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de_caspian [WIP]

  • Panda
  • March 25, 2016 at 11:31 AM
  • Panda
    • March 25, 2016 at 11:31 AM
    • #1

    I have been working on this map for just under a week , so it is in very basic. The theme is a bit messy at the moment but once I work on it I hope to make it more defined. I also encourage you to look around the map in-game. All feedback is appreciated!

    Workshop link:

    http://steamcommunity.com/sharedfiles/fi…s/?id=649444790

    Spoiler Radar (V1):

    Radar (V2):

    Mid:

    T spawn:

    A site:

    CT spawn:

    B site:

    Connector:

  • Drakeee
    • March 25, 2016 at 2:53 PM
    • #2

    Feels like it's huge with no real need to get middle control?

  • Panda
    • March 25, 2016 at 5:21 PM
    • #3
    Quote from Drakeee

    2 hours ago, Drakeee said: Feels like it's huge with no real need to get middle control?

    I think I have an idea to give more incentive to take mid but can you tell me which areas are too big?

  • Klassic
    • March 25, 2016 at 6:39 PM
    • #4
    Quote from Panda

    1 hour ago, Panda said: I think I have an idea to give more incentive to take mid but can you tell me which areas are too big?

    The map in general

  • Klassic
    • March 25, 2016 at 7:35 PM
    • #5

    Some problems I've found while playtesting your map with @madsenfk

    1. The stairs, no playerclips. Please
    2. As @Drakeee said. it does not seem to be worth the effort to take mid control.
    3. The vents are really akward... I suggest making it so that you don't have to crouch through them and make it so that you don't have to jump up the 3 boxes. (Just make it a ramp or something)
    4. When coming into A as a T (at the catwalk bit with the door) I feel very unsafe. Maybe add more cover there.
    5. When coming into A as a T there are a lot of spots to check:

    Spoiler

    Those are 6 spots

    6. Also coming up to the catwalk bit at A (as seen in the spoiler above) as a CT is really akward. Maybe make it some kind of ramp...
    7. Rotation times. (around 17 seconds)
    8. The layout itself. My suggestion for changes to the alyout:

    Spoiler

    1. Remove this so it is worth taking mid control.
    2. Shorten these parts so the rotation times would be at least a little shorter
    3. Make the spawns smaller (especially T spawn)
    4. Making the map overall even less blocky
    5. Personally I do not see the point in this part, no real 'important' place. I suggest you remove it

    9. This map doesn't have any 'unique' aspects. That's why most people wouldn't play it, keep that in mind.


    Overall this map has potential, layout needs A LOT of work.

    ~ Klassic

  • Panda
    • March 25, 2016 at 8:04 PM
    • #6
    Quote from Klassic

    20 minutes ago, Klassic said: Some problems I've found while playtesting your map with @madsenfk

    1. The stairs, no playerclips. Please
    2. As @Drakeee said. it does not seem to be worth the effort to take mid control.
    3. The vents are really akward... I suggest making it so that you don't have to crouch through them and make it so that you don't have to jump up the 3 boxes. (Just make it a ramp or something)
    4. When coming into A as a T (at the catwalk bit with the door) I feel very unsafe. Maybe add more cover there.
    5. When coming into A as a T there are a lot of spots to check:

    http://# Hide contents

    Those are 6 spots

    6. Also coming up to the catwalk bit at A (as seen in the spoiler above) as a CT is really akward. Maybe make it some kind of ramp...
    7. Rotation times. (around 17 seconds)
    8. The layout itself. My suggestion for changes to the alyout:

    http://# Hide contents

    1. Remove this so it is worth taking mid control.
    2. Shorten these parts so the rotation times would be at least a little shorter
    3. Make the spawns smaller (especially T spawn)
    4. Making the map overall even less blocky
    5. Personally I do not see the point in this part, no real 'important' place. I suggest you remove it

    9. This map doesn't have any 'unique' aspects. That's why most people wouldn't play it, keep that in mind.


    Overall this map has potential, layout needs A LOT of work.

    ~ Klassic

    Display More

    Thanks a lot for your feedback!

    I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid.

    I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs /emoticons/tongue@2x.png 2x" title=":P" width="15"> Hopefully I will have an update out by tomorrow for you guys to look at.

  • Klassic
    • March 25, 2016 at 8:05 PM
    • #7
    Quote from Panda

    Just now, Panda said: Thanks a lot for your feedback!

    I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid.

    I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs /emoticons/tongue@2x.png 2x" title=":P" width="15"> Hopefully I will have an update out by tomorrow for you guys to look at.

    Cool!

    looking forward to it /emoticons/biggrin@2x.png 2x" title=":D" width="15">

    Also what I just noticed while I was looking at the screenshots again is that the lighting is very dark. Is this because it is set in night or not?

  • Panda
    • March 25, 2016 at 8:12 PM
    • #8
    Quote from Klassic

    5 minutes ago, Klassic said: Cool!

    looking forward to it /emoticons/biggrin@2x.png 2x" title=":D" width="15">

    I was going for dusk but I think I will just make it day - lighter and less blue.

  • Klassic
    • March 25, 2016 at 8:14 PM
    • #9
    Quote from Panda

    1 minute ago, Panda said: I was going for dusk but I think I will just make it day - lighter and less blue.

    Could be good

  • Freaky_Banana
    • March 25, 2016 at 9:22 PM
    • #10
    Quote from Klassic

    1 hour ago, Klassic said:

    But wait, if 1 and 5 are removed, how do Ts get into mid /emoticons/biggrin@2x.png 2x" title=":D" width="15"> ?

  • Klassic
    • March 25, 2016 at 9:27 PM
    • #11
    Quote from Freaky_Banana

    5 minutes ago, Freaky_Banana said: But wait, if 1 and 5 are removed, how do Ts get into mid /emoticons/biggrin@2x.png 2x" title=":D" width="15"> ?

    Not removed, more like changed?
    I kind of said that in a wrong way /emoticons/tongue@2x.png 2x" title=":P" width="15">

  • Panda
    • March 25, 2016 at 9:31 PM
    • #12
    Quote from Freaky_Banana

    9 minutes ago, Freaky_Banana said: But wait, if 1 and 5 are removed, how do Ts get into mid /emoticons/biggrin@2x.png 2x" title=":D" width="15"> ?

    Haha, they have to boost ontop of the building. Good stratgety decision. The bottom 5 will be removed not the one above it /emoticons/tongue@2x.png 2x" title=":P" width="15"> When I make it itwill be more clear.

  • Freaky_Banana
    • March 25, 2016 at 9:32 PM
    • #13
    Quote from Panda

    Just now, Panda said: Haha, the bottom 5 /emoticons/tongue@2x.png 2x" title=":P" width="15"> When I make it itwill be more clear

    OK, we'll see how it turns out /emoticons/biggrin@2x.png 2x" title=":D" width="15"> !

  • Panda
    • March 25, 2016 at 9:35 PM
    • #14

    What would be a 'unique' feature in terms of the layout?


    Don't say something different /emoticons/smile@2x.png 2x" title=":)" width="15">

  • Klassic
    • March 25, 2016 at 9:46 PM
    • #15
    Quote from Panda

    1 minute ago, Panda said: What would be a 'unique' feature in terms of the layout?


    Don't say something different /emoticons/smile@2x.png 2x" title=":)" width="15">

    something different

    Most maps created on the workshop are basically 'Dust III'. So things like: "Back of site" or "Dropdown"' are 'unique' ideas.
    Some examples of 'unique' layout design:

    Spoiler

    de_mutrah (The window at B site)
    SHAMELESS SELF PROMOTION

    de_vertgo (2 FULL layers)

    de_train (the sights are REALLY close to each other)

    cs_agency (multi layer layout)

    Are those good examples? /emoticons/wink@2x.png 2x" title=";)" width="15">

  • Panda
    • March 25, 2016 at 9:53 PM
    • #16

    So not generic, Do you think environments like the new nuke is unique? I will try to add in some interesting areas, another example is de_crown but thats a bit extreme.

  • Klassic
    • March 25, 2016 at 10:03 PM
    • #17
    Quote from Panda

    2 minutes ago, Panda said: So not generic, Do you think environments like the new nuke is unique? I will try to add in some interesting areas, another example is de_crown but thats a bit extreme.

    Hmmm... if you execute the style well it will look great. I do suggest having a 'twist'. So it'll look more attractive. Look at de_contract (and yes i know you know that map shut up) /emoticons/biggrin@2x.png 2x" title=":D" width="15"> or look at the prototype style of de_climate:

    Spoiler

    They seem to have a really nice execute of the modern style

  • Panda
    • March 25, 2016 at 10:08 PM
    • #18
    Quote from Klassic

    5 minutes ago, Klassic said: Hmmm... if you execute the style well it will look great. I do suggest having a 'twist'. So it'll look more attractive. Look at de_contract (and yes i know you know that map shut up) /emoticons/biggrin@2x.png 2x" title=":D" width="15"> or look at the prototype style of de_climate:

    http://# Hide contents

    They seem to have a really nice execute of the modern style

    Yeh, I do know de_contract, I'm asked to playtest it quite a lot /emoticons/smile@2x.png 2x" title=":)" width="15"> I think I will have a look at de_climate, the screenshot looks really nice.

    I was thinking of doing a water station facility thing near the caspian sea in Russia. That was my initial idea. Basically, cache but more modern.

  • Klassic
    • March 25, 2016 at 10:11 PM
    • #19
    Quote from Panda

    2 minutes ago, Panda said: I think I will have a look at de_climate, the screenshot looks really nice.

    Don't be fooled by the screenshots! Just kidding. pretty good map. The style itself hasn't been applied to the map yet though, still blockout.


    Quote from Panda

    2 minutes ago, Panda said: I was thinking of doing a water station facility thing near the caspian sea in Russia. That was my initial idea.

    Sounds nice! but i don't think there are a lot of stock props for water stuff... might need to find some custom props or even make them your own

  • Panda
    • March 25, 2016 at 10:14 PM
    • #20
    Quote from Klassic

    2 minutes ago, Klassic said: Don't be fooled by the screenshots! Just kidding. pretty good map. The style itself hasn't been applied to the map yet though, still blockout.


    Sounds nice! but i don't think there are a lot of stock props for water stuff... might need to find some custom props or even make them your own

    Wish me luck!! On my first map de_underground I managed to find someone to make me custom props so maybe I could ask again, unique props.

    Maybe we should just talk somewhere else...I'll add you on steam.

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