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[CS:GO] de_dash

  • yukari
  • July 23, 2015 at 3:03 PM
  • yukari
    • July 23, 2015 at 3:03 PM
    • #1

    Hi!

    This is my 4th map that I've uploaded to the workshop. I'ts still a greybox with some textures on the ground and there is no radar yet. I will try to get the radar working asap.

    I will try to get a playtest soon and any feedback on the map at this stage will help. I want the basic layout to feel pretty natural to move around in with some fun and rewarding boosts/jumps and smokes/flashes.

    i'am still unsure about the theme of the map but what comes to my mind is a blend of de_cache and de_dust2, and therefore the name, dust+cache=dash.


    Steam link with pictures


    http://steamcommunity.com/sharedfiles/fi…s/?id=486712075

  • jackophant
    • July 23, 2015 at 3:39 PM
    • #2

    cache and dust are names, not themes.

    calling your map a combination of the two and then looking for something that combines middle eastern architecture with a disused russian weapons cache is entirely the wrong way to do it.

    1. decide on a theme you like
    2. find some reference photos that will help guide your detailing
    3. build the map with said theme in mind
    4. name your map that is related to your theme, but abstractly. If I see one more map called warehouse I'm going to develop a rage induced anal prolapse.

    last but not least... what is this sightline?

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

    You need to simplify your layout quite a bit. You've got multiple entries into areas that have a door not even 10 metres away on another face of the building. It ruins the gameplay and chokepoints and creates a lot of chances for flanking which is uncontrollable.

  • Quotingmc
    • July 23, 2015 at 4:22 PM
    • #3
    Quote from jackophant

    name your map that is related to your theme, but abstractly. If I see one more map called warehouse I'm going to develop a rage induced anal prolapse

    You need to be like censored states and have a list of Jackophant approved names. All that don't comply must be eliminated.

    Also you should suggest this site to people: http://wordassociations.net/

    You enter a word and it gives you a ton of associated ones, really good for choosing map names.

  • Vaya
    • July 23, 2015 at 4:37 PM
    • #4

    http://wordassociations.net/search?hl=en&q=dash&button=Search

    de_mustard incoming

  • Quotingmc
    • July 23, 2015 at 4:41 PM
    • #5
    Quote from Vaya

    http://wordassociations.net/search?hl=en&q=dash&button=Search

    de_mustard incoming

    XD

  • yukari
    • July 27, 2015 at 1:08 PM
    • #6
    Quote from jackophant

    cache and dust are names, not themes.

    calling your map a combination of the two and then looking for something that combines middle eastern architecture with a disused russian weapons cache is entirely the wrong way to do it.

    1. decide on a theme you like
    2. find some reference photos that will help guide your detailing
    3. build the map with said theme in mind
    4. name your map that is related to your theme, but abstractly. If I see one more map called warehouse I'm going to develop a rage induced anal prolapse.

    last but not least... what is this sightline?

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

    You need to simplify your layout quite a bit. You've got multiple entries into areas that have a door not even 10 metres away on another face of the building. It ruins the gameplay and chokepoints and creates a lot of chances for flanking which is uncontrollable.

    Well I'am still new to mapping and that's not how I've approached my maps, wrong or not. I've tried to make a fun layout at first and then come up with a theme for the map and tweak my layout and buildings so they fit that theme. My weak spot is definitely the detailing, but all I can do is practice.

    That line of sight did not actually exist, the overview was lying a bit but I have updated the map now so that long alley does not even exist anymore.

    As for the name it might even change. That was just my gut feeling telling me I want the cache, dust vibe. But that doesn't mean it has to happen. I needed a name to publish it for me to get feedback. I would love to work with someone on that part to get more experience and learn. Someone who enjoys the detailing part. I am not saying that I don't want to detail the map at all, but tips and learn by seeing would help a lot.

    I have moved the door in A site further back in to the little pocket on right side of the site.

    Terrorists only have 1 clear entrance for each site but they can fight for another route wich allows them to flank the CT's but the CT's will almost always know when they try to flank because of the door in A and the vent in B. Terrorists can't get to A door without being seen unless they smoke off some places and that will also alert the CT's. Terrorists can get to B vents without being seen but to get trough it you are taking a risk.

    Right now I am pretty happy with the layout except for the CT entrance to B site. I can't really say what I'd like to change with it but I feel like it don't flow as well as the rest of the map, any suggestions?

  • jackophant
    • July 27, 2015 at 1:36 PM
    • #7

    If you plan on getting this tested, then I wouldn't detail yet.

    please use "cl_leveloverview x" (x being a height level of your choice, 0 turns it off, and 10 is practically in space) to take overview screenshots, it takes the perspective out of the image and you just have a flat 2D overview.

  • yukari
    • July 27, 2015 at 2:10 PM
    • #8
    Quote from jackophant

    If you plan on getting this tested, then I wouldn't detail yet.

    please use "cl_leveloverview x" (x being a height level of your choice, 0 turns it off, and 10 is practically in space) to take overview screenshots, it takes the perspective out of the image and you just have a flat 2D overview.

    Yes I plan on doing a playtest but I saw there's a new system for that and I haven't checked it out yet.

    I wll try to use cl_overview from now on. I've taken the screens in a hurry but I will make a radar for the playtest so I will use it then.

  • yukari
    • July 28, 2015 at 11:58 PM
    • #9

    I have updated the map with radar now so it's ready for a playtest, wich will be on this thursday.

    Not the best radar img I know... I don't have photoshop yet, I will make it look more like it should once I get it.

  • jd40
    • July 31, 2015 at 12:30 PM
    • #10

    I think this would work well with cobble style detailing.

  • jackophant
    • July 31, 2015 at 2:08 PM
    • #11

    OK, I don't know if you've read through the feedback from last night, but I thought I'd make a post here anyway.

    Mid was too open imo, there is this vast no man's land that everyone skirts around, and the underground T route is a little scrappy and I didn't really see a point to it. It provided more options than necessary and the teams would often be split up a lot.

    The bombsite A with the curved walls didn't play well. Being able to plant in such a sheltered location made it quite hard to find, defend and defuse. The edge of the site isn't clear either especially as most of it is covered in wooden boards. I'm not entirely sure why you made it an L shape either when I think a box would've been perfectly fine. It just seems to be an unnecessary restriction that confused a lot of people. Basically, I high recommend reworking all the cover on A.

    The lip round the edge from the balcony looking out from mid doesn't feel right. It wasn't used that much, mainly jumping out the balcony and peaking at a high angle which is frustrating.

    A main was very open as well, and the upper level inside it was very exposed. Running across from the angle Ts do opens you up to 90% of the angles a CT can peak you from. Going "Long" offers absolutely no benefit to Ts as they can die before they even get a chance to use the other entrance.

    The door on A for the ticket booth thing doesn't look like a door. A lot of people shot it wanting it to break, so bear that in mind.

    I felt the mid to B drop / vent room was very convoluted. the mid drop aside (which isn't too bad but means CTs on B can only rotate through either of the spawns), Ts have to snake their way towards the vent only to be restricted by it's height and very easily gunned down crawling through. I think making this a doorway or opening up the corridor would work more smoothly.

    Your glass texture for the window into B and the 2 vents on the floor (i can only guess that from the overview) didn't package correctly so were flat black in the test.

    Also, while I'm partial to a bit of KZ myself, it feels like you've tried too hard to make lots of these jumps and movement possibilities. A lot of them are glaringly obvious and not very hard to do so don't feel half as rewarding as something like the cache self boost.

    The changes you made were mostly pretty good, keep it up :)

  • yukari
    • August 3, 2015 at 12:03 PM
    • #12

    Thanks for the great feedback jakckophant and everybody else in game.

    I've started working on changing the A side of the map. Changed the door route through A main for Ts and I will look into changing the cover on the site as I saw that it felt kind of useless when you have 5 people rushing you. I would like to try it out in a 5on5 though.

    The L bomb site shape was to create a harder safe plant but was confusing for people so I will make it simpler. But the covers will propably change multiple times depending on what theme it gets.

    I will keep the B drop for now but I will change the CT entrance for B. Not sure how yet.

  • jackophant
    • August 3, 2015 at 12:05 PM
    • #13
    Quote from yukari

    will keep the B drop for now but I will change the CT entrance for B. Not sure how yet.

    The drop isn't the problem, it's just how it's been implemented and how it's on top of the vent route.

    If you could remove the vent and open the corridor up a bit and let CTs boost (like cobblestone) up into mid, then I think it would play a lot more smoothly and offer some interesting tactical situations.

  • yukari
    • August 9, 2015 at 9:33 PM
    • #14

    I have now worked on the map for a while and I uploaded the new version to the workshop. I have changed pretty much the whole A site and the CT side of B.

    It would be great with some feedback on the new layout.


  • Squarp13
    • August 11, 2015 at 10:32 AM
    • #15
    Quote from Vaya

    http://wordassociations.net/search?hl=en&q=dash&button=Search

    de_mustard incoming

    [Blocked Image: http://cdn.meme.am/instances2/500x/1326266.jpg]

  • Quotingmc
    • August 11, 2015 at 10:36 AM
    • #16
    Quote from Squarp13

    [Blocked Image: http://cdn.meme.am/instances2/500x/1326266.jpg]

    What have we started!

  • yukari
    • December 18, 2015 at 10:03 AM
    • #17

    Hello again!

    So I have not been mapping for a long time due too school. But I´ve recently started to work on this map again.

    I´ve changed the layouts of both sites and the routes to B site. The map is still untextured, I want a solid layout before I start but I´ve used some just for future ideas.


    The new A site has similar feel as before but on B i´ts all new. I quickly ran through with friend and they were a bit lost on their way to the site, I have no minimap right now so that may contribute. As terrorists there is an area before the B site where you have a big advantage if you can take over. This allow you to boost up to mid from vents and up to CT apps (wich is between CT spawn and B site). It also allows for smoke executes on B site. But this whole area seemed a bit confusing for them.


    I would appreciate any feedback on the maps layout/angles/spots/sites/rotation times/size, but especially on the whole B area. Is it too complicated for 5vs5 gameplay since thats how I want the map to be played?


    I will continue working on this and hopefully get a playtest in the future for more feedback. Thanks!


    New A site


    New B site


    Pre B site


    Map overlay

  • yukari
    • January 2, 2016 at 6:13 PM
    • #18

    New update again.


    I´ts mostly minor changes and fixes but the major ones are on the T route to B.

    -I tried to make it simpler and more natural for people who found that area confusing. I added some props, made the room smaller and tried to make it easier for Ts to hold a CT rush.

    -I redid the vents and the drop room a bit so it would feel more natural.

    -I redid the cover for the setup area for a B takeover.

    -Added a B site sign for smokes to bounce off on.


    I only did small changes to the middle.

    -Added wood over the last window to drop room from mid.

    -Made the underpass in mid a bit smaller.

    -Extended the railing in T side of mid


    Minor tweaks on A site.

    -Removed the back connector room from CT to the back of A site.

    -Added some props instead of BSP

    -Changed some cover inside of door.

    -Extended the first wall to the right in A site for Ts to throw smokes off

    -Changed the size of the balcony entrance and the metal railing.


    T spawn


    T to B


    Mid


    A site


    Vent


    Finally added radar


    Routes

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