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

de_business (dev build)

  • zombi
  • August 7, 2016 at 7:25 PM
  • zombi
    • August 7, 2016 at 7:25 PM
    • #1

    EDIT: Workshop link - http://steamcommunity.com/sharedfiles/fi…s/?id=749721394


    Hey! I made first version of my map de_business (yep, name sucks, but I will change it probably).

    If someone would help me and have some advices for me, I would be appreciate.

    Also I put one crazy thing on this map - simple elevator on B site. It's very bugged with molotovs and smokes, but I'm curious how it will be affect on gameplay.

    There is few screenshot from me if someone will be interested how it looks right now, and I'm sorry for my english, I'm bad in writing.


    Bombsite A(flag changing skin after plant - I'm thinking about something different, but right now I don't have any ideas)

    Spoiler

    Bombsite B

    Spoiler

    Overview

    Spoiler

  • Vorontsov
    • August 8, 2016 at 11:52 AM
    • #2

    Layout doesn't look to shoddy, think of a theme that would fit your map and base the name of off that.

  • Freaky_Banana
    • August 8, 2016 at 3:13 PM
    • #3

    It looks to me as if the timings for A could be off, meaning Ts arrive too soon as for CTs to set up aproper defense. Otherwise I like the idea of an elevator ;).

  • zombi
    • August 8, 2016 at 8:14 PM
    • #4

    Thanks for your interest. Nice of you!

    @Vorontsov My theme of map - some city with some stuff from military. It's hard to find cool name for this. I think, I just need to find some cool name of real place in the world. :P

    @Freaky_Banana Timing on A is similar to timing on B on Dust 2. CT have chance to fast smoke or molotov T entry, before they come to side.


    Also, now I'm introduce a few minor changes and probably soon map will be ready for playtasting, so it remains to be seen whether the elevator is a good idea :P

  • zombi
    • September 11, 2016 at 12:25 AM
    • #5

    I worked a little on the map, and I hope that now playtesting give more fun than the last time.


    Few screenshots:

    Overview

    Spoiler


    Mid

    Spoiler


    Bombsite A

    Spoiler


    Bombsite B


    Spoiler


    Other

    Spoiler CT Spawn


    Terro Spawn


    Road to B


    Road to A


    All underground change for this:

  • zombi
    • September 12, 2016 at 9:58 PM
    • #6

    With the help of RZL, I have eliminated some basic layout mistakes. Thank you very much again!

    There is still a lot of work on the layout, but first I want to check current changes, how they look in practice.

    New overview:

    Spoiler

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. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™