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. Discussions
  3. Level Design

[CS:GO] de_aftermath (WIP)

  • Lykrast
  • March 1, 2016 at 7:39 PM
  • Lykrast
    • May 24, 2016 at 5:21 PM
    • #21

    Well it's been 6 posts in a row and more than a month without news, but I'm back with a bigger update.

    Updated download and screenshots (including overview) available on the Workshop : http://steamcommunity.com/sharedfiles/fi…s/?id=659156801

    This one comes with heavy partial detailling, setting the theme of this map to an old european city (like Inferno or Italy) that surrounds some modern facility (more details will come later). It's not really cohesive as of yet, but it does set the tone.

    Gameplay-wise, cover have shifted around (mostly on T to B and on A), A was moved away from the T entrances, CT to A routes were changed and CT can now go mid once again, with access to a catwalk overlooking it (although they will take time to reach it). The vast majority of obvious AWP angles (those I could find with my friend) were also tested, and shouldn't be obnoxious visibility-wise.

  • Vaya
    • May 27, 2016 at 9:45 AM
    • #22

    - You need to think about level flow- for example that counter out of T spawn- why is it there/what does it add to gameplay?

    - I know you said the detailing is temp but I don't think you should be adding any yet. IknowIknowIknow its tempting but layout should be your focus just now

    - keep it simple and don't copy paste other maps bombsites ;)

  • Logic
    • May 27, 2016 at 9:57 AM
    • #23

    As @Vaya said, focus fully on the layout. Use dev-textures and only create simple structures for now.

    Here is some visual feedback:

  • Lykrast
    • May 27, 2016 at 4:56 PM
    • #24
    Quote from Vaya

    6 hours ago, Vaya said: - You need to think about level flow- for example that counter out of T spawn- why is it there/what does it add to gameplay?

    I think it was some decorating thing I put there in the very first version, and just kinda left there... I think I'll try to find a way to keep it there for the looks but like heavily break it so you can walk through it.

    Quote from Vaya

    6 hours ago, Vaya said: - I know you said the detailing is temp but I don't think you should be adding any yet. IknowIknowIknow its tempting but layout should be your focus just now

    This detailling pass was mostly because I kinda forgot how the last playtest went and thought it was playing good. I was wrong but hey, at least I have a theme now.

    Quote from Vaya

    6 hours ago, Vaya said: - keep it simple and don't copy paste other maps bombsites ;)

    I know... this was kinda not intended but I didn't have many ideas at the time (old A CT entrances were very bad). The thing is since I sometimes have some shortage of ideas I just kinda see what "good" maps did to give me more inspiration, then trying my best to make it different enough (which didn't really work on this version of A, I hate myself sometimes).

    Quote from Logic

    6 hours ago, Logic said: As @Vaya said, focus fully on the layout. Use dev-textures and only create simple structures for now.

    Here is some visual feedback:

    Thanks for the feedback, although I think it's important to say that I just decided to remove mid altogether (its only real use was to quickly rotate between bombsites, and it wasn't done in a great way). Will try to fix the apps awkwardness (everything's gonna be different on the sites anyway) and put cover on T to B.

    As for dev textures only, I still feel like putting textures in, just to make it a little bit less bland and because it doesn't take that much time to do; but it's my choice if I want to waste some extra time to make areas I'll probably rework later a bit more pretty...

  • Logic
    • May 27, 2016 at 7:40 PM
    • #25
    Quote from Lykrast

    2 hours ago, Lykrast said: As for dev textures only, I still feel like putting textures in, just to make it a little bit less bland and because it doesn't take that much time to do; but it's my choice if I want to waste some extra time to make areas I'll probably rework later a bit more pretty...

    If that's what keeps you motivated then go for it :)

  • Lykrast
    • June 2, 2016 at 5:12 PM
    • #26

    Map has been updated, you can check the updated screenshots on the workshop page.

    Most notably, mid has been completly removed, it was bland, it wasn't really good and the only purpose it really had was to be a quick rotate between A and B, which it did poorly. Both sites also got their share of changes : B got its cover remade (which includes a fountain/pool thing filled with water, which I'll remove if it hinders gameplay too much) and now sits on slightly elevated ground (like Cache B site or Inferno B site), the house entrance to B was greatly widened, T now have some cover to defend themselves against CTs that decide to push the arches entrance; while A was completly redone to not be basically a poorly reproduced Mirage A site, the apps route also no longer leads to a balconey, but rather to a drop down area that, once crossed, gives T another entrance that has some slight cover.

    I'm a bit concerned about the long line of sight in CT spawn, but it was the only satisfying way I found to have rotate times not blow out of proportion (especially considering that mid and its fast rotate is gone), but I figured that other maps (like Cache) do have one so it may not be that big of a deal.

    I also included the radar overview below so you don't have to open the workshop page to find it :

    Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/489018224645222359/8E59BB325F871095563A9C6A46FD1625F57C38E1/]

    PS : I also included a tribute to the very first version of this map (it wasn't public at that time) in T spawn.

  • Vaya
    • June 2, 2016 at 6:51 PM
    • #27

    having no mid seems risky..are both bombsite openings dynamic enough to make the map fun?

  • JSadones
    • June 2, 2016 at 8:13 PM
    • #28

    I'm not too sure on no mid too.

    What are rotation times? Because it looks like they take a while Also for defending T's it's pretty easy to guess where the CT's come from. T's only have to push out a bit of the bombsite and they can just wait for the CT's to arrive and line them up.

  • Lykrast
    • June 2, 2016 at 9:22 PM
    • #29
    Quote from Vaya

    2 hours ago, Vaya said: having no mid seems risky..are both bombsite openings dynamic enough to make the map fun?

    Well that's kinda what I wanted to test... kinda hard to tell those things with bots and friends who are rarely available...

    Quote from JSadones

    53 minutes ago, JSadones said: I'm not too sure on no mid too.

    What are rotation times? Because it looks like they take a while

    I think it's like 12 seconds when going through CT spawn.

    Quote from JSadones

    55 minutes ago, JSadones said: Also for defending T's it's pretty easy to guess where the CT's come from. T's only have to push out a bit of the bombsite and they can just wait for the CT's to arrive and line them up.

    Yeah, I see how this can be an issue

    The main problem I had was that mid has always been badly done, mostly because I never knew what to do with it. Also as I said, it's quite hard to get things right with only the help of a few friends (that aren't good at judging this kind of thing either). What I probably need to do is also to get the mid/sites connector right, because I fear that, with the already existing 4 entrances to the site, a 5th one could become overwhelming (mostly thinking about Santorini A site and Nuke B site); although this is probably less of an issue with B due to how the arches area is made. I could overcome this by cutting down more entrances, but I remember people didn't like at all when Ts only had a single entrance to B without taking mid (they couldn't go directly to the arches at that time).

    But still, thanks for the feedback guys. I would also gladly take any suggestion about mid, even if it's just a small one.

  • Lykrast
    • June 4, 2016 at 9:58 AM
    • #30

    Well here it is, updated the map to now have a mid once again, as always available in the workshop.

    It draws some inspiration from Season (mainly the lower area that gives cover, and kinda the vent), but I hope it'll be different enough in its angles and such. I also removed the fancy stairs for now because they were a nightmare to work with on the navmesh.

    Updated overview in case you don't want to open the workshop link :

    Spoiler [Blocked Image: http://images.akamai.steamusercontent.com/ugc/489018224652391856/304A6E135AE5F86F29A613BA5F4321E8F51CD145/]

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

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

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™