Layout

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283285672122/A49588093D9E945AA681F7E7C9F91D026967D2BF/]


    pics

    Bombsite

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283285672835/12EFD4B65A2C484DBDE15134789E52F0935A6566/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283285673812/E5DA61E9675E4A09C0669BF283C34CABB1527AFD/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283285673344/C0164F8EFDDDE82667AFEA5DF4AE407A114045E9/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283285672462/7ADC531AF81BE7853875C19ECFA7436876D02797/]


    Bonus

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283286293553/B3612EAB95AD7565C5FD4238DBA058E81E8FB49F/]

  • Vaya
    • January 19, 2015 at 2:50 PM
    • #17

    is that sky custom? it's damn nice

  • EddieLTU
    • January 19, 2015 at 3:25 PM
    • #18
    Quote from Vaya

    is that sky custom? it's damn nice

    yup, but i didn't make it

  • Parkcityfan
    • January 20, 2015 at 11:28 AM
    • #19

    Keep the morning theme, that looks really, really nice. The layout looks much better than what it was at the beginning. Although just an idea, I feel like the connector area between the apartment stretches to the right, would work great as a courtyard area. (here, for further guidance http://imgur.com/QjwrySe). Something that I also noticed, is that even though this was a greater problem before, I still see a ton of spaces that have a ton of 90-degree angles. Those are fine by themselves, but a congregation of them becomes very boring, very quickly. Very nice job in total though

  • EddieLTU
    • January 20, 2015 at 7:42 PM
    • #20

    update.


    -added a "shortcut" to A

    -scraped the cafe idea in the middle of the map (moving it to A)

    -added a courtyard


    Layout

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283290251476/8CC135F04DD1F97F66332A2266AA96ABDC13E946/]


    another artwork test

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283290250267/5ED5FE2F8A9A22AF8AB2649E24713618398B112C/]


    building near the alley to A

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283290250857/5AA6EBB7E70CAD854CC90B2D8475B0D57E89B429/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283290250611/3AC8AC18525655809CBE1AA91A2FFAC8FBD1EBBD/]


    courtyard

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361283290251221/DACA6CD4202574B29A37DF7FBF11F0D52B827BBC/]

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