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  4. Reddit + Mapcore CS:GO Mapping Contest

ATTN: New Map Makers!

  • jackophant
  • June 4, 2015 at 12:00 PM
  • Quotingmc
    • July 26, 2015 at 5:05 PM
    • #21
    Quote from jackophant

    There's more to comment on when it's further along visually. We can see pictures and question use of certain props/colours/textures.

    If you want to talk about gameplay then people need to create better posts WITH a radar view so we can actually see rotation time. When you see the same mistakes happening again and again it gets tiring to have to repeat yourself and a lot of time feedback is ignored. Becoming proficient with hammer is one thing, but when people create maps with roads that are 1000 pixels wide and 4000 long there isn't really much to say other than "have you ever played counter strike before?"

    Well then tell them that. We don't want hammer mapping to become an elite art only a few are allowed to know. Talk to them, suggest better widths. Say something like: "Hey, just so you know, roads in hammer should be 128 units wide per lane." I fall into the trap of ignoring them too but remember at some point you were making your first maps like that and would have died for some really helpful feedback.

  • Vaya
    • July 26, 2015 at 7:46 PM
    • #22
    Quote from Quotingmc

    I have to agree. The maps that get the most comments are always the mostly finished ones. I thought a site just for mappers would maybe be a little les biased towards the maps that look great. I would think that more feedback would be given to the maps that need it, not the ones that are near enough finished.

    Best way to get a slew of feedback is to submit it for a 10vs10 playtest. There's over 100 threads in here so if you (the mapper- not you personally) aren't doing something to standout --ANYTHING-- you will be lost in an ocean of other greybox maps. If you just post a thread and it doesn't have enough decent screenshots you're basically committing yourself to nothing- who is going to spend the time downloading and running your map if you tell and show them nothing of it?

    If you get a playtest slot you will always get feedback about your layout. If people find the layout interesting as well then future forum posts will get a reaction.

  • crowbAr
    • July 28, 2015 at 6:58 PM
    • #23

    it would be nice if the reddit playtesting thing would actually tell you why your map doesn`t get picked for the next playtest. I don`t have 4000 units long roads. I have no idea why my map wasn`t chosen. But doesn`t matter, I will apply for the other playtesting thing Vaya posted.

  • st0lve
    • July 28, 2015 at 10:46 PM
    • #24

    From a general testing perspective, rough prototypes (ie greyboxes) will never be popular amongst people who have a limited knowledge of what it takes to make an Operations-quality map. Hell, most people here would probably rather playtest something that looks great rather than testing grey layout after layout with no clue about what the theme is. jack said it pretty simple, if you cannot be bothered with posting a proper overview and some times, then how can you expect people to playtesting it? Timings are the simplest way of making sure that your layout is at least not completely far fetched. If you have no clue what the times should be like, then spend 10 minutes on a couple of different official and operations map to give you an idea about arrival times and chokepoint times. There are also other options for playtests out there, I'm sure you have at least 1 friend (even just a Steam friend) and that can actually do wonders without sitting around waiting for a slot to open up. Be proactive and look for solutions to your problem.

    Another idea is to build one area up the the standard you want. If CT spawn looks fucking sweet and you give it a bit of a context, I'm sure people will be more interested in helping you out with testing as they are able to see the potential of your skill level and hopefully the potential of the map. If you think it's a waste of time to do it this way, then just think of the fact that you can recycle the theme and the part you built even though the rest of the layout is about as fun as having your nutsack pinched in your zipper.

  • LATTEH
    • July 28, 2015 at 11:41 PM
    • #25

    This is just my opinion, but i love play testing grey box levels and early levels as a mapper. It gives you quite a lot on insight on what todo and not todo when trying to design a level yourself. I probably wouldn't have learned how important timing is if i didn't play those levels. Plus the fact your getting to play with people who also like making levels is fun,besides screaming through the mic is always fun too.

  • jackophant
    • July 30, 2015 at 2:12 PM
    • #26

    People have it the wrong way round. They aren't initially interested in the greybox and are giving comments like "will this always be grey?" *facepalm*

    Then when the map is being detailed, people start to complain and call the gameplay bad...

  • Adam108CZ
    • September 7, 2015 at 8:25 PM
    • #27

    Review of all 4 final maps by famous CS:GO caster Anders https://www.youtube.com/watch?v=UladSKyrdVY

  • Isan Arditama
    • September 15, 2015 at 4:31 AM
    • #28

    TopHattWafle & 3kliksphillip have mentioned by 'Vaya', and 'not-a-ninja'. But i will mention them again.

    First Time.
    If you never make a map or wanna learn for the first time, my suggestion is to watch TopHattWafle's videos, cause he have all basic tutorial, easy to understand, and also he make explanation on his web in each videos. https://www.youtube.com/playlist?list=…kz_O1CqYx6sKaXk

    Basic Questions/Problems.
    Then, during learn Hammer, sure i will have a lot basic questions/problems. But, where i can ask my problem if i have basic problems/questions? Firstly, i was wanna ask at MapCore, but my questions is too basic/simple, cause i think MapCore is for experienced/expert map maker.
    I suggest to ask/just read at https://www.reddit.com/r/hammer/. Theres many post/thread that you can read for a new map maker like me.

    Sorry for bad English, hope it help for a new map maker like me xD

  • Aztk
    • March 9, 2016 at 4:36 PM
    • #29

    Video about CS:GO map design by WarOwl: :)

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    Helpful for newbies.

  • Vaya
    • March 10, 2016 at 10:02 AM
    • #30
    Quote from Aztk

    Video about CS:GO map design by WarOwl: :)

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    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    Helpful for newbies.

    Sounds like reddits opinion condensed into 1 video. A lot of it is common sense but a lot of it is also guff.

    Tunnels is the only 'unique' area on dust2 and inferno is pretty much the same - inside or outside - I notice he omitted these as examples...

  • GRiNET
    • May 26, 2017 at 10:29 AM
    • #31

    Fantastic thread!

  • blackdog
    • May 27, 2017 at 3:04 PM
    • #32

    Not bad Warowl's video, but I would have liked more if when mentioning the different maps he would have them on screen. He does that but not to the extend that would make it a great video.

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