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][WIP] de_yard

  • swst.turn
  • February 17, 2015 at 12:21 AM
  • swst.turn
    • February 17, 2015 at 12:21 AM
    • #1

    Sup, I'm trying to make a competetive oriented map with common layout, waiting your thoughts about it.


    [Blocked Image: http://i.imgur.com/D39uo2t.jpg?1]

  • SirK
    • February 17, 2015 at 8:28 AM
    • #2

    Looking good so far - but you have a lot of tight hallways, especially around the B-Site. Can we have some more Screenshots? Mid looks very interestig!

  • swst.turn
    • February 17, 2015 at 9:50 AM
    • #3

    CT middle view


    [Blocked Image: http://i.imgur.com/vD07dpj.jpg]

    T middle view


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

    Middle overview

    [Blocked Image: http://i.imgur.com/EOlDv9K.jpg]

    A site from T side view


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

    A to middle connector view


    [Blocked Image: http://i.imgur.com/n8OSV9J.jpg]

    B site view


    [Blocked Image: http://i.imgur.com/6pdboO9.jpg]

    T to B view


    [Blocked Image: http://i.imgur.com/5xnlODX.jpg]

  • jackophant
    • February 17, 2015 at 2:35 PM
    • #4

    I like it! It looks really interesting. Something tells me you've done this before

  • Bodd Jonar
    • February 18, 2015 at 1:15 PM
    • #5

    The layout is really interesting! I think this can become operation worthy when the map is done.

  • swst.turn
    • February 21, 2015 at 2:32 PM
    • #6

    Sup again, checkout out updated bombsites.


    [Blocked Image: http://i.imgur.com/Jkd76Xa.jpg]

    [Blocked Image: http://i.imgur.com/P46B44l.jpg][Blocked Image: http://i.imgur.com/1fM75VI.jpg]

  • Parkcityfan
    • February 23, 2015 at 6:33 AM
    • #7

    This is really cool actually, you also seem to have an idea on how to make maps pretty, which is awesome. B seems a little, normal, I guess. It's just sort of standard, which isn't bad of course, but severely decreases the potential of the map.

  • Drakeee
    • February 23, 2015 at 2:18 PM
    • #8

    Middle and B remind me of Cache from the overview, this is a good thing Looks good!

  • Andre Valera
    • February 23, 2015 at 8:15 PM
    • #9

    Is there a download?

    I'm itching to give it a go, looks great from the preview.

  • swst.turn
    • February 24, 2015 at 10:14 AM
    • #10
    Quote from Andre Valera

    Is there a download?

    I'm itching to give it a go, looks great from the preview.

    You can download it via workshop http://steamcommunity.com/sharedfiles/fi…s/?id=383684977, also there is a mapcore playtest at 26. I'm really looking forward to feedback!

  • 8bit
    • February 25, 2015 at 6:25 PM
    • #11

    What a simple fun layout, really simplistic but it can easily become a classic one with really nice details. One thing though, imo, there is enough cover everywhere already, dont fill the place with crates. Everything feels clean but B needs abit more to it, rest feels good already and maybe T entrance into A could need a tune up for that extra fun factor.

    Keep it up!

  • swst.turn
    • April 5, 2015 at 4:19 PM
    • #12

    Sup again. Checkout new major update, including A bombsite improvements, new CT to B connector, middle changes(T side), and reducing map size.

    [Blocked Image: http://i.imgur.com/H2HfBmy.png]

  • swst.turn
    • April 13, 2015 at 10:49 PM
    • #13

    Sup. Another minor update for tomorrow playtest. Also updated workshop link.

    [Blocked Image: http://i.imgur.com/NueRy3t.jpg]
    [Blocked Image: http://i.imgur.com/wLKv8no.jpg]
    [Blocked Image: http://i.imgur.com/RHGLog1.jpg]
    [Blocked Image: http://i.imgur.com/0OyxnO7.jpg]
    [Blocked Image: http://i.imgur.com/lUIFoWs.jpg]

  • Muffin
    • April 14, 2015 at 3:41 AM
    • #14

    How do you make such a good radar?

  • swst.turn
    • April 14, 2015 at 11:23 AM
    • #15

    I just combine levelview screenshot with another with r_drawstaticprops 0, then decrease saturation and then add color to crates and other stuff.

  • text_fish
    • April 14, 2015 at 9:19 PM
    • #16

    Tonight's playtest was really fun, this is one of the best new layouts I've played for a while. Timings and scale are pretty much spot on. Mid has a great sense of progression. I guess the only negative is as somebody said ingame (I think maybe Tomm?) bombsite A possibly has a few too many angles, but this wasn't game-breaking.


    When it comes to the final art passes, be careful not to go overboard on the chain-link enclosures (at least where they're looked upon from long sight-lines) as these often camouflage player models pretty badly. I only mention it because a couple of times I had trouble spotting people against at least one of these (just off the first left-hand branch of Mid if you're coming at it from T side).

  • swst.turn
    • July 23, 2015 at 3:43 AM
    • #17

    Sup, big gameplay and architectural update. Checkout it :)

    Workshop link

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

    Some screens here:

    Quote

    [Blocked Image: http://i.imgur.com/Rr3HtSs.jpg]

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

    [Blocked Image: http://i.imgur.com/xzA6sM3.jpg][Blocked Image: http://i.imgur.com/ALcT9Vj.jpg][Blocked Image: http://i.imgur.com/CjNIa3z.jpg][Blocked Image: http://i.imgur.com/WtWmwZg.jpg][Blocked Image: http://i.imgur.com/R9XcbpP.jpg][Blocked Image: http://i.imgur.com/Rho5Zzz.jpg]

  • Psyrius
    • July 28, 2015 at 7:18 AM
    • #18

    Looks interesting :)

  • swst.turn
    • July 28, 2015 at 9:42 AM
    • #19

    Sup. Changes I made after playtest feedback (trying to reduce CT advantage):

    • Removed A site CT heaven
    • Added little shed to exit from T heaven (to fix overpowered CT line of sight in this place)
    • Removed gay corner in T aps
    • Added crate to Middle -> A connector (changed sight from connector to site and remove cover for CT)
    • Removed CT cover in end of B short
    • Delete T end of A long (it's unusable at all)

    Current layout:

    [Blocked Image: http://i.imgur.com/67X1YaJ.png]

    A site in current state:

    Quote

    [Blocked Image: http://i.imgur.com/Cl8Qbc2.jpg]

    [Blocked Image: http://i.imgur.com/P4WW6TP.jpg]

    [Blocked Image: http://i.imgur.com/sJZ12Ha.jpg]

    If you have thought or suggestions about layout i will be glad to hear it!

    Cheater on playtest! :D

    Quote

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

  • Vaya
    • July 28, 2015 at 10:35 AM
    • #20

    not sure if I meantioned it in the playtest but I think the CTs should have no access to heaven from A. It should at least be a semi-difficult jump.

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

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