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[Wip] De_Croatia

  • Epic
  • January 25, 2016 at 9:20 PM
  • Epic
    • January 25, 2016 at 9:20 PM
    • #1

    My current project is a competitive map named De_Croatia. It takes place in the heart of Croatia, Image References here :http://imgur.com/a/SSkfh .Right now its in the Early Play testing stages. But I'm Trying to Capture the Theme of Croatia in one area right now, but I'm having troubles capturing it so I am looking for someone to help me do that.


    Current Stage of the map: http://steamcommunity.com/sharedfiles/fi…s/?id=628541757

  • Epic
    • January 25, 2016 at 9:48 PM
    • #2

    No its not in the map, Youre right its not very complex, but im having major issues with textures lining up and small details not working correctly. as in not rotating correctly or anything like that.

    But again im not asking them to "do" it for me. Looking for help doing it.

  • Plat
    • January 27, 2016 at 1:50 AM
    • #3

    Try accessing the 2d options in your options menu and setting the option that locks your rotation to 15 degrees, can help with precise rotations. Also try lowering the grid size to like up smaller details. Have a WIP picture?

  • Epic
    • January 27, 2016 at 7:35 PM
    • #4
    Quote from Plat

    Try accessing the 2d options in your options menu and setting the option that locks your rotation to 15 degrees, can help with precise rotations. Also try lowering the grid size to like up smaller details. Have a WIP picture?

    My workshop has all of the Current Versions screen shots in it which can be found here: http://steamcommunity.com/sharedfiles/fi…s/?id=516587257

  • Epic
    • January 6, 2018 at 8:11 PM
    • #5

    Hello everyone i know its been Nearly 2 years since ive posted on this WIP.

    But I am still looking for feed back for the current layout and flow of my map. The map is current in version Alpha09_c

    I am Currently looking for play testers to give me some info on the layout and flow before i go any further with this project and start adding more cover and detail. Any feed back is welcomed thank you.

    I am hosting this on my own server for you to check out the ip is : 72.5.102.220:27015

    Also I will be putting in an application for play testing.

    You can also get it directly from my workshop here Along with the previous version .

    Aplha09_c: http://steamcommunity.com/sharedfiles/fi…s/?id=628541757

    Workshop: http://steamcommunity.com/profiles/76561…yworkshopfiles/


    With the Current Version of the map i have made these changes.

    Major Changes:

    Underpass:

    - Relocated Entrance

    -Added second entrance through mid

    -Reworked Layout of underpass

    -Lowered ceiling height to present the feel of a "sewer"

    B Site:

    -Took roof off long

    -Reworked Long path

    -Added App/Alt route from mid

    Mid:

    -Added archway for ct mid

    -Added an entrance to each site from mid

    A Site:

    - Raised entire site about 64-72 units

    - Reworked upper layou

    - "Note" Upper is still missing cover locations due to lack of testing

    Detail:

    -Added dock area

    -Added Light house

    Screenshots:


    Spoiler

  • Epic
    • January 18, 2018 at 3:41 AM
    • #6

    Hello all After a lot of great feedback and some hard work I've revamped the General layout of the map. I am now currently on Version 10_A.


    Overview of V09_C

    Spoiler


    Current Version V10_A

    Spoiler

  • Epic
    • December 9, 2019 at 2:57 AM
    • #7

    Hey everyone, been a long time once again. My computer literally caught fire so I've lost most of my files for this map I was wondering if anyone had v9_c i have the workshop version but i need the playtest version. The end of the I'd would be 516587257


    Please ge tback to me i would be very greatful

  • Epic
    • December 10, 2019 at 4:40 PM
    • #8

    As I'm out of a computer still I was wondering if I could pay someone do create a radar and a nav mesh for the current version 10_a.

    Willing to pay well, name your price.


    Again thank you!

  • Epic
    • April 19, 2020 at 2:01 AM
    • #9

    Well Hello there! I have made some major layout changes to the map and is now in version 11. I am unsure if these changes have helped anything since the playtest as i cant remember a few years back if im behin honest but here it is!


    https://steamcommunity.com/sharedfiles/fi…s/?id=628541757


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler


    Spoiler

  • Epic
    • April 23, 2020 at 5:30 AM
    • #10

    I am working on Version 12 of this map after this most recent play test, the layout has had a major overhaul, before i continue i was wondering how these times were looking?

  • Epic
    • April 24, 2020 at 1:32 AM
    • #11

    Last Changes before next play test, Going for a bold move removing mid all together instead going for a sort of vertical mid we will see how it goes

  • Epic
    • April 25, 2020 at 4:32 AM
    • #12

    After alot of work alot of changes have been made! Current version v12_f


    Major Changes

    - Fixed Lighting by brightening the whole level

    - Rerouted mid so its no longer 2 long straight paths

    - Rerouted T app, moving them closer to t spawn allowing easier access

    - Removed Mid(scary i know) in place added connectors to fight for for map control


    Minor Changes

    - Added Details to Church

    - Slight rerouting to docks via long


    Other Changes

    - Removed Giant box skybox for a more professional skybox.

    - Updated the radar to better show paths and cover in each bomb site

    - Removed details in mid for layout testing optimization

  • Epic
    • May 1, 2020 at 11:46 PM
    • #13

    Hello! After another playtest and feedback i have been messing around with the layout, Please keep in mind i have removed all of the cover to give a better visual of what the changes are first picture is v12_f and the next is V_13a as of now


  • Epic
    • May 17, 2020 at 9:41 PM
    • #14

    Hey there people! im back with another update! alot has changed but i will just be posting the overview for now and adding more detail once i do another play test.

  • Epic
    • January 3, 2021 at 2:14 AM
    • #15

    Been gone for some time once again! Kinda a normal thing eh? well V16D is out now Too many changes to type for now but here is the new overlay

  • Conflig
    • February 16, 2021 at 9:04 PM
    • #16

    Hi. From the last update it seems like there are really long line of sights. I think the right spawn area was more interesting. But great work so far.

    Damn first version of this map was back in 2016? you have lot of pations :D I think at some point you need to call the layout done and transform the greybox in the actual place :)

  • Epic
    • March 26, 2021 at 1:32 AM
    • #17

    Im back again, this is becoming a problem..... Well here a beta version 4/ Hopefully after a playtest I can work on texturing and finalizing the map! thoughts? https://steamcommunity.com/sharedfiles/fi…s/?id=628541757

  • Tomato
    • April 7, 2021 at 8:03 AM
    • #18

    Hello, Yesterday I was part of the playtest on your map. A lot of feedback was already given by players/mappers far more experienced then me, though I just want to post my screens that I took yesterday and maybe add some thought.

    Spoiler First of all, these two sidelines. These are two small, long sights that could you give info or potentially an angle to kill. I don't know if they are intended, but as I personally dislike these small long sights, I wanted to show them. Maybe the are intended, maybe just an oversight. You decide.

    Spoiler Next two headshot angles. I guess someone already pointed the one with the container out during the playtest, But I also had this other one, just above the bench (partially behind the fallen train) on A site. These are nasty spots to kill.

    Spoiler And lastly, something minor at this stage of the map making. A gap in the wall where you could spot through.

    Don't be afraid to experiment. I've seen throughout the topic, that the layout already changed a lot from the first couple of iterations. Just keep what is good and gamble on what is bad. Personally, I liked the look and feel of A site. And with the feedback i heard yesterday, with some tweaking it could be a very good bombsite.

    Good luck with the mapping!

  • jackophant
    • April 10, 2021 at 10:18 AM
    • #19

    Firstly, please rotate your CT spawn! The flow of a map is really important and starting it with a compulsory 90° turn might not seem like a huge deal, but also unnecessary.

    In fact, I think most of this map's problems stem from his it flows: the route towards A as T makes you backtrack slightly, and the route towards B has you turn away from the site to then turn 180 back on yourself.

    If timing is an issue, you'll need to move things about as just making people zig zag to kill time is frustrating to the player.

    The map is wider than it is long so immediately channels people off and doesn't leave much space for a useful mid that doesn't have long connectors.

    I've suggested a couple of adjustments to your current mid but I think you should consider combining your "pre-mid" and mid together and slim them down.

    The pre-mid area is too safe for Ts, they can freely rotate if blocked from a site without taking a time punishment via spawn, or a faster/higher risk route through mid.

    Hopefully that all makes sense!

  • Epic
    • April 22, 2021 at 12:50 AM
    • #20

    Alot of you have wondered how the theme of my map really works. Here is a small explanation. Most of my references come from Zagreb, Croatia.


    So the thought process behind the derailed train is there was already an attack but it was botched so the terrorists are coming back to finish the job, hence the broken wall and derailed train. I think I've found a theme that would tie it together with the rest of the map I think. So T spawn is actually a "mall" in Croatia in the same city as the church and tram area. My thought was A is the main transport for people to get to the mall, the simple path leading from the Tram to T spawn would be like a Street market right, which tourist would get a lot of their goods from and make their way to the mall. T mid is current a living area for natives ect. I was thinking with your suggestions of tying it into ct mid turning that big area into a Commons area if that makes sense I like the restaurant and beach area of B. But B site it self does not tie in at all theme wise. Originally it was a shipping dock which make sense IRL. But not so much for the way this map is heading. I was thinking of maybe a Board walk type area. Croatia has a castle wall the follows along the shoreline, so incorporating the wall would be a good target to blow up for historic reasons. So ive gone ahead with that idea continuing the boardwalk and restaurant theme.


    As For changes for this version. Honestly there is too many to really name. Check my previous posts layout compared to this one and the changes are obvious.

    Major changes - Rerouting almost all routes.

    Reworked both A and B sites.

    Moved CT spawn.

    Moved T's mid entrance.


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