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_remont

  • Klassic
  • April 30, 2016 at 9:00 PM
  • Klassic
    • April 30, 2016 at 9:00 PM
    • #1

    Hello Mapcore,

    After this project has been discontinued by my friend (since he didn't want to work on it anymore) I have taken over this project, and i would like your feedback :DINITIAL LAYOUT AND IDEA: MadsenFK (Steam, Mapcore)

    Theme and location

    de_remont Is set in a warehouse district located in a fictional city Poland. The main theme is a brick warehouse-ish style. The name is polish for renovation, since the statue is being renovated (A). So the overall idea of the map is that the Terrorists are trying to blow up the statue that is being renovated (A) or the equipment for another renovation (B), they are doing this since they are anarchist that are trying to make some noise by of course blowing these things up.

    Layout:

    Spoiler

    Images:

    Spoiler Yard:

    2nd Mid:

    Mid:

    T spawn:

    Bombsite A:

    Bombsite B:

    Tree:

    CT Spawn:

    For anyone wanting to download the map, you can download it here: http://steamcommunity.com/sharedfiles/fi…s/?id=675968278

    Thanks for taking your time to read this post! :D

  • Aztk
    • May 2, 2016 at 10:22 PM
    • #2

    Keep up the good work! That vase thing near the tree doesn't fit there in my opinion.

    And also if you want to get some polish text for use on map in the future, just send me PM ;)

    yes i'm native

  • MadsenFK
    • May 3, 2016 at 10:16 PM
    • #3

    ayy

  • Shibou
    • May 6, 2016 at 11:39 PM
    • #4
    Quote from Aztk

    On 2.5.2016 at 11:22 PM, Aztk said: That vase thing near the tree doesn't fit there in my opinion.

    Not unless its an explosive vase! :D

    Besides that i like what i see so far. Second mid apears a bit boring due to its simplicity.

  • Harry Poster
    • May 7, 2016 at 12:43 PM
    • #5

    Good work! But you have a lot of things to work on. I'm waiting for new update. Good luck on this project! :)

  • Mehvix
    • May 8, 2016 at 2:51 AM
    • #6
    Quote from Shibou

    On 5/6/2016 at 5:39 PM, Shibou said: Not unless its an explosive vase! :D

    Besides that i like what i see so far. Second mid apears a bit boring due to its simplicity.

    Exploding trees are a thing! :D

  • Aztk
    • May 8, 2016 at 3:19 PM
    • #7

    Had quick run few days ago and imho theme is a bit unconsistant (in some interiors modern-ish, in some outside places it's old-ish and for addidtion you can find there Cbble's statue).

    @offtopic

    Quote from Mehvix

    12 hours ago, Mehvix said: Exploding trees are a thing! :D

    Knew that link is to the 3kliksphilip's video even before clicking it

  • Klassic
    • May 8, 2016 at 5:19 PM
    • #8
    Quote from Aztk

    1 hour ago, Aztk said: Had quick run few days ago and imho theme is a bit unconsistant (in some interiors modern-ish, in some outside places it's old-ish and for addidtion you can find there Cbble's statue).

    I'm still finalizing the layout so it'll be near perfect, that leaves the theme and detailing unfinished. So don't expect anything from the theme until the layout is fully finished :)

  • gamez7
    • May 9, 2016 at 6:44 PM
    • #9

    I just checked this out, and it looks really nice! The map is not detailed yet and the bombsites have a lot of character, so good job on that :D

    That said, here are a few comments:

    • CTs get to Bombsite B in 7 seconds white Ts take 13. I could see this making sense if you wanted the chokepoint to be further back towards T spawn, but the path to B from T splits off in two ways so it's kind of weird :/ I would make CT take a few seconds longer to get there.
    • Having Mid control seems useless for Terrorists at the moment. Both paths from Mid lead into another place I could've gotten to if I would've taken the main path from T. I recommend adding a new entrance into Bombsite A that can only be accessed by going through Mid.
    • Additionally, CTs get to Mid pretty fast as well. Because the paths from Mid connect into the main paths from T, this means that the CTs can easily control mid and then flank the Ts without much effort. I believe that this would make the map very CT sided.
  • Klassic
    • May 10, 2016 at 5:43 PM
    • #10
    Quote from gamez7

    22 hours ago, gamez7 said: CTs get to Bombsite B in 7 seconds white Ts take 13. I could see this making sense if you wanted the chokepoint to be further back towards T spawn, but the path to B from T splits off in two ways so it's kind of weird :/ I would make CT take a few seconds longer to get there

    Working on opening up the chokepoint so 1. It will be outside 2. it will be more open and have more cover for advanced strategies and tactics.

    Quote from gamez7

    22 hours ago, gamez7 said: Having Mid control seems useless for Terrorists at the moment. Both paths from Mid lead into another place I could've gotten to if I would've taken the main path from T. I recommend adding a new entrance into Bombsite A that can only be accessed by going through Mid.

    I might make it so that the yard area can only be accessed from mid, the site or by dropping down from heaven (very risky). If it will work? I don't know, we'll see :P

    Quote from gamez7

    22 hours ago, gamez7 said: Additionally, CTs get to Mid pretty fast as well. Because the paths from Mid connect into the main paths from T, this means that the CTs can easily control mid and then flank the Ts without much effort. I believe that this would make the map very CT sided.

    When playtesting this, I kept seeing this problem as well, any ideas on how to fix it? i'm kind of stuck

    Thanks for the extensive amount of feedback! :D

  • Klassic
    • May 14, 2016 at 8:38 PM
    • #11

    So after a long while of no update, here's one:

    Changes:

    • Added a church next to the A site because I got distracted...
    • Made A site more open to make it easier for CTs to hold the site.
    • Made the yard area more open so it is easier to navigate trough.
    • Yard is no accessible from Mid or the site.
    • The T ways to B are now more open
    • The walls on CT side Mid are now higher.

    This is not nearly worth it to put on the workshop, because of all the bugs in the map. I just wanted to update you guys on the situation. Thanks for all the feedback (especially Terri in the MapCore playtest).

    Images:

    Spoiler

    The church I added.

    A is more open.

    ***

    Yard...

    Wallbangable thing...

    T way to B

    T way to B

    CT side of Mid

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. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™