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[CS:GO][WIP] de_yard

  • swst.turn
  • February 17, 2015 at 12:21 AM
  • swst.turn
    • July 28, 2015 at 2:15 PM
    • #21
    Quote from Vaya

    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.

    In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me.

  • DooM
    • July 28, 2015 at 2:26 PM
    • #22
    Quote from swst.turn

    In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me.

    You could leave the ct access there for the reason you stated but make the corridor leading to the heaven area more viable for Ts to win an engagement if CTs do play aggressively (like B apps on mirage).

  • Vaya
    • July 28, 2015 at 2:37 PM
    • #23

    yes you need to nerf @'RZL on this map who pushed apps and killed like 40 of us every round.

  • swst.turn
    • July 30, 2015 at 2:11 PM
    • #24

    Sup again. So I reworked T aps and also changed A site a little bit.

    New layout:

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

    In-game look:

    Quote

    T side view from aps:

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

    CT view to aps:

    [Blocked Image: http://i.imgur.com/5XtS6NO.jpg]

    Aps exit overview:

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

    View from CT to site:

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

    Display More

    Also I made this scheme with best spawn points timings:

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

    [Blocked Image: http://i.imgur.com/d4JZOYk.png]

  • swst.turn
    • July 31, 2015 at 1:03 PM
    • #25

    Sup. Updated version on workshop now: link

  • Bodd Jonar
    • July 31, 2015 at 10:43 PM
    • #26

    Wow, it really has changed since the beginning, and your minimap is so good looking I wanna date it and nail it. :lol:

  • swst.turn
    • August 1, 2015 at 4:50 PM
    • #27
    Quote from Bodd Jonar

    Wow, it really has changed since the beginning, and your minimap is so good looking I wanna date it and nail it. :lol:

    Main ideas I was following with changes was:

    • Make T rotations faster and safer (reducing map size, moving T mid -> B connector)
    • Make mid more interesting to play (T boost, B short CT box cover)
    • Make A site easier to take (add A aps route)
    • Add more nade spots (B tunnel gate spot, main B window)
    • Remove big sight line in CT spawn (one of old updates)
    • Make T route to A wider

    Crappy old gif of map evolution :v

    And please be polite with my radar ;)

  • swst.turn
    • October 28, 2015 at 8:07 PM
    • #28

    Sup. I'm back with new update. As usual, updated layout:

    [Blocked Image: http://i.imgur.com/XM5rw6c.png]

    Some screenshots:

    Quote

    A SITE OVERVIEW:
    [Blocked Image: http://i.imgur.com/ycMr4mL.jpg]

    CT MIDDLE VIEW:

    [Blocked Image: http://i.imgur.com/sq9xdjX.jpg]

    T MIDDLE VIEW:

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

    B SITE OVERVIEW:

    [Blocked Image: http://i.imgur.com/hBLug5s.jpg]

    B SITE T ENTRANCE VIEW:

    [Blocked Image: http://i.imgur.com/oSipk8E.jpg]

    Display More
  • Quotingmc
    • October 28, 2015 at 9:25 PM
    • #29
    Quote from swst.turn

    Sup. I'm back with new update. As usual, updated layout:

    [Blocked Image: http://i.imgur.com/XM5rw6c.png]

    Some screenshots:

    Hidden Content

    The sickly green glow has infected your map! Quickly rid it of said ailment and fix that lighting!

    Otherwise looks good :P

  • swst.turn
    • October 29, 2015 at 1:00 AM
    • #30
    Quote from Quotingmc

    The sickly green glow has infected your map! Quickly rid it of said ailment and fix that lighting!

    Otherwise looks good :P

    That's was weird :nag: Fixed it.

    Quote

    [Blocked Image: http://i.imgur.com/RFTyxB7.jpg][Blocked Image: http://i.imgur.com/hyAKmHH.jpg][Blocked Image: http://i.imgur.com/npTMb05.jpg][Blocked Image: http://i.imgur.com/cmyBpGS.jpg][Blocked Image: http://i.imgur.com/vNY8CVY.jpg]

  • Duke_of_Dust
    • October 29, 2015 at 8:27 AM
    • #31

    Looking good man keep up the good work.

  • swst.turn
    • November 3, 2015 at 10:30 PM
    • #32

    Sup. Some updates:

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

    1. Removed connector, to disable fast CT flanks. Very arguable decision for me, cause it increase time of T rotation for 3 seconds :???:

    2. Added place to camp CTs pushing from A.

    Quote

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

    3. Added boost position on A, it doesn't give advantage at all, just another angle for fight.

    Quote

    [Blocked Image: http://i.imgur.com/9JcJVAg.jpg]

    4. Changed enter to middle to reduce timing of Ts (CTs could run entire middle before Ts could even pick)

    5. Changed shape of B tree fence (such change!)

    Quote

    [Blocked Image: http://i.imgur.com/Ke93ZLl.jpg]

  • swst.turn
    • November 18, 2015 at 2:32 PM
    • #33

    Sup. New update is here!

    After series of 1v1 playtests I came to decision what defense of A site is boring. So I was thinking about improving it, dunno why, but I was inspired by @Andre Valera de_empire, on a edge of my dream I saw the show match on that map, and new shape was born in my mind (wtf I'm writing?)

    Long story short, I made a lot of changes on A site, but saved its original shape based on two crates. Ts aps was reshaped again and turned into a basement. Also set of textures for this map was made.

    So, let pictures talk (warning: early wip)

    Overview:

    [Blocked Image: http://i.imgur.com/5I8AvrH.png]

    A site views:

    Quote

    [Blocked Image: http://i.imgur.com/YG9JZH7.jpg]

    [Blocked Image: http://i.imgur.com/rp3VBLK.jpg]

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

    Basement views:

    Quote

    [Blocked Image: http://i.imgur.com/eYeW2Km.jpg]

    [Blocked Image: http://i.imgur.com/7H8Ugb2.jpg][Blocked Image: http://i.imgur.com/khsDE5m.jpg]

    A main from Ts perceptive:

    Quote

    [Blocked Image: http://i.imgur.com/RUlcBjF.jpg][Blocked Image: http://i.imgur.com/ytG35dg.jpg]

    Textures test:

    Quote

    [Blocked Image: http://i.imgur.com/uWwi2iN.jpg]

    P.S: main thing that stops me from doing full art pass is absence of 5v5 playtest, if you can help me with this question, please write me a pm! :)

    P.P.S: write your ideas. opinions, thoughts, its all help me to make map better!

  • Logic
    • November 18, 2015 at 3:08 PM
    • #34

    A-site looks cool! I like the new look of the connector from mid :)

    I do however think that the site feels a bit small. I noticed this in the previous playtest but didn't mention it for some reason. Personally I would like some space that the CT's can fall back on in case of a rush that gets out of hand. I think that taking away this wall that is sticking out might give CT's some extra breathing room :)

    The map is looking good though! Keep it up! :D

  • swst.turn
    • November 24, 2015 at 12:12 PM
    • #35

    Finally got rid of strange workshop error (error 2), so now new version of map available on workshop.

  • swst.turn
    • November 5, 2017 at 1:49 PM
    • #36

    Sup. Necroposting update!

    Layout changes, most import - new T A - B connector for faster rotations:

    [Blocked Image: https://i.imgur.com/VbHMkbf.png]

    A site:

    [Blocked Image: https://i.imgur.com/ioQ3sUb.jpg]

    [Blocked Image: https://i.imgur.com/zNGyjTo.jpg]

    T path:

    [Blocked Image: https://i.imgur.com/U7cpz4p.jpg]

    B site:

    [Blocked Image: https://i.imgur.com/fzpk8fe.jpg]

    [Blocked Image: https://i.imgur.com/WrHm0LT.jpg]

    T path:

    [Blocked Image: https://i.imgur.com/ZYYYq0L.jpg]

    Middle:

    T side:

    [Blocked Image: https://i.imgur.com/WylPMSZ.jpg]

    CT side:

    [Blocked Image: https://i.imgur.com/vrULk19.jpg]

    Overview (w/ new T connector):

    [Blocked Image: https://i.imgur.com/K0FuxE8.jpg]


    Workshop link

  • swst.turn
    • March 30, 2018 at 2:06 AM
    • #37

    Sup. Layout update, available on workshop

    [Blocked Image: https://i.imgur.com/qlZiUMe.png]

  • swst.turn
    • April 29, 2018 at 5:23 PM
    • #38

    Sup.

    After mapcore public playtest I managed to perform competitive one with friends and boy T side was awful. Basically Ts have only 3 points of attack, two of which are tight chokes (B especially) covered with double smokes, cause there is only one T main entrance on each bombsite. CT had total middle control because of this - you can play only one CT per site, so Ts had to peek in 3 CTs in middle. Even Ts rushes with entry frags and plant was useless, because of CTs middle control and fast rotation through it. A -> Mid connector was overpowered for CTs awp - hold middle turn left and catch Ts running through main to site and vice versa. Absence of close ranges caused CTs awp/autosniper hell. Add here absence of safe plant on A and you get 3 won rounds for attack, feels worse than old nuke attack

    So, big changes I made, based on mapcore and 5v5 playtests:

    Spoiler B site: new one-way (possible to boost) passage for Ts, slight expansion and clearing of T main, arch wall (next to white box) become thicker, so it can be used for cover from another angle, also arch itself become higher to remove weird sightlines.

    [Blocked Image: https://i.imgur.com/C0z1FSr.jpg]

    Middle: new entrance for Ts, moved old entrance to left so CTs can hold one angle and not being exposed to another, expanded platform further to remove CTs camp/headpick position next to B connector. Also added small window on T side of a middle to simplify smokes (cant be seen from screenshot angle)

    [Blocked Image: https://i.imgur.com/Y971iQb.jpg]

    A site: central structure to break long sightlines, some new covers for Ts retake defense, safe plant position.

    [Blocked Image: https://i.imgur.com/XgYP1pw.jpg]

    Ts connector: as mentioned earlier - new middle entrance, added wall between connector itself and stairs to middle to remove weird angles and add safe position to hold mid push.

    [Blocked Image: https://i.imgur.com/Fp5Fjxv.jpg]

    New overview:

    [Blocked Image: https://i.imgur.com/7d3q6Be.png]

    Available on workshop

    Big thanks to @Andre Valera for bunch of feedback.

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