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_Cuba

  • Shibou
  • March 5, 2016 at 11:44 PM
  • Shibou
    • March 5, 2016 at 11:44 PM
    • #1

    Hello everyone,

    I am currently working on a classic defusal map. Its working title is de_Cuba as it is going to be situated in a small village in Cuba. (Alternately it could have been a mediterranean village, but that has been overly used in my opinion.)

    Workshop:

    http://steamcommunity.com/sharedfiles/fi…s/?id=650117709

    Some fictional background story:

    The age of mutual animosity between Cuba and the US vanishes and the two states are progressing on ther course of harmonisation. A delegation from the US goverment is visiting Cuba to talk about some future economic help. Their trail will led through the small village of [[Insert map name here]]. Some separatistes that are not very happy about the new political changes in their country try to sabotage the new friendship between the US and their own country by placing some explosives at the designated routes of the US delegation. Fortunately the Police somehow found out about their plans and is trying to stop them...


    Map description:

    It will be composed very classic with a deadly mid, which can be seen directly from T-Spawn yet not reached by a short route, as the way will be blocked by some fences. I am not yet sure if it'll be a backyard, alley or a garden but I'd like it to be fast paced so that a clash between Ts and CTs can start there immediately.

    Of course the clash will be a bit delayed if the teams will head for A or B instead of mid. Right now my biggest Concerns are aout complexity of the map, thats why i tried to simplified A and let B remain a bit more complex. As the Mid in its original state seemed to be highly T-Sided i decided to add a snipers nest at the top of mid, that can only be reached from B where CTs approach first. However the snipers nest can only be reached with a certain delay so the suppoert the CTs can deliver there is having a limited value if there team mates just rush in at mid and die there to quick. The SN is supposed to be not reachable by street level on mid.

    Some reference pictures:

    https://imgur.com/a/w5B3Z


    I'd apprechiate all suggestions and advises before i go to greybox the map.

    Thank you all alot in advance!

  • BazzlingDalls
    • March 6, 2016 at 1:38 AM
    • #2

    Layout looks great and once you've greyboxed would love to see screenshots

  • Quotingmc
    • March 6, 2016 at 8:33 AM
    • #3

    Seems a little over complicated. Remember to keep it simple.

  • laminutederire
    • March 6, 2016 at 9:29 AM
    • #4

    I'd try to simplify redundant paths. For instance on the A part of the map, you have the T drop and a connector which lead in the A side - mid connector that could be simplified with only one route instead of two. Or maybe the first embranchement to B, it is going in parallel of the start of mid, and that's something you could imagine simplifying, making people go through the beginning of mid to go to B

  • Shibou
    • March 6, 2016 at 11:58 AM
    • #5

    Thank you so far for your feedback. It shows me, that i wasnt too wrong with my concerns about complexity...

    Quote from laminutederire

    I'd try to simplify redundant paths. For instance on the A part of the map, you have the T drop and a connector which lead in the A side - mid connector that could be simplified with only one route instead of two. Or maybe the first embranchement to B, it is going in parallel of the start of mid, and that's something you could imagine simplifying, making people go through the beginning of mid to go to B

    If I understand you right you'd completely remove the T-Drop path and change the route from court to B-Main by shifting it's entrance position more towards mid.

  • Klassic
    • March 6, 2016 at 12:13 PM
    • #6

    Rotation will be a BIG problem as it seems in the layout

  • laminutederire
    • March 6, 2016 at 12:17 PM
    • #7
    Quote from Shibou

    Thank you so far for your feedback. It shows me, that i wasnt too wrong with my concerns about complexity...

    If I understand you right you'd completely remove the T-Drop path and change the route from court to B-Main by shifting it's entrance position more towards mid.

    I didn't see th non walkable area when I saw the overview on my phone, so I wanted to suggest to remove it, but you already did:

    So I'll be saying almsot the same as you with that:

    The content cannot be displayed because it is no longer available.

  • Lykrast
    • March 6, 2016 at 12:29 PM
    • #8

    While I can't really judge the map properly by its layout alone, it does seems quite interesting, and I'll look forward to it. However, before I can really say anything about my complains, I need to know if the stairs that links Connector and Upper Mid goes down to Connector (kinda like Mirage's tunnels) or up to Connector.

    Also, I would suggest 2 things to improve the readability :

    • Add an arrow near each stairs, pointing towars what part is up
    • Grey out the fenced area between Upper Mid and T Spawn, to make it a tiny bit more obvious that it's not accessible
  • Shibou
    • March 6, 2016 at 10:40 PM
    • #9

    Thanks to your suggestions I made some modifications to the layout.

    • The T-Drop has been completely, removed.
    • the Connection between Court and B-Main has now ben moved further towards main, which should also reduce the rotations times from B over Mid to A
    • the whole lower part of the Map has been shrinked to reduce Timings of the Ts aswell as the exaggerated rotation time when taling the (senseless) path over T-Spawn
    • Th Garden Area has been simplified

    All non walkable areas are now shown in the map and the direction of raising stairs are indicated by arrows for easier understanding of the layout.

    What else can be done to improve the layout?

    Thank you all again very much! :D

  • Logic
    • March 7, 2016 at 1:31 PM
    • #10

    If you can't access Gardens upper area or the very right side of T-spawn, it probably shouldn't be on the layout :P The area in the middle is understandable.

    I worry that many pathways are very narrow and could cause blocking and hard areas to attack from as T's. Can't really tell if this is the case without some screenshots of the map though, you should add some :)

  • Shibou
    • March 7, 2016 at 5:35 PM
    • #11
    Quote from Logic

    If you can't access Gardens upper area or the very right side of T-spawn, it probably shouldn't be on the layout The area in the middle is understandable.

    I worry that many pathways are very narrow and could cause blocking and hard areas to attack from as T's. Can't really tell if this is the case without some screenshots of the map though, you should add some

    Yes you are right about the narrow paths. The minimum width for an interior path should not be less than the apps on de_inferno. Otherwise you'll block each other everywhere.

  • Shibou
    • March 9, 2016 at 6:04 AM
    • #12

    I started a first greyboxing, based on layout v0.3c. RIght now i can confirm Logics concerns about narrow paths, but that can be solved easily.

    I am a bit more worried about rotation timings. A Rotation from B --> B-Main --> Min --> Connector --> A takes 18 seconds.

    Direct rotation from B --> CT-Ssawn --> A takes about 12 seconds.

    The longest possible rotation from A --> A-Main --> T-Spawn --> B-Main --> B takes 24 seconds. Of course noone would chose this path under normal circumstances, yet all these times appear a bit long to me.

    Would you suggest simplifiying the Bombsite for easier take/retake or shortenen rotationtimes by positionig the site mre into the middle of the layout?

  • Lykrast
    • March 9, 2016 at 7:17 AM
    • #13

    I think 12 seconds for a direct rotation from CT spawn is ok, but for the T side of thing maybe you could reposition the sites to be more in the middle as you said.

    The best thing I can tell you to do though is to measure the rotation time of active duty maps yourself (I could have done it for you but I don't have time yet, maybe I'll edit the post later to add them), and see if you think you're close enough or not.

    Another thing you could do is run around your greybox and see if any area feels like it doesn't do much, or if some corridors feel really weird to navigate, that's a good way to know (at least for me) if some areas could use to be sightly redone/reduced in size.

  • Logic
    • March 9, 2016 at 12:42 PM
    • #14
    Quote from Shibou

    Right now i can confirm Logic's concerns about narrow paths, but that can be solved easily.

    :cool:

    Quote from Shibou

    I am a bit more worried about rotation timings. A Rotation from B --> B-Main --> Min --> Connector --> A takes 18 seconds.

    Direct rotation from B --> CT-Ssawn --> A takes about 12 seconds.

    The longest possible rotation from A --> A-Main --> T-Spawn --> B-Main --> B takes 24 seconds. Of course noone would chose this path under normal circumstances, yet all these times appear a bit long to me.

    Would you suggest simplifiying the Bombsite for easier take/retake or shortenen rotationtimes by positionig the site mre into the middle of the layout?

    If you're measuring from site-to-site (like, actually standing on the site at start/end) then that's actually a really good time for the shortest route. 12 seconds is similar to Mirage, Dust 2, Cobblestone and Overpass.

    As for the other times I don't think that they are too long. That said, it looks like it will take a long time for T's to rotate unless they have control of mid. This is probably fine, but keep it in mind so that you don't make it longer somehow. I think you could successfully squish T-spawn closer to mid without impacting the timings that much if you wan't to shorten the rotation time a bit :v

    One thing that I personally don't like is the placement of A-site. It feels squished into the corner and probably won't allow many angles to defend from in an after-plant scenario. It'd be nice with a more open site on A since B is kinda cornered as well.

    These are just my thoughts and concerns, do with them as you please :)

  • jackophant
    • March 9, 2016 at 2:27 PM
    • #15
    Quote from Shibou

    What else can be done to improve the layout?

    Getting it built so we can see it.

    A lot of people are doing this atm, building overly intricate radars and asking for feedback. Yes, some stuff can be obvious, but this is like looking at the schematics for a car: you can plan as much as you want, but until you've got a production prototype you can't tweak it to be better.

    You've got what looks like a fairly solid radar so let's see you make it.

  • Shibou
    • March 13, 2016 at 11:31 PM
    • #16

    Just to show you guys there is some progress going on I am now going to post some very much non impressive screens of the greybox. I finished the basic layout, yet still without height variations, which i'll include in the next stage.

    Quote

    Look from T-Spawn to Garden and A-Main.


    Look from Doors (lower Mid) to T-Spawn ... there is an unwanted direct sightline to T-Spawn thats not intended but i just noticed when uploading that screenshot :?

    CT-Spawn looking towards B.

    View from lower Mid through doors.

    Inside sniper position, looking to lower mid.

    Display More

    I hope you are not to much not impressed. Any suggestions are highly appreciated.

  • jUST_RUSH
    • March 14, 2016 at 8:19 AM
    • #17

    not sure if it's because everything is so tall, but I'm curious to see the finished product the way it is. The paths seem very long and narrow, but that's how inferno is to some extent. The structures are tall and that accentuates the narrowness of it all, but again, inferno does the same; it just feels wider because of the architecture and detailing of the tall houses.


    EDIT: Just to clarify, I do realize there are no height variations yet. It's coming along! I wanna know what the skilled people think.

  • Shibou
    • March 14, 2016 at 6:23 PM
    • #18

    Because @Terri requested an overview i am posting it now:

    I have been working on height variantions today but ofc I am far away from any big changes, anyway some screens for you:

    Spoiler

  • Shibou
    • March 16, 2016 at 10:51 PM
    • #19

    Just some recent pictures.

    Spoiler


    Garden at A-Main

    Mid with path to connector

    I wanted to make mid a bit wider as some other path are more narrow

    View to Site A and A-Main

  • Shibou
    • March 18, 2016 at 1:14 AM
    • #20

    Almost done with greyboxing the basic layout.

    Next step would be some testing, any volunteers around ?

    Spoiler

    T-Spawn from CT-Drop

    Site B from various angles.


    Inside Apps

    Entrance to Connector from A-Main/Garden

    Entrance to connector from Mid, and last pic is Site A


    I am allready aware of the darkness inside some interior parts, that'll be fixed.

    What do you guys think?

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™