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[CSGO] de_ruby

  • catfood
  • September 15, 2016 at 1:05 PM
  • catfood
    • September 15, 2016 at 1:05 PM
    • #1

    [RELEASED]NEW POST

    WORKSHOP LINK  


    [OLD POST]

    Hello Mapcore folk, First I want to say that everything about the layout is still quite rough, work in progress and open for suggestion. The reason I'm releasing this heavy wip concept is so that I can hopefully catch a glimps of other players and mappers thoughts on the layout early on. The current overview of the layout: Bombsite A:

    Mid CT side:

    Mid T side:

    B site:

    Although this build felt pretty stable after quite a few playtests I would still like more playtesting hours / feedback before making any drastic decisions on where to take the layout next. Here's the workshop link might you want to check it out ingame : LINK So if you already have some thoughts, angry feelings or whatever that come up when looking/playing the map Please don't hold back and just let it all out. Because the sooner this little unarmed infant baby map learns it's flaws the better right? no mercy. Thanks in advance!

  • Vaya
    • September 15, 2016 at 1:15 PM
    • #2

    I'd like to have a playtest on this one!


    from the overview I'm wondering if mid will feel 'sluggish' to play since it's pretty long end to end. Top bombsite looks like a chore for CT players to get to at the start of the round too. Can't tell a great deal from just an overview though :P

  • spa
    • September 15, 2016 at 2:24 PM
    • #3

    My gut reaction is that there's too many 'S' shaped narrow spaces that breaks flow and make the map hard to navigate and learn. At one point the CTs are actually moving backwards to get forward in the map. But I like the crooked angles conceptually I would just tone it down a bit :)

  • baem123
    • September 15, 2016 at 4:03 PM
    • #4

    the great master of cs mapping gives me a early chance to tell him my thoughts on his next map? dont want to miss that one :)

    First to the Bombsites: I have to say that my biggest concern about your last map was the similarity of A and B. In this map both bombsites offer a very similiar playstyle, too. Boths spots have around 3.5 entries and you will often try to hide in one of those arms till the CT touches the bomb. Both spots have only one small wall near the bomb for another option (especially B, A has one extra option between the wall with the crack and the crates). The A site is okay, and is clearly the better one. Stick to it but change B nearly completely to change the playstyle around the spot. Its not fun to get a shot in the back while defusing at B 90% of the time. btw the crate at the B site is not high enough. you dont feel safe while planting in the corner.

    screenshot of B:

    [Blocked Image: http://i.imgur.com/a5OJcjw.jpg]

    screenshot of A:

    [Blocked Image: http://i.imgur.com/FuOgUfZ.jpg]

    Mid: Mid feels CT sided (it doesnt mean it really is too much ct sided, i tested this map alone). Ofc the wall where my crosshair is pointing at is too dark (even for a playtest).

    [Blocked Image: http://i.imgur.com/MXY7KHZ.jpg]

    While i go along the only possible T path, except the boost/jump spot, i feel even more uncomfortable and feel a real disadvantage because i have to worry about both sides of the big crate and a complete different angle, the wall to the left where CTs can surprise me from the back. -------------

    [Blocked Image: http://i.imgur.com/vozKh0i.jpg]

    10 mins later: I changed my view about mid ^^. Yes you can feel uncomfortable as a T but it can be similar for a CT and mid offers a nice tension.

    Otherwise i really like your play with these different heights in most places around the map. Maybe the direct way from T spawn to B needs some more cover. It feels very open. But a more natural fitting thing might be better in the end then my drawing. depends on the theme.[Blocked Image: http://i.imgur.com/cJYf2l6.jpg]


    hope i offered you new thoughts.

  • catfood
    • September 20, 2016 at 1:04 PM
    • #5
    Quote from Vaya

    On 15/09/2016 at 2:15 PM, Vaya said: I'd like to have a playtest on this one!


    from the overview I'm wondering if mid will feel 'sluggish' to play since it's pretty long end to end. Top bombsite looks like a chore for CT players to get to at the start of the round too. Can't tell a great deal from just an overview though :P

    Saw we both made a request for a public mapcore playtest this thursday, It's gonna be fun to crucify each others creation I agree mid looks pretty long on the overview but I don't think it feels that way ingame due to the height differences and smoke/boost options but please let me know what you think after the playtest ;)

    Quote from spa

    On 15/09/2016 at 3:24 PM, spa said: My gut reaction is that there's too many 'S' shaped narrow spaces that breaks flow and make the map hard to navigate and learn. At one point the CTs are actually moving backwards to get forward in the map. But I like the crooked angles conceptually I would just tone it down a bit :)

    I'm not sure I see what you mean with where CTs have to move backwards to get forward, you mean the part when CT go mid through A site?

    Quote from baem123

    On 15/09/2016 at 5:03 PM, baem123 said: First to the Bombsites: I have to say that my biggest concern about your last map was the similarity of A and B. In this map both bombsites offer a very similiar playstyle, too. Boths spots have around 3.5 entries and you will often try to hide in one of those arms till the CT touches the bomb. Both spots have only one small wall near the bomb for another option (especially B, A has one extra option between the wall with the crack and the crates). The A site is okay, and is clearly the better one. Stick to it but change B nearly completely to change the playstyle around the spot. Its not fun to get a shot in the back while defusing at B 90% of the time. btw the crate at the B site is not high enough. you dont feel safe while planting in the corner.

    Thanks for your feedback on the bombsites. I noticed during playtests that both sites were played pretty much equally and while B was rushed almost every time A site got a more conservative approach, for instance the little alley next to the T entrance was used a lot to get a better view of what was going on onto the site before moving in. I get your point concerning hiding spots and cover on sites. Although everyone that attended to a playtest found nice spots to plant or defend sites, cover is still something I'm working on to get right and will probably change quite a bit over time.

  • spa
    • September 20, 2016 at 5:56 PM
    • #6
    Quote from catfood

    8 hours ago, catfood said: I'm not sure I see what you mean with where CTs have to move backwards to get forward, you mean the part when CT go mid through A site?

    Yeah that space feels a little zig-zaggy and could perhaps be consolidated a bit,

    Spoiler

    This could make some players lose orientation and make the map harder to navigate.

  • catfood
    • December 24, 2016 at 7:15 PM
    • #7

    Hello! first I want to wish you all a Merry Christmas :) and I also want to share with you the progress I've been making on the map the past couple of weeks. Most of the time I worked on the cosmetic part of the map but I've also been busy fixing minor layout issues that were found during playtests. Here's the result in screenshot form: Bomb site A Terrorist spawn Counter-Terrorist spawn Connector Mid Bomb site B I hope you guys like the theme and direction the map is heading :) Workshop link: http://steamcommunity.com/sharedfiles/fi…314&searchtext= Ps. the map location is not San Francisco but Lisbon! :)

  • gleddez
    • December 24, 2016 at 8:42 PM
    • #8

    This looks really nice, I'll have to check this out on the Workshop. Where is the setting? Didn't Shipped, like, just get released? Do you ever take breaks? :P Good stuff!

  • Roald
    • December 24, 2016 at 8:56 PM
    • #9
    Quote from gleddez

    11 minutes ago, gleddez said: This looks really nice, I'll have to check this out on the Workshop. Where is the setting? Didn't Shipped, like, just get released? Do you ever take breaks? :P Good stuff!

    Yea he once in a while take a few minuts to eat a sandwich or something and then continieus mapping.

    Its located in Lisbon if I did read it right, right?

    Greybox looking awesome on the screenshots already! Gonna check it out ingame real soon

  • blackdog
    • December 24, 2016 at 9:37 PM
    • #10

    Wow, great stuff (as usual) Catfood!

  • MadsenFK
    • December 24, 2016 at 9:54 PM
    • #11

    Thanks for an extra christmas present, damn.

  • KODIAK
    • December 25, 2016 at 2:46 PM
    • #12

    Pretty awesome stuff! We might have time to playtest it in a few weeks. But at the rate it is advancing it might be ready by then :)

    I like how the corridors got widened, I think it makes for better gameplay, mid changed for the better as well. The scenery is just stunning.

    The only thing that bothers me still is that thing on B short that splits the route in two. It makes fights there a bit awkward there, not really sure what is the purpose of it :P

  • catfood
    • December 27, 2016 at 11:15 AM
    • #13
    Quote from gleddez

    On 24/12/2016 at 9:42 PM, gleddez said: This looks really nice, I'll have to check this out on the Workshop. Where is the setting? Didn't Shipped, like, just get released? Do you ever take breaks? :P Good stuff!

    @gleddez @Roald Yes the map is based in Lisbon (not San Francisco!) and that's right de_shipped got released not that long ago but while I was working on shipped I was planning and preparing this map in the background so I could have a quick start on it.

    Quote from KODIAK

    On 25/12/2016 at 3:46 PM, KODIAK said: Pretty awesome stuff! We might have time to playtest it in a few weeks. But at the rate it is advancing it might be ready by then :)

    I like how the corridors got widened, I think it makes for better gameplay, mid changed for the better as well. The scenery is just stunning.

    The only thing that bothers me still is that thing on B short that splits the route in two. It makes fights there a bit awkward there, not really sure what is the purpose of it :P

    @KODIAK Thanks! it would be awesome and interesting to see you guys having a go on the new layout. And the purpose of the block is cover for the CT that's defending bombsite B on the Mid to B connector but I've heard more players complaining/asking questions about it so I could maybe try removing the block or tweak the cover a bit to see what happends

  • kinggambit
    • December 27, 2016 at 2:50 PM
    • #14

    Not sure if the newer builds changed this area but was it intentional that players had to run all the way to T spawn to get to the B route? Deincentivizing CT's mid flanks? I remembered as a T, if I wanted to change my mind on a mid push, rotations felt a bit long. Other than that, the map was great.

    [Blocked Image: http://i.imgur.com/d09N5n7.png]

    Also, do you always model every prop out before starting on the texturing? Is it faster or something?

  • catfood
    • December 28, 2016 at 1:07 PM
    • #15

    @kinggambit Glad you like the map! and if you want to go B long from mid you could climp up two crates next to the ramp so you wont have to run all the way to t-spawn and back to get to B long from mid. And yes I try to get all the models in as blockmeshes asap this way I know how much textures and meshes there need to be created and it also gives a good sense of scale and detail density early on :)

  • Turbo
    • December 29, 2016 at 4:32 PM
    • #16

    Looks nice, I'll definitely check it out.

  • wylde
    • January 4, 2017 at 11:58 PM
    • #17

    I haven't said anything because honestly I'm just mad jelly, but god damn does this map look great, and I can't wait to see more progress pics!

  • WhatGrenadeWhere
    • January 9, 2017 at 11:08 AM
    • #18

    catfood As a new CS mapper, just from the OV, the map looks like it has too much going on. Then again, could be the noob Hammer in me.


    edit: after a bot play test, T spawn seems to force you to A, instead of a quick A, B or Mid option. I like the theme and the textures. There's a couple of brush railings for stairs that are too high, both on A side of map. Far right stairs from T up to A and CT spawn left arch to A. Feels like the map needs to tighten up with less paths.

  • catfood
    • May 11, 2017 at 4:22 PM
    • #19

    Hello Mapcore It's been a while, I've been very busy working on ruby the past couple of months so I thought it was time to re-release a preview of the map to the workshop and give you guys a heads up of whats going on. First screenshots: A site terrorist entry[Blocked Image: http://i.imgur.com/XhRH21f.jpg] Mid / B-short[Blocked Image: http://i.imgur.com/gfggwd6.jpg] Terrorist spawn[Blocked Image: http://i.imgur.com/vL3YImH.jpg] Back of Mid[Blocked Image: http://i.imgur.com/upoGiW8.jpg][Blocked Image: http://i.imgur.com/Tq2GAf0.jpg] In the screenshot above you can see I've added a extra option / angle where the terrorists can fight over each bombsite I also gave them a extra path to rotate more easily through mid whilst trying to keep the map from becoming over complicated. Playing as CT you can still defend and watch all angles if you play two A one mid and two B. The reason I made these changes came from the many playtests that were held. A lot of times it seemed that the terrorists got stuck quite easily if the CT's would just smoke the entry paths to the bombsites. I found this became boring real fast and wanted to give the Terrorists a bit more space to work with but that of course won't make them overpowered. So I added a few options where the terrorists can work together over small areas near the bombsite where they can win a extra angle or option to fight over the bombsite and not just adding another entry point to the bombsite itself because this would make it unfair and to hard for the CT's to defend. There's already been quite a few playtests where I saw the terrorist team working together in theses areas and even if they finally got to the bombsite or not it was great to see how the fights worked out and I'm quite satisfied how the map plays overall right now. The only thing I'm still concerned about right now is the new route near mid this seemed sometimes a bit too much because you also have the upper route you can take from mid. I'm gonna stop right here because I don't want this to become a too long didn't read kinda thing. I hope you guys like where the map is heading and might you have any questions or feedback please let me know! :)Link to workshop

  • Klarkie8
    • May 11, 2017 at 4:59 PM
    • #20

    Jesus christ, it look marvelous!

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