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

[CSGO] de_Arches

  • MaanMan
  • February 8, 2015 at 7:19 AM
  • MaanMan
    • February 8, 2015 at 7:19 AM
    • #1

    De_Arches is a new map which KernalPanic and I are working on. The theme of the map like many others is the classic dust vibe. Any feed back would be great!


    http://steamcommunity.com/sharedfiles/fi…s/?id=377601770


    Quote






    Display More
  • Parkcityfan
    • February 8, 2015 at 8:24 AM
    • #2

    Workshop link?

  • text_fish
    • February 8, 2015 at 9:04 AM
    • #3

    Love the brushwork in the second image.


    Layout-wise it looks like there might be a few superfluous connectors in there. Case-in-point, the double-door hallway near t-spawn; that set-up works really well in D2 because both teams reach their side of it at about the same time so you get an interesting stand-off. In your map it will seldom see any combat because it's unlikely to get used in a rotation and if CT try to flank through it the T's will be long-gone. Of course without a version to run around in that's all conjecture!

  • Metla
    • February 8, 2015 at 12:36 PM
    • #4

    Looking like a nice crossover of the classic Dust and Dust2 ;D

  • 8bit
    • February 8, 2015 at 8:09 PM
    • #5

    Could we have a workshop link?

  • 8bit
    • February 10, 2015 at 12:58 PM
    • #6

    Workshop link is now working btw... http://steamcommunity.com/sharedfiles/fi…s/?id=377601770

  • MaanMan
    • March 29, 2015 at 3:42 PM
    • #7

    A lot has changed since the last update! After getting feedback to ditch the dust theme, we went through three theme before we found one that worked.


    Workshop link; http://steamcommunity.com/workshop/filedetails/?id=377601770

    Direct download; https://drive.google.com/file/d/0ByfQlJ…iew?usp=sharing


    And images of the map; http://imgur.com/a/f2QUg


  • Parkcityfan
    • March 30, 2015 at 11:11 AM
    • #8

    Italy theme? It could work, it is just used a lot...


    Nice work on the new layout. Also still kinda dislike the name.

  • Vaya
    • March 30, 2015 at 12:01 PM
    • #9

    I love the layout of this map. you might want to nerf the boost in mid though. There was one point I had like 3 people jump scouting at me

  • Parkcityfan
    • March 30, 2015 at 12:02 PM
    • #10

    Actual feedback besides stupid stuff above. I love the theme actually, I think it works really well. Some more feedback.


    http://imgur.com/eexApC0 


    It doesn't really hinder gameplay it just feels weird.


    http://imgur.com/xHaYXuU


    This is needed for the angles, which I like, but I feel like it's just so much unused and empty space.


    http://imgur.com/D1NBeYX


    on B, this could maybe be opened up, (close off the second stair), for another place to hide for CT in B, which I think is something the bomb site is lacking.


    http://imgur.com/b1qF9Dl


    this would be the view from there, maybe raise that wall a little so it can't see the heads as they pass by.


    http://imgur.com/sh4g6Vb


    I know this is going to change, but still, change up the texture a little here.


    http://imgur.com/LCBjwev

    CT visibility is a huge issue here


    http://imgur.com/hGT0gDk


    This still works in terms of flashes, but it could be more streamlined.


    http://imgur.com/ZNMEZoh


    Why block this off?


    A little thing, maybe add a place for Ct's on long.

  • MaanMan
    • March 30, 2015 at 4:32 PM
    • #11
    Quote from Vaya

    I love the layout of this map. you might want to nerf the boost in mid though. There was one point I had like 3 people jump scouting at me


    Happy to hear that, and yes the boost into mid is going to be nerfed.


    Quote from Parkcityfan

    Thanks for the feed back! Unfortunately the first link doesn't work.


    Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them.

  • jackophant
    • March 31, 2015 at 11:34 AM
    • #12
    Quote from MaanMan

    Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them.

    Right now, 1 smoke can cover the whole lane. Yes you have the arched bit on the side, but as was seen numerous times through the playtest, it's suicidal to try and push through as I saw multiple multi-man spray downs there.

    They can also hold very high angles from on top of the boxes (sometimes easy vision over the smoke) and can stand very flush with the box and be minimally exposed with very good vision. In the interest of balance and T entrances to the sites, I think long needs to be less CT OP, and more viable in T strats.

    Perhaps you could extend the raised bombsite area into long to give CTs that higher angle that doesn't involve standing on boxes, also maybe make the boxes that are visible from long a similar height to that of D2 where you can hide behind them standing up, but haven't got a massive height advantage when you jump on them. I would also slightly widen long so that if a smoke is placed centrally, there is a slight gap each side of it.

    Basically... just look at D2 long, except you have "crossover" and the bombsite in reverse order and "car" isn't really a viable position to play from in the maps current state. The boxes you have which would be fairly similar to barrels at the top of A ramp are a bit of a CT trap. It looks like a good position, but then you're instantly held down by fire, a lot of which can penetrate thick angles of that box.

    I think what makes long effective on D2 is the fact that it's wide enough for Ts to progress shoulder to shoulder, but each CT position is revealed bit by bit unless CTs jump out at you.

    I hope you can pick something useful out of that drivel... I'm finding it hard to describe, lol

  • MaanMan
    • February 22, 2016 at 5:45 AM
    • #13

    I'm not very good at updating this thread but its time to playtest this beauty again! A lot has happened over the past year and I've tried many themes. While I could have published the map 3 or 4 times, I've redone the map because if a project is worth finishing, it is worth finishing right. I've also learned a lot from KernalPanic and Squad last year and hopefully, I'll learn more from RZL in the future. I hope to see you guys at the playtest this Thursday. Also I'll try to keep this thread updated a bit more.

    Here is the download for playtest version this week.
    https://www.dropbox.com/s/uun7ikuh66h6…hes_v3.bsp?dl=0

  • Michael Greenwood
    • February 22, 2016 at 4:52 PM
    • #14

    Do you have any new images? I really like the look of this!

  • MaanMan
    • February 22, 2016 at 5:34 PM
    • #15
    Quote from Michael Greenwood

    Do you have any new images? I really like the look of this!

    I hope you're not looking for a detailed version of the map! I only have dev images to offer at the moment (yes, I know its been 1 year and I'm still using dev textures).

    http://imgur.com/a/AyEm5

  • jackophant
    • February 22, 2016 at 5:40 PM
    • #16
    Quote from MaanMan

    yes, I know its been 1 year and I'm still using dev textures

    1 year and using dev textures? HA!

    [Blocked Image: http://i.imgur.com/WX6aCuL.png]

    Quote

    This is no record to be proud of :cry:

    EDIT: Happy 3rd Birthday Stupa :D

  • Vaya
    • February 23, 2016 at 10:09 AM
    • #17
    Quote from MaanMan

    I hope you're not looking for a detailed version of the map! I only have dev images to offer at the moment (yes, I know its been 1 year and I'm still using dev textures).

    http://imgur.com/a/AyEm5

    [Blocked Image: http://i.imgur.com/f8ZjjNu.png]


    :)

  • MaanMan
    • February 26, 2016 at 1:43 AM
    • #18

    Thanks for the playtest guys! If you have any feedback I would love to hear it!

  • laminutederire
    • February 26, 2016 at 9:22 AM
    • #19
    Quote from MaanMan

    Thanks for the playtest guys! If you have any feedback I would love to hear it!

    I felt like mid was too important for B takes, and I too often had to defend B from attacks from mid, but not often from the B path, I felt it was shame though. Was it intentional?

  • jackophant
    • February 26, 2016 at 1:59 PM
    • #20

    Mid still feels way too long and the encounter is really awkward (It's all fought sideways and up and down a hill). T's ideally need to use the "safe" B>mid connector to use mid, nullifying the main entrance to mid for Ts.

    B itself still feels too flanky around the room off mid. Trying to defend the site there are so many opportunities for CTs to move around. And CTs can easily retake from all B entrances. I think it's fair to expect the main T entrance to be the safest exit, but CTs can appear there very quickly.

    A seemed OK, but it heavily relies on boosting or taking mid. Mid is hard because CTs have 2 routes that funnel directly to it and the only way around that is to boost. Boosting is a great feature if you have the coordination to utilise it, but it shouldn't rely on it as a method. Especially that casual can't boost and there would be even more CTs to defend each route. Perhaps a way around this would be to make the wall self boostable for Ts, but CTs have to boost with a person.

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™