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[CSGO] de_piranesi Remake (WIP)

  • Mondy00
  • April 6, 2016 at 11:52 PM
  • Mondy00
    • April 6, 2016 at 11:52 PM
    • #1

    After considering a remake of several source maps, I settled on de_piranesi. The goal is to inject competitiveness, balance, and beauty into the source/1.6 version.

    Some screenshots:

    Spoiler Overview

    A site

    B site

    Upper Mid


    Some important notes:

    1.) Compared to cs_italy and de_canals, my remake will be much more medievil. Less plaster, more eroded brick and concrete.

    2.) Compared to de_inferno, piranesi will be more urban and taller.


    Here's the workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=637979009

    Feedback is welcomed and very much appreciated.


    Spoiler

    Old and sad screenshots for giggles

  • Klassic
    • April 7, 2016 at 5:52 PM
    • #2

    Hasn't this map been remade, like SO many times? For instance Andre Valera's version: http://steamcommunity.com/sharedfiles/fi…chtext=Piranesi And more: http://steamcommunity.com/workshop/brows…ch&section=home Not trying to stop you, but you really need to make something absolutely stunning to beat competitors, I'm really curious how the new style would turn out.

    Also, i feel like - if you are going for the Venetian-ish theme - the canals normally in Venitia and in the pictures you showed. Of course this might kind of change the layout, but I myself would really miss those canals. I suggest flowing a canal through here:

    Spoiler

    This could really give the map a nice feel and would give it a landmark. These canals could also really easily divide the playable area and the unplayable area.

    Good luck!

  • Mondy00
    • April 7, 2016 at 8:52 PM
    • #3

    Most, if not all, of the remakes fall short because they are straight ports, were abandoned long ago, are unfinished, or don't execute a fresh, unique theme. I think they haven't taken off for those reasons. Also, my remake has a strong emphasis on competitive play, which is not to say that the others should have attempted that as well. When I'm done, I hope for theme and balance to speak for themselves, and produce a map that people love to play.

    Also, the canal idea is interesting! I will think about it for sure.

    Thanks

  • ics
    • April 7, 2016 at 11:06 PM
    • #4

    I'd suggest to get rid of the foliage over A bombsite. It's really hard to see out from it upwards and under it from the bridge itself.

    I get it while it's covered though. A site in original piranesi is pretty open and bridge control determines if you can win the match as T after planting on A or take it over as CT if T's plant on it.

    Piranesi has always been extremely CT-sided map, unless T's manage to quickplant or rush over to the bridge and take over the map from there. It's a great map though, one of my favorites back on CS Source. I hope you can make it even better.

  • lynx
    • April 8, 2016 at 3:25 PM
    • #5

    I kinda like the new theme and some changes, but I really miss the inside area of the bridge. The map also feels huge compared to the Source version. especially the road/bridge, It almost feels like AWP_piranesi. :/

  • Mondy00
    • April 8, 2016 at 10:00 PM
    • #6
    Quote from ics

    22 hours ago, ics said: I'd suggest to get rid of the foliage over A bombsite. It's really hard to see out from it upwards and under it from the bridge itself.

    I get it while it's covered though. A site in original piranesi is pretty open and bridge control determines if you can win the match as T after planting on A or take it over as CT if T's plant on it.

    Piranesi has always been extremely CT-sided map, unless T's manage to quickplant or rush over to the bridge and take over the map from there. It's a great map though, one of my favorites back on CS Source. I hope you can make it even better.

    That's kind of the goal of the foliage.

    Quote from lynx

    6 hours ago, lynx said: I kinda like the new theme and some changes, but I really miss the inside area of the bridge. The map also feels huge compared to the Source version. especially the road/bridge, It almost feels like AWP_piranesi. :/

    I've been thinking about ways to implement lower bridge that add to the gameplay, but it's quite the challenge. And in terms of size, most of the major encounter points are very similar. The tall walls with no detail also make the player feel small at this stage. I still like your points though. I'll think about them going forward. Thank you

  • lynx
    • April 10, 2016 at 8:08 PM
    • #7
    Quote from Mondy00

    On 8.4.2016 at 11:00 PM, Mondy00 said: I've been thinking about ways to implement lower bridge that add to the gameplay, but it's quite the challenge. And in terms of size, most of the major encounter points are very similar. The tall walls with no detail also make the player feel small at this stage. I still like your points though. I'll think about them going forward. Thank you

    maybe i was too harsh, but it was my all time favourite map and i really want a good remake! :D

  • Mondy00
    • April 16, 2016 at 10:20 PM
    • #8

    The map has been updated after incorporating some feedback from a recent playtest. Please let me know what you think!


    Quote from lynx

    On 4/10/2016 at 3:08 PM, lynx said: maybe i was too harsh, but it was my all time favourite map and i really want a good remake! :D

    I'm doing everything I can to ensure it's great. Thank you for your interest. Let me know how you like the map's progress as it continues.

  • AxeliNo
    • April 21, 2016 at 8:47 AM
    • #9

    Hello!

    Nice to see another Piranesi revamp, I started one too, but didnt come far. If you want help, Id love to. Looking to get back into mapmaking!

  • Mondy00
    • April 23, 2016 at 3:55 AM
    • #10

    Just sent out a pretty significant update. I'd like to know what anyone thinks about the new additions. My main concerns revolve around competitive gameplay and faithfulness to the source version, so keep those in mind. Thanks all!

  • w0llmart
    • April 23, 2016 at 7:40 AM
    • #11

    Spoiler

    the map needs a sewer system

    really the map looks kind of skinny for some reason


    awping is going to be a major sticking point, you could take the map toward executions a la d2/mirage, figure out creative ways to force counter terrorists to play the sites (mirage, inferno) or balance the aim duels(across the yard ect ect)


    definitely a map that deserves a remake, though

  • Mondy00
    • May 3, 2016 at 7:49 AM
    • #12

    Hey everyone. I've been working on a huge update to really bring the map back in line with the Piranesi that I loved on source. At this point, I've gotten the areas playable enough to be sent to the workshop and tested.

    The changelog is on the workshop. Here are some screenshots:

    Please let me know what you think of the map's progress.

    http://steamcommunity.com/sharedfiles/fi…s/?id=637979009

  • blackdog
    • May 3, 2016 at 7:32 PM
    • #13

    Nice! Thought that was looking a bit different from the original when you started the topic.

    That being said, would be cool to see a completely different theme based on same layout… the big wall in the middle could easily be a dam, more so now that you have that little river treaklying in the open.

  • Mondy00
    • May 3, 2016 at 8:15 PM
    • #14
    Quote from blackdog

    38 minutes ago, blackdog said: Nice! Thought that was looking a bit different from the original when you started the topic.

    That being said, would be cool to see a completely different theme based on same layout… the big wall in the middle could easily be a dam, more so now that you have that little river treaklying in the open.

    The theme is based on venice, the canals, and the straight, aligned colorful buildings. I think Piranesi would be bland if it did not get a theme change, and it would become something like Cobblestone 2. So yes, the layout will remain the same, but the theme has been different from the start.

    Check this google image search for the feel I will be aiming for.

    Thanks for posting

  • blackdog
    • May 3, 2016 at 11:16 PM
    • #15

    I don't see it yet… but it's just a block out. Nice, I'm from the Venice area, think is a more original take for this specific layout.

    Looking forward to see future developments

  • Mondy00
    • January 2, 2017 at 11:33 PM
    • #16

    I've done some more work but have neglected to update this page. Really making sure that the map is enjoyable and competitive before I start detailing. Here are some more recent screenshots.

  • Jeddyk
    • January 3, 2017 at 6:42 PM
    • #17
    Quote from Mondy00

    19 hours ago, Mondy00 said: I've done some more work but have neglected to update this page. Really making sure that the map is enjoyable and competitive before I start detailing. Here are some more recent screenshots.

    Display More

    this was a big improvement , liking it alot more

    just a question , are you going with the same looks as the original or are you going to give it a new look , because as far as i can tell it looks a little bit like the original on Css, doesnt bother me that mutch but it would be great to see new themes come out

    Continue the great work nontheless.

  • Mondy00
    • January 3, 2017 at 7:48 PM
    • #18
    Quote from Beannie

    1 hour ago, Beannie said: this was a big improvement , liking it alot more

    just a question , are you going with the same looks as the original or are you going to give it a new look , because as far as i can tell it looks a little bit like the original on Css, doesnt bother me that mutch but it would be great to see new themes come out

    Continue the great work nontheless.

    The theme is changing to a colorful, Italian city. Way more colorful and lively compared to cs_italy. To separate it from the new de_inferno, the colorfulness and more urban setting will do the trick. A place called manarola is serving as inspiration.

  • Mondy00
    • March 20, 2017 at 2:35 AM
    • #19

    Hi everyone. Work is continuing on Piranesi, but the recent release of de_canals by Valve is a bit troublesome. I'm considering removing the canal elements of the map and some other theme elements to separate it from de_canals. I think de_canals does a lot of things wrong that I could do better, but I still think some separation might be best in the end. Just wondering what others think.

    Here are a few screenshots with some new ideas as balancing continues as well.

    New CT entrance to B for easier retakes:

    View from back of B:

    Upper mid expanded:

    Back of A:

  • Roald
    • March 20, 2017 at 11:19 AM
    • #20

    Well idk if Valve cares about it. There are 3 maps (Dust, Dust2 and Mirage) located in the midle east and 3 maps (italy, inferno and canals) located in Italy. I think most important thing is you do what you like doing in your own unique way.

    Its good to see you got rid of the upper part on midle. Because the angle from that upper window to A bombsite was so odd.

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