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CS:GO - Link

  • JSadones
  • January 4, 2016 at 7:55 AM
  • JSadones
    • January 4, 2016 at 7:55 AM
    • #1

    [Blocked Image: http://i.imgur.com/kyq4Zvo.png]


    Hello Mapcore,

    Link is my first project. It is my product of learning everything there is about creating maps in the Source Engine.Map was previously called Satellite.

    Theme / Story of map:[/u]

    The map is situated in a fictitious Spanish satellite communication center. The theme of the map will be a modern complex, but with some contrast between the offices and the actual satellite sites.

    Last updated (workshop link): 19 May 2016 Last updated (this post): 19 May 2016

    [Blocked Image: http://i.imgur.com/56U2Hnc.jpg]

    Download on Steam Workshop

    [Blocked Image: http://i.imgur.com/0LzP1rE.png]

    Layout + extra screenshots:

    Spoiler [Blocked Image: http://i.imgur.com/dTBVEI7.png]

    [Blocked Image: http://i.imgur.com/zsWa4xq.png]

    [Blocked Image: http://i.imgur.com/9VCatqT.png]

    [Blocked Image: http://i.imgur.com/5Z1Dteh.png]

    [Blocked Image: http://i.imgur.com/hQ1tT5t.png]

    [Blocked Image: http://i.imgur.com/Z5Oryof.png]

    [Blocked Image: http://i.imgur.com/xhUnLg9.png]

    [Blocked Image: http://i.imgur.com/FYF90Wi.png]

    Feedback I'm looking for :

    • Feedback on the layout (general)
    • Feedback on the bombsites
    • What you like/dislike
    • Anything about the map layout/timings/balancing/..
    • Ideas to make areas come more alive

    Current issues

    • Some void visable in bombsite B
    • Squeaky opens only from 1 side (Don't really know how to fix it)

    Credits to @Rick_D, @Skybex and @Yanzl for making their assets available. These assets will be removed real soon.

  • Badstomach
    • January 4, 2016 at 1:36 PM
    • #2

    Those theme and bombsites remind me Soldier Front 2's map Satellite

    Control room looks really great

  • JSadones
    • January 4, 2016 at 2:04 PM
    • #3
    Quote from Badstomach

    Those theme and bombsites remind me Soldier Front 2's map Satellite

    Control room looks really great

    This actually started out as me trying to remake the original Soldier Front 1 map. Some images here.

    But since I hated of making an exact replica I decided to give my own spin to it.
    I was really wondering if somebody would notice it !

  • Badstomach
    • January 4, 2016 at 5:05 PM
    • #4
    Quote from JSadones

    This actually started out as me trying to remake the original Soldier Front 1 map. Some images here.

    But since I hated of making an exact replica I decided to give my own spin to it.
    I was really wondering if somebody would notice it !

    Wow, I also thought that layout and outside section kinds of remind me Satellite map from Soldier Front 1

    Nice work! Looking forward to satellite model :D

    By the way, Soldier Front 2 got a pretty nice HD version of Satellite. It might be helpful to play it some time :)

  • JSadones
    • January 4, 2016 at 5:44 PM
    • #5
    Quote from Badstomach

    Wow, I also thought that layout and outside section kinds of remind me Satellite map from Soldier Front 1

    Nice work! Looking forward to satellite model

    By the way, Soldier Front 2 got a pretty nice HD version of Satellite. It might be helpful to play it some time

    I already did my research !

    SF1
    SF2

    I'm mainly using the second game for references, as I can't really find good reference photos of inside modern companies.

    I'm actually wondering if this is going to be an issue in the future (copyright wise). I suppose not as I've changed a lot of the layout? And I'm also planning on changing the name so SF players don't immediately recognize the map name .

  • El_Exodus
    • January 4, 2016 at 7:29 PM
    • #6

    First of all: I appreciate the presentation of your map! Good job on that.

    Now to the map itself:

    -Definitely shorten the T->B path. It looks like it's way too long atm. Try to save the Terrorists 3 seconds on the way to the bombsite. The 4 second advantage by the CTs is a little much atm imho. You could use bot_show_battlefront 1 to highlight the meeting points for researching purposes.

    -Maybe move both spawns closer to the center of the map to save further ~2 seconds without influencing the meeting points. This is not a must, just a suggestion how to bring the action a little faster into a round.

    -Is it just me or does it look like the rotation times are pretty long? Atm it looks like ~20 seconds to me. A bit like on Season. If this is true, try to push them down to about ~15 seconds so rotating CTs actually have a chance to win the round.

    Can't really say much more about the layout without actually checking it out ingame. I recommend you to playtest the map soon, because it looks like some fixes are needed regarding paths and timings. Already looks like a solid layout to work with!


    Edit: The radar in your Workshop version is not aligned. Looks like you got a typo in the radar.txt

    Edit 2: Some of the sightlines are very long. Try to shorten them.

    Edit 3: Tbh, i dislike the boost on the T side of mid. Doesn't add much value to the gameplay and it's a rather annoying feature.

  • SirK
    • January 4, 2016 at 8:51 PM
    • #7

    I knew ive seen that layout somewhere! :D I liked that map in SF2. One of the Spots was way to open for my taste - other than that, pretty fun map for casual play. Try to shorten the rotation times and make the map more suited for CS gameplay. Keep on working! :D

  • JSadones
    • January 5, 2016 at 11:24 AM
    • #8
    Quote from El_Exodus

    First of all: I appreciate the presentation of your map! Good job on that.

    Now to the map itself:

    -Definitely shorten the T->B path. It looks like it's way too long atm. Try to save the Terrorists 3 seconds on the way to the bombsite. The 4 second advantage by the CTs is a little much atm imho. You could use bot_show_battlefront 1 to highlight the meeting points for researching purposes.

    -Maybe move both spawns closer to the center of the map to save further ~2 seconds without influencing the meeting points. This is not a must, just a suggestion how to bring the action a little faster into a round.

    -Is it just me or does it look like the rotation times are pretty long? Atm it looks like ~20 seconds to me. A bit like on Season. If this is true, try to push them down to about ~15 seconds so rotating CTs actually have a chance to win the round.

    Can't really say much more about the layout without actually checking it out ingame. I recommend you to playtest the map soon, because it looks like some fixes are needed regarding paths and timings. Already looks like a solid layout to work with!


    Edit: The radar in your Workshop version is not aligned. Looks like you got a typo in the radar.txt

    Edit 2: Some of the sightlines are very long. Try to shorten them.

    Edit 3: Tbh, i dislike the boost on the T side of mid. Doesn't add much value to the gameplay and it's a rather annoying feature.

    Display More

    Awesome command, did not know that one.
    Rotation times are actually pretty quick, 14 sec to run from Bomb A to B.

    I'm aware of the radar, the reason I didn't update it as of yet was because I edited my overview to look good (aka the image above), but I didn't write down my scale/position of that said overview. So I had to do all the work all over again. I'm going to wait until I do some more changes to the map and then I'll update it. Sorry for that !

    And yeah I'm getting rid of the boost. A user on reddit told me that when T's want to rotate, they can only do this trough mid (or they have to cross mid without any cover OR fall all the way back to T spawn). So I'm pushing the garden a bit more into mid, and I'll have a stairs there for the T's.

    Quote from SirK

    I knew ive seen that layout somewhere! :D I liked that map in SF2. One of the Spots was way to open for my taste - other than that, pretty fun map for casual play. Try to shorten the rotation times and make the map more suited for CS gameplay. Keep on working! :D

    What spot are you referring to ? And rotation times are already pretty quick. Takes 14 sec to run from Bomb A to B. So if a CT is holding site from a rotate spot, it will be even be more quicker.

  • Michael Greenwood
    • January 6, 2016 at 4:48 PM
    • #9

    Seconded on the presentation being very well done. This is one of the first maps I've seen where I immediately just click with the layout and I want to see where this goes. Really the only things that stand out to me would be that mid and A have some really long site lines that could prove to be very annoying to deal with. I also think the A site is potentially too compact in the corner and could make retakes weird. I also think B site could be really hard to take as there are a lot of angles that would be nearly impossible to smoke off and both entrances can be watched very easily by one player. Having the raised area connect directly with the bomb site just causes some concerns, but I'd like to see how it plays first.


    This map actually has some stuff in it that inspires me with fixes for a project of my own, so I doubly appreciate the posting of it!

  • JSadones
    • January 22, 2016 at 12:02 AM
    • #10
    Quote from capslock

    when ı first saw the map in workshop. immediately messaged you in that time. But it seems like u made so much progress. Hope u finish this map asap. Keep up the good work.

    You saw this on the workshop first and not on this forum/Reddit?
    And where did you message me? I'm a bit confused :)

    Anyway, yes I've been changing a lot. I got more ideas for the layout, but want to finish them first before I post an update here.
    Tomorrow I finish my finals, so I'll have 2 weeks free to work at it.

    And as of finishing it ASAP: This is my first map, and I'm using it to learn everything there is about level design. This includes 3D modelling so it's going to take a while :)

  • lynx
    • January 25, 2016 at 10:29 PM
    • #11

    hey, i saw your workshop today and tried it. Seems pretty fun, but Mid is maybe too strong and difficult to hold. Only tested it with Bots, could be wrong tho.

  • JSadones
    • February 23, 2016 at 11:49 PM
    • #12

    Hey, quick update to show that I'm still working on it !

    Thank you all for the feedback, I have implemented changes for all addressed topics. Layout and bombsite are changed and I'm starting to detail some areas. I'm currently working towards a playtest.

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

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


    PS: Yes I'm still using content from cs_agency, they will be removed later. This map is a product of me learning how to use all tools of making a level in CS:GO. Including 3D modelling.

  • JSadones
    • May 19, 2016 at 2:08 PM
    • #13

    [Blocked Image: http://i.imgur.com/0LzP1rE.png]


    After 4 months I have finally updated my workshop link [Blocked Image: https://migrationtest.mapcore.org/uploads/emotic…/emot_smile.gif]

    I really wanted to do more detailing before uploading, but since this is my first map I'm uncertain on the layout. It's pretty basic but hopefully it creates some nice gameplay. The T-Side of the map is way less detailed than the rest, but I'm going to continue working on that when I receive feedback on the layout.

    I'm going to schedule a playtest on Mapcore, but feel free to already run around in the map and give some feedback.

  • Shibou
    • May 19, 2016 at 9:15 PM
    • #14

    I have been runing around it a bit. So far I wouldnt call it a playtesting as bots dont count in my opinion. The map made a huge progress and is hardly to be recognized. It is allready very detailed and awsome to look at. I like your clean yet very saturated colour set you use for accentuation here and there.


    (The flag on your CT-Spawn look italian not spanish to me.)

    Just some minor thoughts:

    These fences make no sense to me. The block the player from an empty room. Are you going to add something here that's going to tell me why I am not allowed to pass ?


    This looks like a window and sould be made of glass imo.


    that area looks like i should be able to walk infront of that foliage.

  • JSadones
    • May 20, 2016 at 9:34 PM
    • #15
    Quote from Shibou

    On 19-5-2016 at 10:15 PM, Shibou said: I have been runing around it a bit. So far I wouldnt call it a playtesting as bots dont count in my opinion. The map made a huge progress and is hardly to be recognized. It is allready very detailed and awsome to look at. I like your clean yet very saturated colour set you use for accentuation here and there.


    (The flag on your CT-Spawn look italian not spanish to me.)

    These fences make no sense to me. The block the player from an empty room. Are you going to add something here that's going to tell me why I am not allowed to pass ?

    This looks like a window and sould be made of glass imo.

    that area looks like i should be able to walk infront of that foliage.

    Display More

    Thank you!

    Haha nice spotting on that flag, it's a placeholder for now. Re-texturing would be easy on the model, but I don't know if I'm allowed to edit Valve their models. That was orignally indeed glass, but I decided to take it away because of the sightline on balcony. Was a bit lazy and just re-textured it [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] I'll move the bushes more so you don't get the impression that it's walk able.

    And finally, I know the fences make no sense. It was again a placeholder, but players are not supposed to go there. Did a bit of detailing, and this is sort of what I want to achieve.

    [Blocked Image: http://i.imgur.com/XMR2z9k.png] Obviously needs more work, but this is the sort of thing I wanted to achieve

  • cashed
    • May 21, 2016 at 12:07 AM
    • #16

    Gave a quick run around. Biggest recommendation would be to simplify routes/mergers.

    A couple routes meet up really quick or simply have the same goal. Taking a look at what to reduce will help players but also you finishing art.

    I felt that A door was unnecessary and will create bottlenecks for T.

    I think you should move the bombsites into the middles. They are great spaces but you're pushing them to the sides!

  • Shibou
    • May 21, 2016 at 11:24 PM
    • #17
    Quote from JSadones

    On 20.5.2016 at 10:34 PM, JSadones said: Thank you!

    Haha nice spotting on that flag, it's a placeholder for now. Re-texturing would be easy on the model, but I don't know if I'm allowed to edit Valve their models. That was orignally indeed glass, but I decided to take it away because of the sightline on balcony. Was a bit lazy and just re-textured it [Blocked Image: https://migrationtest.mapcore.org/uploads/emotic…/emot_smile.gif] I'll move the bushes more so you don't get the impression that it's walk able.

    And finally, I know the fences make no sense. It was again a placeholder, but players are not supposed to go there. Did a bit of detailing, and this is sort of what I want to achieve.

    [Blocked Image: http://i.imgur.com/XMR2z9k.png] Obviously needs more work, but this is the sort of thing I wanted to achieve

    Thats awesome in 2 ways:

    1. the pure awesomeness of itself

    2. the speed you are working and creating that awesome stuff.

  • JSadones
    • May 24, 2016 at 8:38 PM
    • #18
    Quote from cashed

    On 21-5-2016 at 1:07 AM, cashed said: Gave a quick run around. Biggest recommendation would be to simplify routes/mergers.

    A couple routes meet up really quick or simply have the same goal. Taking a look at what to reduce will help players but also you finishing art.

    I felt that A door was unnecessary and will create bottlenecks for T.

    I think you should move the bombsites into the middles. They are great spaces but you're pushing them to the sides!

    Thank you for the feedback!

    I changed bombsite A a bit, made the bombsite in the middle like you said and opened it up. It allows more planting possibilities and more movement around the bombsite. I also removed the direct access from connector to the bombsite, because otherwise there were 5 entrances to bombsite A.

    What routes do you think need merges? I don't see any besides the one I marked here below. And for the door, I'm going to leave it currently at this, not really sure what I should do with that area. But I defiantly don't want only 1 entrance for T's.[Blocked Image: http://i.imgur.com/76ERqUe.png]

    Now some pictures

    Spoiler

    [Blocked Image: http://i.imgur.com/Si26UVT.png]

    [Blocked Image: http://i.imgur.com/T60qQVV.png]

    [Blocked Image: http://i.imgur.com/Q5TTPP0.png]


    Hopefully I can make some changes to B too before the playtest in 2 days.

  • cashed
    • May 25, 2016 at 12:43 AM
    • #19

    that highlighted area was definitely one of them

  • Logic
    • May 27, 2016 at 6:36 AM
    • #20

    If you post an updated overview I can give you some impressions I had during the playtest yesterday :)

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