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[CS:GO] de_sac

  • GammaGames
  • March 30, 2015 at 10:27 PM
  • GammaGames
    • March 30, 2015 at 10:27 PM
    • #1

    I've been working on a map based in a cul de sac, and I figured I should post it here since this forum is normally pretty helpful for feedback and advice The map is still in what I'd call beta, I've been working on detailing B lately because I'm mostly happy with it. The updates aren't on the workshop page (bottom of post).


    The map isn't meant for the bomb sites to be camped waiting for Ts, since the arrival times are so different. CTs are more meant to watch long A (the far left on the map), watch mid from spawn, or to push further into the house/yard near B to wait.

    Here's the radar so far:
    [Blocked Image: http://i.imgur.com/IR32R5T.jpg]

    A is a lot more confined and meant to be difficult to retake if the bomb has been planted. B is more open and has more options for taking the site, either crossing over from mid, going down the back connector, or boosting over the fence with the help of the rock. Either teams can awp down mid for early picks, and I might move T spawn forward to allow getting to mid faster, I'm torn on that.

    Screenshots:

    Quote

    [Blocked Image: http://i.imgur.com/eBi5q1x.jpg]

    CT spawn


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

    the center of mid (tree is old model)

    [Blocked Image: http://i.imgur.com/yZ4Q3jd.jpg]

    On the way to A from T spawn


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

    long A


    [Blocked Image: http://i.imgur.com/ZEXA5cL.jpg]

    just behind long A


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

    B site


    [Blocked Image: http://i.imgur.com/LUcNwv8.jpg]

    on the route to B from T


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

    B site

    Display More


    Workshop link


    Any feedback would be appreciated! I've already revamped the layout in the past, so I'm willing to modify it to help gameplay

  • Muffin
    • March 31, 2015 at 6:15 AM
    • #2

    I feel like the brushwork is a little messy, try your best to align brushes to the grid with as large a grid scale as possible.

  • aeRoBYKER
    • March 31, 2015 at 9:59 AM
    • #3

    //What I found walking around your map:

    http://imgur.com/a/zh2vH

  • GammaGames
    • March 31, 2015 at 7:26 PM
    • #4
    Quote from Muffin

    I feel like the brushwork is a little messy, try your best to align brushes to the grid with as large a grid scale as possible.

    I'm going to have to improve that, I've been working on it on the version that's not uploaded yet


    Quote from aeRoBYKER

    //What I found walking around your map:

    http://imgur.com/a/zh2vH

    mid is very open, I'm planning more cover eventually. Especially from B side

    I love the garage roof, but yeah it is a bit op. It might be better if there's only one small window to look/fall through

    The doorways are bad! I've been replacing them with double doors since they make life easier

    The grass is just like that so players don't fall through, they're going to be displacements eventually haha

    I like the tree too, you can watch parts of mid and the way to B from it

    I added clips to that triangle thing

    Oops I should fix that COD angle

    that rock boost was intentional! Glad you found it

    I added blocks to help A, but I should probably close the door a little more too. It's meant to throw grenades under

    I've changes the greenhouse windows a bit, there aren't as many to prevent line of sight

    it's just a garage door, it would realistically be wallbangable, so I'm probably gonna put stacks of boxes behind it to prevent it.

  • aeRoBYKER
    • April 1, 2015 at 3:32 PM
    • #5
    Quote from GammaGames

    I love the garage roof, but yeah it is a bit op. It might be better if there's only one small window to look/fall through


    My only suggestion would be making it wallbangable, because right now [Blocked Image: http://i.imgur.com/Pofaq5Q.jpg]


    Maybe also make it wooden so that they make a ton of noise up there

  • GammaGames
    • April 1, 2015 at 10:35 PM
    • #6
    Quote from aeRoBYKER

    My only suggestion would be making it wallbangable, because right now

    Maybe also make it wooden so that they make a ton of noise up there

    definitely. Some of the wooden things blocking are already made of wood, but I've planned on making it wood when I texture it, it'd be thinner too which should make it bangable.

  • GammaGames
    • April 2, 2015 at 7:50 PM
    • #7

    Update!


    I've simplified B to be less busy, and sadly removed the treehouse.

    Quote

    [Blocked Image: http://i.imgur.com/MyfL38h.jpg]


    T spawn has been moved forward a little, and the door has been widened. Opening the path removed the need for the door to the left around the corner.

    Quote

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


    I've still been working on B. The greenhouse textures are lined up to about head height.

    Quote

    [Blocked Image: http://i.imgur.com/PzpR3zG.jpg]


    Hopefully I'll be able to upload to the workshop tonight or tomorrow. I've had a lot of stuff going on lately


    (also I really liked this video I found from GDC, it's helped some with the theme and making encounters more fun.The audio is really low though)


    EDIT: I'm going to update tonight. The newer radar is in the original post.


    Edit 2: looks like it's going up tomorrow.


    Edit 3: It's up now. I snuck away from my friends to compile and upload it quickly

  • GammaGames
    • April 6, 2015 at 3:46 PM
    • #8

    Another update! Working on getting colors set, for the most part just recolored dev textures everywhere.


    [Blocked Image: http://i.imgur.com/lV93vzV.jpg]

  • GammaGames
    • April 23, 2015 at 5:10 AM
    • #9

    Long time no update. Figured I may as well post. I updated the original post with the new radar.


    Here's the updated view down the street

    Quote

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


    Better view of the tree thing

    Quote

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


    Back yard near T spawn

    Quote

    [Blocked Image: http://i.imgur.com/lAdtDK9.jpg]


    I've been trying to detail the house near B. The lighting isn't being nice, but it's coming along.

    Quote

    [Blocked Image: http://i.imgur.com/hzc5I12.jpg]

  • Muffin
    • April 23, 2015 at 6:14 PM
    • #10
    Quote from GammaGames

    Long time no update. Figured I may as well post. I updated the original post with the new radar.

    Here's the updated view down the street

    Better view of the tree thing

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

    Back yard near T spawn

    Quote

    [Blocked Image: http://i.imgur.com/lAdtDK9.jpg]

    I've been trying to detail the house near B. The lighting isn't being nice, but it's coming along.

    Quote

    [Blocked Image: http://i.imgur.com/hzc5I12.jpg]

    no need to rush the updates. Take your time.

  • GammaGames
    • April 23, 2015 at 7:49 PM
    • #11
    Quote from Muffin

    no need to rush the updates. Take your time.


    I didn't think it was much of a rush, it had been almost 2 weeks since the last workshop update and 16 days since my last post


    Finals are coming up sadly. I would like to have another update before the semester ends (~3 weeks) but It's looking pretty busy


    edit: I did leave a window in the middle of the street, probably could have checked a little closer before uploading

  • GammaGames
    • May 23, 2015 at 11:31 PM
    • #12

    Oh joy, another update! Instead of making a huge long post (Spoiler tags aren't working for me, anyone else?) I'll just put an album link.

    I worked on detailing the house nearest B site, the house containing A site, and the brick one. I accidentally left a T player spawn near B site from testing, but I've already fixed it and won't upload it until later when more things are fixed. I didn't run into it at all while playing though, maybe it prioritizes spawns in buyzones over outside?

    Aside from detailing I still have to do the skybox and optimization, really should have started on that earlier.

  • blackdog
    • May 24, 2015 at 12:32 AM
    • #13

    Last shot reminds me a lot of Walter White's back garden? :cool:

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