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. Vault
  3. Past Contests
  4. Reddit + Mapcore CS:GO Mapping Contest

ALL MAPS FROM THE CONTEST IN ONE PLACE

  • Le1T
  • September 1, 2015 at 9:39 AM
  • Le1T
    • September 1, 2015 at 9:39 AM
    • #1

    Dont know where to post

    BUT

    I made a collection of all maps from the contest. http://steamcommunity.com/sharedfiles/fi…s/?id=510239113

    No spam or advertising. Just want to help a bit.

  • Vaya
    • September 1, 2015 at 10:04 AM
    • #2

    it's the pumpupyourpublic guy! :D workshop famous for your majestic spam.

  • Le1T
    • September 1, 2015 at 10:11 AM
    • #3
    Quote from Vaya

    it's the pumpupyourpublic guy! :D workshop famous for your majestic spam.

    :D

    I've been banned for it a year ago. Now im not spamming, just doing my work silently


    I love custom maps, what to do...

  • Vulgarman
    • September 1, 2015 at 10:37 AM
    • #4

    Neat!

  • laminutederire
    • September 1, 2015 at 10:56 AM
    • #5

    It seems like a very painful task :P

  • text_fish
    • September 1, 2015 at 11:08 AM
    • #6

    Thanks for putting this together Le1T!

    What a lot of submissions -- I don't envy the judges.

  • biXen
    • September 1, 2015 at 12:51 PM
    • #7

    Nicely done. Good luck to the contestants, I decided to skip it as I'm still in playtesting phase, shit takes forever .)

  • Oliver
    • September 1, 2015 at 2:59 PM
    • #8

    Great job! It is fun to see what the community has been able to put together! :)

  • pB.
    • September 1, 2015 at 4:26 PM
    • #9

    Thanks a lot for doing this! Now I can cry at what the competition is more easily...

  • ics
    • September 1, 2015 at 9:15 PM
    • #10

    My bet for the 4 finalists are Kharkov, Empire, Abyss and Cargo.

  • text_fish
    • September 1, 2015 at 9:37 PM
    • #11

    It'd be great if the judges could stream part of their process, like Cotton did for the last CEVO mapping contest. Might be a lot of extra work though I guess.

  • Bodd Jonar
    • September 1, 2015 at 10:04 PM
    • #12
    Quote from text_fish

    It'd be great if the judges could stream part of their process, like Cotton did for the last CEVO mapping contest. Might be a lot of extra work though I guess.

    Why did that guy even judge maps? He did not even know what nodraw was. :|


    This is great work, must have taken hours... +1

  • text_fish
    • September 1, 2015 at 10:08 PM
    • #13
    Quote from Bodd Jonar

    Why did that guy even judge maps? He did not even know what nodraw was. :|

    The vast majority of Counter-Strike players probably don't know what nodraw is, but that doesn't render their opinion on a map's gameplay and aesthetic quality any less valid than somebody who does.

  • Oliver
    • September 1, 2015 at 11:49 PM
    • #14
    Quote from text_fish

    The vast majority of Counter-Strike players probably don't know what nodraw is, but that doesn't render their opinion on a map's gameplay and aesthetic quality any less valid than somebody who does.

    I agree with this, however I feel more secure knowing that an experienced mapmaker is judging my map rather than any other person. Even if the person is a pro player I would still prefer the judge (or at least one) to be a mapmaker since these are people who spend a lot of time thinking about map-layout, positional advantage, aesthetic quality and also understands the technical aspects of mapmaking. You don't have to be a mapmaker to have an opinion on aesthetic quality or gameplay, but a person with this background I feel have more ground to stand on. Does that make sense?

  • laminutederire
    • September 2, 2015 at 1:17 AM
    • #15

    Ideally the jury would consist of map makers, as well as pros, and players of various ranks, so that the map appeal to a wide range of people, with a competitive playability, while favoring interesting and different layouts which would be recognized more easily by mappers.

    Also, map makers have a particular eye on things such as polishing, they can see more easily if a map is really well thought, through how it is optimized, and even through the brushwork. This can help choose between two maps both great gameplay and aesthetics wise. Maybe that's part of what you meant @Oliver?

    However, @text_fish, one could argue that probably half of players play either dust2 or mirage

  • Bodd Jonar
    • September 2, 2015 at 2:25 AM
    • #16
    Quote from text_fish

    The vast majority of Counter-Strike players probably don't know what nodraw is, but that doesn't render their opinion on a map's gameplay and aesthetic quality any less valid than somebody who does.

    Oliver said pretty much what I thought.

    The nodraw thing was just a minor thing btw, the way he judge the maps was very weird and made no sense. I would think that CEVO would playtest a map before rendering a layout useless, not just run around on it for 10 minutes and focusing 7 minutes of them on nonsense. Cotton shouldn't judge maps alone, is all I'm saying. :)

  • Oliver
    • September 2, 2015 at 5:14 AM
    • #17
    Quote from laminutederire

    Ideally the jury would consist of map makers, as well as pros, and players of various ranks, so that the map appeal to a wide range of people, with a competitive playability, while favoring interesting and different layouts which would be recognized more easily by mappers.

    Also, map makers have a particular eye on things such as polishing, they can see more easily if a map is really well thought, through how it is optimized, and even through the brushwork. This can help choose between two maps both great gameplay and aesthetics wise. Maybe that's part of what you meant @Oliver?

    However, @text_fish, one could argue that probably half of players play either dust2 or mirage

    Oh yeah, definitely, a combination of all kinds of angles from the CS:GO community would be the ideal jury. I am happy about the current format though, we've got a jury consisting of three mapmakers, one artist and one journalist, so I trust that we will get a very fair judging from their part! In the future I hope to see these contest only getting more attention from the community! Better maps is what keeps the game alive.

  • ics
    • September 2, 2015 at 7:15 AM
    • #18
    Quote from text_fish

    The vast majority of Counter-Strike players probably don't know what nodraw is, but that doesn't render their opinion on a map's gameplay and aesthetic quality any less valid than somebody who does.

    Being real honest here. Over the past 7 years i've tested my maps on live server with the community i run, for different games and mostly what i get out of them are 3 sentences. 1. Good map. 2. Shit map (and quit). 3, the most common answer: Silence.

    I guess what i'm trying to say here is, either people get really good first impression or they get frustrated if the map has more than 2 turns to see the enemy (dust2 for example, hass less than 3.). Most gamers are simple minded and play the same maps over and over. They aren't even interested of trying new maps unless they get some sort of perks or profit from it. Vast majority of CSGO gamers do not ever buy the mission pass or whatever they call that.

    So having a judge that genuinely is interested of testing new things, regardless if he has technical knowledge about maps is perfectly fine but if you throw that task to someone who simply "has to do it", is a bad thing. So i'm hoping these guys who pick the maps (who of course are mapcore staff and do know something about maps), also play the candidates ingame and not simply watch screenshots.

  • Oliver
    • September 2, 2015 at 8:20 AM
    • #19

    @ics I agree with you on the point that most players are drawn to the first impressions of the map (cover image and the overview image). What this contest has taught me more than anything is that theme is what sells. Players will make an opinion whether your map is worthy of checking out within a few seconds of looking at the workshop page. So finding the balance between complexity (laying out opportunities for varied and deeper play) and simplicity (simple, elegant layout that guides new players and welcomes the player rather than having the barrier of learning a map thoroughly) in your map is the most difficult part to do. All this while implementing the layout with fitting surroundings. Sorry if I'm rambling, but as mapmakers it can be frustrating to have a layout just shot down by people who only took one glance at it. Hiding the "complexity" in the layout within the theme could make the player see the map differently. Since we as mapmakers also have to consider the visual language that is the theme.

    Again if this seems like some counter-argument it really is just me talking about map layout and theme as I find it an interesting topic.

  • grapen
    • September 2, 2015 at 8:28 AM
    • #20
    Quote from Oliver

    it can be frustrating to have a layout just shot down by people who only took one glance at it

    *Takes a look for 2 minutes*: "Yeaaah too large and too many paths". While in reality, the map is about the same size as dust 2 with no more paths than mirage. Classic :)

    Been into level design for close to 20 years now, it never ends.

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. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  2. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  3. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  4. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  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
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™