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[CSGO] de_ruby

  • catfood
  • September 15, 2016 at 1:05 PM
  • FMPONE
    • May 11, 2017 at 8:37 PM
    • #21

    It's so cool! A really nice use of color. Keep going.

  • grapen
    • May 11, 2017 at 9:44 PM
    • #22

    Looking good, those ceramic facades sure remind me of my visit to Lisbon last summer :) I'd like to see some more AO in certain textures/props!

  • UNREA1
    • May 12, 2017 at 5:28 PM
    • #23

    You definitely did your homework, I'm from Portugal and that already feels like home to me.

  • Hackerman
    • May 13, 2017 at 8:46 AM
    • #24

    Alright, I'll start nickpicking on this map immediately. ill keep you guys updated.

  • Hackerman
    • May 13, 2017 at 9:05 AM
    • #25

    ok, I'm back for round 1

    1: most green doors have a weird clip that makes you stuck onto it if you walk along the wall

    2: the the small ledge between the street and the sidewalk have a weird clip. it should instead be a slope imo

    3: the box (I think its a box) I'm looking at has something invisible above it so you can't jump when on it

    4: texture glitchhhh

    5: more odd clips (white door in the second picture)

    I should mention this is the best palm tree I've ever seen, except when you're stuck on the right


    another clip here, but the wall/railing next to it seems way too high for it to be simply jumped on (maybe crouch jump instead). might be just me.

    and there's the 5mb upload limit.

    there's also a plant bed (ima call it that) near a that has a awkward clip similar to the streets.

    ps: ill only do a part two if you guys consider it important.

  • catfood
    • May 13, 2017 at 12:25 PM
    • #26

    Thanks for the kind words @Klarkie8, @FMPONE and @grapen :) I appreciate it!

    Quote from UNREA1

    18 hours ago, UNREA1 said: You definitely did your homework, I'm from Portugal and that already feels like home to me.

    That's very nice to hear I hope to do justice to your beatifull country @Hackerman This is very usefull thanks a lot although most clips you pointed out will be fixed during the development progress later on unless they are gamebreaking then i'll try to fix them right away. And i'm glad you like the designer palm tree hehe

  • Rad
    • May 13, 2017 at 10:21 PM
    • #27

    Tulip was one of my favorite Community maps and this map brings me back same feeling,

    I liked design of it and since Ruby is not that different i think it will be great.

    Make sure it has that Mediterranean feel to it with vibrante colors.

  • catfood
    • April 19, 2018 at 11:42 AM
    • #28

    Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result!WORKSHOP LINK

  • blackdog
    • April 19, 2018 at 1:30 PM
    • #29

    Pictures not coming up right now but I saw them onteotter so giving and “awesome” upvote anyway ?

    What an effort, looking forward to see it in the next Operation

  • FMPONE
    • April 19, 2018 at 2:20 PM
    • #30
    Quote from catfood

    2 hours ago, catfood said: Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result!WORKSHOP LINK   The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

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    The content cannot be displayed because it is no longer available.

    I think this is your strongest work yet. The sparkling ocean effect (sprite?) is really fun. In the past you’ve maybe not had the most realistic style, but you truly made it work here without losing any of your charm. Interested to play it soon!

  • RA7
    • April 19, 2018 at 3:39 PM
    • #31

    SWEET!!, will be pimpin' it asap . Good job.

  • T-Rexer
    • April 19, 2018 at 4:50 PM
    • #32

    I wanna have that cake :D

  • VIOLATION
    • April 19, 2018 at 5:11 PM
    • #33

    Just had a quick run-through and I have to say the artwork and detail in this is incredibly stunning. This is by far your best work to date and I am simply blown away by how much effort and time went into this. The murals and road patches/blending/detail are definitely my favorite smaller details.

    Absolutely fantastic job man you deserve all the praise for this

  • NikiOo
    • April 19, 2018 at 7:26 PM
    • #34

    Absolutely incredible! You are amazing at creating these city maps, catfood. I can keep running around the map for hours and I will always find new things. Amazing attention to detail. I've been following the development of this map since the first public greybox throughout all it's iterations and It's absolutely amazing how far it has come.

  • El_Exodus
    • April 19, 2018 at 8:44 PM
    • #35

    I think ruby is the first map i had a walk around while shift-walking the entire time. That soundscape man - awesome shit. Your sound recordings definitely payed off! Incredible what feeling that adds to the map.

  • catfood
    • April 20, 2018 at 9:56 AM
    • #36
    Quote from FMPONE

    19 hours ago, FMPONE said: I think this is your strongest work yet. The sparkling ocean effect (sprite?) is really fun. In the past you’ve maybe not had the most realistic style, but you truly made it work here without losing any of your charm. Interested to play it soon!

    @FMPONEThanks! and the sparkling effect is not a sprite but are small func_dustmotes with a short life time :)

    Quote from T-Rexer

    16 hours ago, T-Rexer said: I wanna have that cake :D

    well deserved :D enjoy looking at your cake piece!

    Quote from El_Exodus

    12 hours ago, El_Exodus said: I think ruby is the first map i had a walk around while shift-walking the entire time. That soundscape man - awesome shit. Your sound recordings definitely payed off! Incredible what feeling that adds to the map.

    Thanks Exodus! and nice to hear you like the soundscapes but that's the work of Hunsrus: https://steamcommunity.com/id/Hunsrus He joined me on trip to Lisbon and was the audio guy for this level as well as my previous levels :)

  • flickaa
    • April 20, 2018 at 11:31 AM
    • #37
    Quote from catfood

    23 hours ago, catfood said: Hello! Some of you already know but after ~1.5 years in development lots of playtesting and iterations I finally released Ruby on the workshop! The trip to Lisbon I took at the beginning of development to shoot reference and record audio resulted in the map having: ~100 custom models ~60 custom materials ~100 custom sounds All based on the Portuguese city. The size and timings of the map are comparable to maps currently in active duty and the layout with clear land marks and a few unique areas should be easy to learn for every player of every skill level. There's also a small MapCore easteregg and the first person to find it gets a picture of a piece of cake! Once again I want to thank everyone here at MapCore who participated in playtesting or gave feedback during the development. And please let me know what you guys think of the end result!WORKSHOP LINK

    After jumping into the map, I have to say it's one of the best I've seen ever; together with Subzero, Biome and Grind, which are some of my personal favorites. This is really unique, and even the 1st version that i playtested with some friends were one of my favorites. I also like how you kept it similar in terms of layout, but simplified it to the point where it could be a good, competitive map. Keep up the good work, and hopefully I'll be able to playtest it soon.

  • General Vivi
    • April 20, 2018 at 5:17 PM
    • #38

    Love it! Great work dude!

  • baem123
    • April 20, 2018 at 11:30 PM
    • #39

    Its nearly 2 years since my greybox feedback at page one. Time flies!

    This map seems to be one pinnacle of counterstrike mapping. The artwork is really impressive. Every added detail fits to the scene. It's fun to wander around.

    There are 2 things which i dont like; both are sadly seen on most maps: - you can't jump to some places which look like you could go there - you can't slide along walls without getting stuck permanently

    Nevertheless this map has to be in the next operation and it will be. Thanks catfood for this map!

  • flickaa
    • April 21, 2018 at 12:32 AM
    • #40

    Now, after having played a competitive game on the map, It is still really good, just a bit T-sided. The first thing I noticed is that the rotation time is a bit too long, which it doesn't look like it will be, but once you play it competitively, you'll understand.

    The other thing is the middle. I like the middle, but it is heavily T-sided, and way too easy to take control of. It might just be that my team didn't coordinate good enough, and maybe you should play one guy top mid and one guy short, and then it'll be less T-sided. I think the bomb sites are good though and a lot of fun. The retaking potential is good, and we had a lot of fun gun-fights on them. I will probably be playtesting more in the future, and maybe it'll give me more of a vision on how the map plays. But for now, this is my feedback!

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