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[CSGO] de_piranesi Remake (WIP)

  • Mondy00
  • April 6, 2016 at 11:52 PM
  • text_fish
    • March 20, 2017 at 11:56 AM
    • #21
    Quote from Mondy00

    9 hours ago, Mondy00 said: 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.

    You're remaking Piranesi. If you're worried about "originality" I think there are probably bigger issues than a canal. That's not a criticism though, I love Pira and would dearly like to see a good remake in an operation.

  • Mondy00
    • March 21, 2017 at 3:32 AM
    • #22
    Quote from Roald

    15 hours ago, Roald said: I think most important thing is you do what you like doing in your own unique way.

    Agreed, although it's difficult to determine what I'll like before the brushes go down. Will probably end up making a separate canal-less graybox and comparing them.

    Quote from text_fish

    15 hours ago, text_fish said: You're remaking Piranesi. If you're worried about "originality" I think there are probably bigger issues than a canal. That's not a criticism though, I love Pira and would dearly like to see a good remake in an operation.

    With it being a remake, I'm hoping to give it as much originality as possible. I had plans to incorporate canals into the skybox and unplayable area, which is why I'm considering tossing them out all together to stay away from de_canals.


    Thank you both for posting.

  • Mondy00
    • April 23, 2017 at 9:25 AM
    • #23

    Updated the map today on the workshop. This update I focused on trying to make changes that are as minimal as possible but still make a big impact on the problems inherent in Piranesi's layout.

    First up, the CT entrance into B was super unforgiving and too steep. I gave more room for CTs to move in on the bombsite, and also gave them more grenade options for initial smokes and later retakes.

    Below is an example of my efforts to significantly reduce verticality in the map, and bring it more in line with what feels right in CSGO. The ramps are much more shallow from CT and up to mid.

    CT side mid. Here I gave CTs more room, and two peek options. I might add a small cubby in the wall on the right side of the picture below for more positioning options.

    The small grass area is the new second peek option for CTs. They can peek close and low, or farther back and high. Upper mid is a one man spot, and this player deserves a bit more room to work. The closer arch is the new mid to B option, which CTs can also push from B for risk/reward map control. Cover in mid also allows for the old peeks over the walls like old Piranesi, but they are much more predictable as you can only peek from one spot (into A or T side B setup area).

    Below is another example of the reduced verticality. I'm also continuously playing with cover, as A site is proving tricky to balance for all situations.

    T main entrance to A (top right of picture below) is now wider and opened up. Ts are much less restricted in this entrance now, but the actual arch remains small to prevent CTs from getting overwhelmed in A early round.

    Lower mid now serves as an alternative hold spot for CTs, which cannot be traversed by Ts. Ts can contest this spot though from T side, and CTs cannot peek into A without exposing their selves (unless they smoke off the Ts' view). Blocking off one mid route (upper or lower) seems necessary, but this setup allows the old Piranesi areas and angles to persist.

    Below is the Ts' view into this new setup.

    The Mid to B path also provides a drop to lower mid, although its intentionally suboptimal for an A take. The Mid to B connector is mainly intended to provide another smooth option into B with mid control, but this setup maintains an old area from original Piranesi.

    Cover has been reworked in B as well.

    I also opened up the side connector (below picture: bottom) and lowered the window entrance to B (below picture: left side). Both are accessed from upper mid.

    The overview now has a bit more negative space and is significantly more readable.


    With the release of Canals, I've also decided on a slightly refocused theme. I'm very excited to get detailing started. I think yall will be very pleased with its direction, but I still want to make sure the gameplay is perfect before diving in. Thanks everyone.

  • NikiOo
    • May 4, 2017 at 11:45 AM
    • #24

    If I am not mistaken, there's been a leaked map file in the cs files so valve is probably working on this map.

  • El_Exodus
    • May 4, 2017 at 11:47 AM
    • #25
    Quote from NikiOo

    1 minute ago, NikiOo said: If I am not mistaken, there's been a leaked map file in the cs files so valve is probably working on this map.

    That file is old. So no, not really.

  • NikiOo
    • May 13, 2017 at 2:47 PM
    • #26

    I like the changes that you've made to the layout. It makes it a lot more playable for 5v5. The A site overlook position with the two windows still feels kinda weir with that unbreakable blocked window.

  • Rad
    • May 13, 2017 at 10:09 PM
    • #27

    Not sure how that Piranesi leak is going to affect you ,but this seems really good.

    I think this will be best Piranesi remake in CS:GO by the looks of it,try to implement as many

    custom props/textures in final version to stick out from others ,i really like some gameplay

    features ,bring me back old times please.

  • Mondy00
    • May 13, 2017 at 11:05 PM
    • #28
    Quote from NikiOo

    9 hours ago, NikiOo said: I like the changes that you've made to the layout. It makes it a lot more playable for 5v5. The A site overlook position with the two windows still feels kinda weir with that unbreakable blocked window.

    thanks! more changes to come

    Quote from RAD

    2 hours ago, RAD said: Not sure how that Piranesi leak is going to affect you ,but this seems really good.

    I think this will be best Piranesi remake in CS:GO by the looks of it,try to implement as many

    custom props/textures in final version to stick out from others ,i really like some gameplay

    features ,bring me back old times please.

    the leak you speak of isn't much to worry about. that file has been around for years. i've spoken to the original creator too, and it went well!

    in my opinion though, remaking piranesi would be a very strange move by the devs considering the other more competitive maps in CS' history that have yet to be remade. just my two cents.

    custom textures are important to the remake. i suppose custom props would be too if the right person came along, but they're not essential to the theme i have going, which will be enough to separate it from other maps

    thanks!

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