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[CSGO] de_ruby

  • catfood
  • September 15, 2016 at 1:05 PM
  • blackdog
    • April 21, 2018 at 8:43 AM
    • #41
    Quote from baem123

    9 hours ago, baem123 said: - you can't slide along walls without getting stuck permanently

    You talking about surfing or some clipping being missing?

    I can’t still come to terms with Mirage missing a clip brush at bottom of the short connector, got killed/lost many kill opportunities because of it.

  • baem123
    • April 21, 2018 at 4:25 PM
    • #42

    I talked about clipping. Mirage is a joke ofc, same at the entry to A.

    I still think that maps should avoid clipping around corners and big clipping gaps in general. It might look better in some eyes if corners stick out 2 pixels, but its frustrating if you actually want to play the game. If you add clippings to these things it doesnt help much either, because the player cant see these clippings. He doesnt know where he will get stuck, unless he played the map many many times.

  • wizdom
    • April 23, 2018 at 2:00 AM
    • #43
    Quote from flickaa

    On 2018/4/21 at 7:32 AM, flickaa said: 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!

    Agree. The rotation is too long. T have various ways to control mid while CT don't have much choice. What's more, the B main entrance (or B long) has the same issue with mid for CT, where T has different easy angles and cover to peek out. CT need more love !

  • flickaa
    • April 24, 2018 at 11:33 AM
    • #44
    Quote from wizdom

    On 23.4.2018 at 3:00 AM, wizdom said: Agree. The rotation is too long. T have various ways to control mid while CT don't have much choice. What's more, the B main entrance (or B long) has the same issue with mid for CT, where T has different easy angles and cover to peek out. CT need more love !

    After taking time on the rotations on various maps, I found out that:

    Ruby - it's 18s through CT, and 16.5 through mid

    On maps like Dust 2, mirage, cache and inferno - between 12-14s

    That's a good amount of seconds less. It is probably hard to change it and not screw up timings, but I think it is very critical for the map to have good rotation times.

  • catfood
    • April 28, 2018 at 5:44 PM
    • #45
    Quote from flickaa

    On 24-4-2018 at 12:33 PM, flickaa said: After taking time on the rotations on various maps, I found out that:

    Ruby - it's 18s through CT, and 16.5 through mid

    On maps like Dust 2, mirage, cache and inferno - between 12-14s

    That's a good amount of seconds less. It is probably hard to change it and not screw up timings, but I think it is very critical for the map to have good rotation times.

    Here we go again, map size is fine and so is the rotation time. The map has been thoroughly tested from beginning to end of development and if the rotation was really too long the bomb wouldn't be defused this many times. Also keep in mind that when the ts are committing to a bombsite they can be seen from quite a distance so the moment cts on site die and call the bombplant terrorists are still on the move for few seconds before actually planting. If you want watch a game on ruby and see how both teams move and communicate this tells much more then just comparing timings and this one time that you played on the map. This is a viewers game TrilluXe hosted that is fun to watch: LINK

    Game starts around 03:08:35

    Quote from baem123

    On 21-4-2018 at 12:30 AM, baem123 said: 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!

    Thank you for the kind words and could you maybe point out this wall(s) where you can't slide along?

  • El_Exodus
    • April 28, 2018 at 9:40 PM
    • #46
    Quote from catfood

    3 hours ago, catfood said: Thank you for the kind words and could you maybe point out this wall(s) where you can't slide along?

    That's an engine issue (if he's talking about what i think). Walls which are not in 90° angles on the grid are glitching out when you move along them touching them. Nothing you can do about it.

  • Anduriel
    • May 1, 2018 at 9:49 PM
    • #47

    Great map, especially the visuals. Good work as always :)

  • gav
    • May 2, 2018 at 3:51 AM
    • #48

    Has to go down in CSGO history ! Surely

  • JorisCeoen
    • May 8, 2018 at 2:12 PM
    • #49

    I fell in love with the street gaps displacements, it looks so realistic!

  • fewseb
    • April 26, 2019 at 2:28 AM
    • #50

    Congrats on getting into the game.


    Its also nice to see the Anarchist T-faction show up on a new official map for the first time in 4 and half years, now lets hope reddit doesn't complain about the lack of bomb radio commands and gets the voicelines changed to the Balkans or something stupid.

  • Apeyou
    • April 26, 2019 at 10:07 AM
    • #51

    Congrats! Well deserved!

  • CuervoSp
    • April 26, 2019 at 12:39 PM
    • #52

    I downloaded your map again like one week ago because I went to Portugal to play with bots (sad) and now it's in the game, good job!

  • Interfearance
    • April 26, 2019 at 2:27 PM
    • #53

    I was wondering if you still have the original drawings of the concept for this map? That would be sick to see even though its been years.

  • Byron
    • June 4, 2019 at 2:18 AM
    • #54

    Although I like the new changes you've made simplifying the map, I can't help but miss the old mid, and I wish some more elements of it, like the B catwalk and T window bit were still incorporated in the redesign. Regardless, it is an excellent map, and I hope this one actually makes its way into the active duty at some point.

  • fewseb
    • June 20, 2019 at 7:47 PM
    • #55

    Ive removed Ruby from que today, despite how much I wanted to like it there are just so many things going against it. First and for most a problem all community maps seem to be facing are 5 man ques who only play obscure maps (modern day vertiglobals) Since im solo queing im placed in with 4 other solo/duo ques that probably dont know the map. As you imagine this results in lop sided matches where the other team knows all the tricks and my team doesnt even know the layout. This isnt something that can be fixed on a map making basis but is something Valve needs to address by encouraging players to play new maps and maps they dont usually play so community maps dont become cesspools a few weeks into being added to comp.

    However I have found issues with the layout, that also make the map unenjoyable from a gameplay point. The first thing that stuck out to me as odd were the amount of high up ledges you can climb onto, they dont particularly feel that fun to play on, and are a night mare to check if your trying to go through areas like mid alone. The tiled roof boost in particular is just annoying since cts can move back and forth and hide on it but still peak while ts cant do anything to counter it accept waste a Molotov to temporarily force them off. Ontop of that you need to get through middle to even get to that path in the first place which really makes going there not worth it.

    The door going to A feels very tacked on, you didnt use a breakable door model, on top of that, the model is so old it suffers from texture bugs when shooting it, ive also experienced multiple players not knowing the door was there and think the opening above it was another drop down ledge. A better indication that the door is openable would be nice. The way the door is placed seems pretty off, if a ct is within the rotating distance the door opens up toward the Ts, which blocks their view into the corner.

    I feel like the ladders around the map arnt very good for gameplay, the one in t spawn is alright but I feel if it was combined with the boost boxes on the other side it might feel better, the ladder in middle going to the other platform isnt very fun to try and play around, you sometimes cant attach to it and sometimes you get stuck to it when your trying to walk by it, if you replaced it with a boost box it would play better. Like wise the boost boxes for the other platform from t path to a would be better if it was just 2 jumps on a few boxes, the current pile of crates doesnt work well with jumps it seems and I dont think a third jump up from those are necessary considering how easy it is for Ts to defend that entrance.

    I cant speak much to how bombsites played, since most of my matches the Ts never got to the bombsite. But from what I did experience, B is very hard to take and very hard to hold from the site, 2 molotovs will flush everyone out from cover into the open. That means people have to hold outside the site, but in any angle you take youll be forced to expose your back to another, which also becomes a problem when you have less then 3 people to cover every angle. A site was very hard to take as well, both a main and the mid to a entrances could be pinned by a single awper at the same time, while the door area was coin toss to see which sides shotgun player got killed first. Retaking as ct is a nightmare because Ts can just run around the boxes and door area to avoid be killed while also preventing cts from defusing.

    lastly the map feels very unpolished, everyone ive played with including myself have experienced lag spikes, random error messages pop up in the top left, and at times certain assets seem to blur incorrectly at a distance. Parts of the map feel very dark, which wouldnt normally be a problem but for some reason you chose to use the Anarchists for your T-models, I dont think they fit the maps theme to begin with and blend in fairly easily in all the dark corners on the map. The radar image also doesnt feel like it should be on a finished map, its very jagged and doesnt convey the paths very well.


    Its a real disappointment for me because I like everyone of your previous maps as they tend to be really clean, fun and polished but Ruby so far doesnt feel like its one of your best. Im hoping your working on something to address these issues since many of them seem to be common on reddit and the steam forums.

  • Ordanicu
    • July 8, 2019 at 1:05 PM
    • #56

    It's a visually pleasing map ?

  • Branko Lozo
    • August 1, 2019 at 10:35 AM
    • #57

    New CS:GO Update comes with "SCRIMMAGE MAPS" and RUBY!

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  • fewseb
    • August 1, 2019 at 6:09 PM
    • #58
    Quote from Branko Lozo

    7 hours ago, Branko Lozo said: New CS:GO Update comes with "SCRIMMAGE MAPS" and RUBY!

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.


    I mean ruby was already in the game

  • Interfearance
    • August 2, 2019 at 4:06 AM
    • #59

    I don't que this map either and I am usually not particular:

    • The frame rate is poor due to complete ignorance of performance hits caused by props and high res textures all over the place. Areas with little combat are just as detailed as choke points, leading to unnecessary lag. This is pretty much a deal breaker.
    • The layout is not fun to play in scrims due to boring, long rotates and its colossal scale. Reading T attacks is frustratingly difficult due to the vast number of paths they are provided. The map is too complex, even once you understand its layout.
    • There are too many corners and pieces of cover surrounding T chokepoints. CT aggression is hard to perform, making it even more difficult to read T plays.

    The mappers priorities seemed to be on art which he nailed beautifully, at the painful cost of performance and layout.

    The fact that Valve added this map is not a testament to its layout greatness despite what some seem to be inferring. As an example, they have also readded seaside which is fun but has numerous game breaking boosts and angles and is a fundamentally flawed layout. I think Ruby could have been improved, but since its in Valve's hands now it will likely remain largely unchanged.

    Regardless, congrats on the extended release, if one thing is for sure its that you put lots of time and effort and passion into the art and it is probably the best looking outdoor map made for CS.

  • Squad
    • August 2, 2019 at 12:03 PM
    • #60
    Quote from Interfearance

    7 hours ago, Interfearance said: ... but since its in Valve's hands now it will likely remain largely unchanged.

    Not sure what you imply here, but It's not up to Valve to make layout (or other) changes.

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