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[WIP][CS:GO] de_lombardy

  • gamez7
  • April 30, 2016 at 4:28 PM
  • gamez7
    • April 30, 2016 at 4:28 PM
    • #1

    This is my first CS:GO map, de_lombardy! Right now it's basically just a layout but once it gets tested and tweaked, it'll have an Italian theme. Any and all feedback is highly appreciated!

    Click here for the Steam Workshop page.

    Map overview:


    CT Spawn:


    T Spawn:


    Middle:

    Bombsite A:

    Bombsite B:

    Thanks for reading! :D

  • RealaxFourX
    • April 30, 2016 at 6:23 PM
    • #2

    Reminds me cs_italy so much! I hope Lombardy's gameplay will be better though. I will give it a try then I will have some free time.

  • blackdog
    • May 1, 2016 at 6:49 PM
    • #3

    Gonna be set in the lake area, Garda, Maggiore etc?

  • gamez7
    • May 2, 2016 at 1:07 AM
    • #4
    Quote from blackdog

    6 hours ago, blackdog said: Gonna be set in the lake area, Garda, Maggiore etc?

    Currently I'm basing it off Bergamo, Italy. Here's some pictures of the detailing I've just started:

    T Spawn:

    [Blocked Image: http://puu.sh/oCOPs/840e5375e0.jpg]

    Outside T Spawn:

    [Blocked Image: http://puu.sh/oCOOZ/4ceed218d2.jpg]

    It's pretty bare at the moment but eventually it'll look complete!

  • RealaxFourX
    • May 2, 2016 at 1:29 AM
    • #5

    I wouldn't suggest starting detailing, especially if you haven't seen how the gameplay works in your map or you didn't do any game play tests (competitive and high ranked are highly recommended)

  • gamez7
    • May 2, 2016 at 2:11 AM
    • #6
    Quote from RealaxFourX

    40 minutes ago, RealaxFourX said: I wouldn't suggest starting detailing, especially if you haven't seen how the gameplay works in your map or you didn't do any game play tests (competitive and high ranked are highly recommended)

    I have done a few small tests already, and I doubt I will be changing the T Spawn area layout any more so I decided to start detailing it. I agree with you, though, and I'm not going to do any detailing around Mid or the Bombsites yet until a lot more testing has been done.

  • Plat
    • May 3, 2016 at 1:02 AM
    • #7
    Quote from gamez7

    22 hours ago, gamez7 said: I have done a few small tests already, and I doubt I will be changing the T Spawn area layout any more so I decided to start detailing it. I agree with you, though, and I'm not going to do any detailing around Mid or the Bombsites yet until a lot more testing has been done.

    The spawn might change more than you'd think. Stick with a greybox, and once you have a viable layout, go into detailing. It's going to suck having to change the layout when you have a bunch of detail in the way.

  • gamez7
    • May 10, 2016 at 12:00 AM
    • #8

    MAJOR UPDATE!

    de_lombardy_a7

    Bombsite A:

    Bombsite B:

    Middle:

    Overview:

    Download link and changelog

  • Logic
    • May 17, 2016 at 7:36 AM
    • #9

    I see you've already changed areas around the map. I'll still give you my 2 cents about the layout though :)

    • I really liked the lower connector (B-to-Mid, CT-side). It's an important but difficult area to hold, which I like!
    • To me A-window felt out of place and created some unwanted angles. Keep it if you think it's valuable though.
    • T-spawn felt cramped and could be much more open. Consider moving the T-spawn out of the alley, but timings might get messed up.
    • The water on B-site really shouldn't be playable. The T-side balcony overlooking B also creates a really OP afterplant position.
    • A-site already looks more focused in this version, so I won't mention the issues I had with it during the playtest.My biggest issue:
    • The balcony close to T spawn played very awkwardly. CT's had total control over it since the only way up for T's was a really exposed ladder in mid. I would probably make the entire area unplayable and just keep it as detailing. I believe that making a staircase leading up to window-room instead would lead to some interesting gameplay. See pic below!
    • Since this means that you already have a connector from Mid to A I would consider removing the entire route through double doors towards lower B. Less routes are usually better.

    Mid suggestion:

    This map was fun to play, but has some things to work on. Keep it up! :D

  • gamez7
    • May 17, 2016 at 9:59 PM
    • #10

    First of all, thank you so much for the feedback!

    Quote from Logic

    14 hours ago, Logic said:

    • A-site already looks more focused in this version, so I won't mention the issues I had with it during the playtest.

    Actually, the pictures on the Workshop are from a scrapped version of the map and I haven't updated the screenshots yet. I was going to playtest that version on MapCore last Sunday, but my friends said they actually liked the previous version better so I hastily reverted the files on the Workshop. Would you mind giving me your feedback on the A site from the playtest anyways?

    Quote from Logic

    14 hours ago, Logic said:

    • Since this means that you already have a connector from Mid to B I would consider removing the entire route through double doors towards lower B. Less routes are usually better.

    I'm assuming you meant A site rather than B here, as there are no double doors at B.

    Thanks again! :)

  • Logic
    • May 18, 2016 at 6:24 AM
    • #11
    Quote from gamez7

    8 hours ago, gamez7 said: I'm assuming you meant A site rather than B here, as there are no double doors at B.

    Yes, that is exactly what I meant! I corrected the original post

    Quote from gamez7

    8 hours ago, gamez7 said: Actually, the pictures on the Workshop are from a scrapped version of the map and I haven't updated the screenshots yet. I was going to playtest that version on MapCore last Sunday, but my friends said they actually liked the previous version better so I hastily reverted the files on the Workshop. Would you mind giving me your feedback on the A site from the playtest anyways?

    Alright then :)

    A-site looked a bit sketchy at first but I did like the placement of the site, even though it might need some fine tuning before it's perfect.

    There was a lot of vertical that felt overpowering for both sides and I would recommend simplifying it a bit. It's hard to explain what I mean about that, but just ask me about it if you don't understand :P

    I mentioned the window that is overlooking the site and that I think it's better to remove it. It creates a very powerful after-plant spot otherwise.

    It was hard to explain exactly what I meant about all this... If you feel like you didn't get much out of it or that you don't understand feel free to hit me up again and I could maybe explain things with an image or something :)

  • gamez7
    • May 22, 2016 at 5:12 AM
    • #12

    Bombsite A with the new skybox, lighting, and bell tower

  • Harry Poster
    • May 22, 2016 at 6:48 AM
    • #13
    Quote from gamez7

    1 hour ago, gamez7 said: Bombsite A with the new skybox, lighting, and bell tower

    Looks much better for my opinion. Keep it up!

  • Harry Poster
    • May 24, 2016 at 12:52 PM
    • #14

    Some visual crits.

    1.You can see outside of the map.

    2.You can jump through it.

    3.Strange bridge...

    4.This side of model dont have texture

  • gamez7
    • June 12, 2016 at 4:20 PM
    • #15

    Now that phobycs is working on this map with me, I think it's time for a big update!

    Bombsite B has been completely revamped, timings have been refined, and many minor layout changes have been made. Plus, the map looks even cleaner now (if that's even possible!)

    Workshop link, as always.

    Overview:

    Spoiler


    Screenshots:

    Spoiler

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