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[WIP] DE_Portugal

  • UNREA1
  • December 6, 2015 at 6:46 AM
  • UNREA1
    • December 6, 2015 at 6:46 AM
    • #1

    UPDATE! http://steamcommunity.com/sharedfiles/fi…s/?id=649334980 - Workshop link!

    HeyGuys! I've had a generous break from mapping, now it's time to get back to the real shit.

    This project of mine will be a remake/remastered version of a very popular map in amongst the portuguese CS community. Now, you probably never heard of it or played it, it's never really gotten any popular on other countries servers, but in portuguese servers it's quite common to have it in the maplist. The largest communities around will probably have servers running it 24/7 too and have it full. The map itself has had multiple major changes over its lifetime, as my friend Pingo Tinto constantly added and balanced features in the map making it really unique and distinct from other maps.

    Original CS:S Version and how it began

    Here's the current layout. My main goal here was to try and make the map significantly more closed. The original version is completely wide open, an AWP fest really. I have included 96 unit tall bushes to shorten most angles that felt imbalanced in the middle area. You will no longer spot rotations from the oposite side of the map. This was an effort I did throughout the entire map. I also took the longest sight road connecting the 2 bombsites and middle area and made a wave shape road with a bump in the middle and 2 double doors. I felt this was the main issue with the map and had to cut it into 3 pieces. Then mid started to feel a bit too strong. Gaining control of mid basicly meant GG round won, so my aproach was to make it so that as a Terrorist you need to boost a team mate to get to CT middle area, additionally another route was added connecting mid to A window-store thingy, as a possible entrance to A. and I might add a vent to the B grocery store. The middle church used to have a tower, from where CT could watch the 2 bombsites. I moved it to the A bombsite as an added defensive spot and lulz. With that the map has become a lot more versatile in strategy, allowing for boosts, fakes, rotates while keeping the 2 bombsites further away from each other.

    I ended up changing the layout a lot already, but I'm sure players would still relate.

    ---OLD---

    Quote

    Spoiler dev002

  • Facture
    • December 6, 2015 at 8:35 AM
    • #2

    That is a very interesting layout.. good luck with porting it fully to csgo! Looks like you're going in the right direction for the art style.

  • RaVaGe
    • December 6, 2015 at 9:01 AM
    • #3

    fooodesssss

  • Quotingmc
    • December 6, 2015 at 2:43 PM
    • #4

    Looks incredible I can already see this making an operation. Good luck!

    ps. A few of the images are not being shown for me. Says they can't be found.

  • UNREA1
    • December 6, 2015 at 4:02 PM
    • #5
    Quote from Quotingmc

    Looks incredible I can already see this making an operation. Good luck!

    ps. A few of the images are not being shown for me. Says they can't be found.

    Ye, I actually deleted some of the screenshots as it was taking a lot of space. :D

    Thanks!

  • Shandy445
    • December 8, 2015 at 12:32 AM
    • #6

    the road makes me think of the map dawnville from call of duty 1

  • -HP-
    • December 8, 2015 at 1:10 AM
    • #7

    Foda-se, awesome stuff man! Loving the architectural shapes, very spot on!

  • blackdog
    • December 8, 2015 at 4:36 PM
    • #8

    Looks already very pretty, congrats!

    Looks like you are aiming at a gameplay were CTs are setting up beyond bombsites and T have to decisively push on one to plant(?).

  • UNREA1
    • December 8, 2015 at 5:13 PM
    • #9
    Quote from blackdog

    Looks already very pretty, congrats!

    Looks like you are aiming at a gameplay were CTs are setting up beyond bombsites and T have to decisively push on one to plant(?).

    This map certainly will give you the option as a CT to either play agressive in a more pushed position or defensive sitting close to the bombsites, possibly even a mix of those 2 strats. This hopefully balances the fact that terrorists also have a lot of space to work with and do not need to fully commit to one site until they get to the main chokepoint areas. I've added the rotation paths through mid to either bombsites in the latest build. Depending on where you defend you'll also have a quicker or slower rotation, so I feel it's a good trade. Those are details that I'll have to figure once I put it to the test tho, so don't take my word. For now I can say the timings for rushing with knife out matches the default maps timings, with terrorists arriving about 2 seconds later in most cases, except for mid where CTs have about 5-8 second advantage. It's still a bit early to say without the final prop placing so everything is still subject to change.

    Finally I'd like to thank everyone who's been posting, people around here are really motivating and inspiring.

    Update soon. :)

  • Pingo Tinto
    • December 26, 2015 at 7:34 PM
    • #10

    Meu amigo de longa data Unreal, é com muito orgulho que te vejo fazer mais um grande mapa para podermos jogar e divertir no CS GO.

    Como todos os mapas que já fizeste, sei que este também vai ficar perfeito.

    Pelas imagens já estou ansioso para jogar.


    My longtime friend Unreal, is very proud to see you make another big map so we can play and have fun in CS GO.

    Like all the maps you've done, I know that this will also be perfect.

    The images'm already looking forward to playing.

    I LOVE MAPS BY UNREAL

  • UNREA1
    • December 28, 2015 at 2:56 AM
    • #11

    Update boys!

    Finished most middle connectors, revamped mid, added vent connecting mid and Bs groceries store, and stairs to A and window. Readjusted Terrorists timings by moving spawn a little back and built the station. Church structure is up but I'm still going to add a back access to bombsite A for rotations, which will be the priests dressing room connecting Altar and back A. Bombsites were brought to the center of their respective areas for more interesting gameplay.

    Current layout

    Here are some screenshots

    Up up

    Train station (T Spawn)

    Revamped mid area

    Wine cellar (Long A)

    Church (CT Spawn)

  • jackophant
    • December 29, 2015 at 1:12 PM
    • #12

    Nice to see how this is progressing. Any plans for a mapcore playtest?

  • UNREA1
    • December 30, 2015 at 2:20 AM
    • #13
    Quote from jackophant

    Nice to see how this is progressing. Any plans for a mapcore playtest?

    I'm definetely looking forward to a mapcore playtest, but for now my close friends have provided enough good feedback. I'll try to do a 5v5 playtest when I'm sure the map is atleast 50% ready for it, but it's a bit too clean right now. Thanks!

  • jackophant
    • December 30, 2015 at 9:02 AM
    • #14

    As long as you've got all the game play elements, it's not too early. Testing with a small group of people is a very narrow variety of feedback, no matter how honest you think they are. You'll do what you do, but just bear it in mind.

  • UNREA1
    • March 20, 2016 at 8:05 PM
    • #15

    Hey, Sorry for the wait! hehe. I've been hardworking on the map after i finally started mapping on a better PC allowing me to continue with this project. Here's finally a playable version of the map.

    I'm reaaally excited about this project and I'm investing a lot of time to it. With this one I decided it was time I started including some custom models and textures so this so far has been a very good experience for me as a mapper.

    I finished blocking out the map, clipped all areas and added some crates around the bombsite areas because we all love them. Most stuff is placeholding other stuff that will come later on.

    I'd apreciate if I could get some feedback on this before I think about a testing session, in case I need to adress something. Thanks and once again sorry for delaying the update so much, there's too many new things to even list but I've made quite a few changes to the layout for the better, and tested privately with some friends. I think it's ready now to receive more feedback, so feel free.

  • Quotingmc
    • March 20, 2016 at 9:28 PM
    • #16

    Haven't had a chance to look in-game yet but this looks a bit odd. Excuse my terrible snipping tool drawings.

    Bollards normally stop vehicles driving/parking on path ways. By the time a car would reach there, it would already be practically in the park.

    I think something like this would make more sense:

    Nice start though overall, can't wait to see more!

  • UNREA1
    • March 20, 2016 at 11:25 PM
    • #17
    Quote from Quotingmc

    1 hour ago, Quotingmc said: Haven't had a chance to look in-game yet but this looks a bit odd. Excuse my terrible snipping tool drawings.

    Bollards normally stop vehicles driving/parking on path ways. By the time a car would reach there, it would already be practically in the park.

    I think something like this would make more sense:

    Nice start though overall, can't wait to see more!

    Indeed, but honestly that wasn't on my priorities list, but I'll look into fixing that. I wanna keep the map as clean as possible tho when it comes to navigating so i might add 1 or 2 max together. The roads ofc are gonna have continuation with some sort of object blocking players from going outside the playable area, I have some ideas for that. But for the moment I'm focused on getting the gameplay right.

    A bit of an update, in the current version on the Workshop we just did a 5v5 public testing and found a few quite big nodraw surfaces that I'll have to fix, can't believe I missed those. *facepalm* xD

    Thanks.

  • UNREA1
    • April 6, 2016 at 12:46 AM
    • #18

    Update!

    Quite some time since the last one so a lot of changes have taken place based on feedback, playtesting in 5v5 pub environment, and my own experience. It's been really well received so far, lots of people interested in helping with constructive feedback surprisingly, and my friends have been really supportive as well.

    Changelog:

    Spoiler

    Layout changes:

    - Revamped mid area replacing boost with stairs

    - Removed vent access to Market

    - Merged A-Mid connector with window room

    - Moved Terrorist spawn closer to mid area.

    Overal these were to simplify and make the map more Terrorist friendly.

    Other notable changes:

    - Replaced Market and Cafe doors with larger and prettier doors for easier navigation.

    - Fully covered one of the windows in A Tower

    - Added Windows to mid area to allow flashbangs and to set smokes over

    - Added small window to Short A

    - Added another window to Red House by A

    - Improved bandstand and allowed access making it a good spot for setting up mid grenades

    - Improved visibility inside A water

    - Added more cover to Long A

    - Made B Side Alley trick jump a more obvious possibility

    - Reworked cover for both bombsites

    Quality of life changes:

    - Clipped most of the surfaces and stairs that were left for easy navigation

    - Remade roofs in a better way

    - Better radar with layers

    - Improved looks in most areas

    - Chickens!


    Screenshots:

    Spoiler

    It's been a reaaally great experience. I'm happy with each update I bring. I was suposed to post here a lot earlier but kept delaying as I updated the map. In the meantime I was also able to spend a weekend out and look at stuff that I could use. The server running the map has ran 4 different versions since. If you'd like to join in testing server is open 24/7 linked with Workshop for instant updates -> connect 188.93.232.64:30076

    DE_Portugal in the CS:GO Workshop

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