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CSGO layout Map opinion

  • Iceberg
  • January 3, 2017 at 10:12 PM
  • Iceberg
    • January 3, 2017 at 10:12 PM
    • #1

    Hi guys, this is a new project that I have in process, the layout of the map with the possible routes marked, the time of each route are within the ranges that have the official maps, in the next days I will upload more screenshots, with The times of each route and other details, I know it is a bit poor but in this first post I would like to see your opinion


  • Roald
    • January 4, 2017 at 12:53 AM
    • #2

    In my opinion too complicated, there are 13 paths. I dont know ur exact idea so the following things I suggest are just my thoughts.

    The more simple the better. Though all of us mappers want to do something more :D

    U COULD Remove 1 path from CT to B (blue) 1 from CT to midle (purple) 1 from mid to A (red) and make the connector from mid to B more usefull as it has no use on this moment since u can safely use the T to B route (orange). I think this will bring more balance and reward T's to risk taking midle for advantage. Also its easier for a single CT to hold mid as it seems chaotic on this overview

    U could CONSIDER removing the T connectors (orange) to midle but idk. It can also be nice for T's to have space to play arround. If u do so u got a basic 3 path layout which is good. The reason is to simplify the map, but yea not a real must when u map it alright I guess.

    U can consider IF u take some of the advise, adding one additional route to the most CT sided bombsite for extra tactics.

  • Freaky_Banana
    • January 4, 2017 at 2:45 PM
    • #3

    The map seems (naturally I couldn't play it yet) like it will create a feeling of unease when played. Since rotation times between the single paths are so short, players could be anywhere at any time. This makes it necessary to constantly be aware of every entrance around you, confusing and frustrating the player, if he does eventually get shot from one of them.

    Furthermore I think mid could prove to be too easily smoked off by Ts (pop one smoke where the purple lines are in the bottleneck between CT and mid), giving them a whopping three ways into A and simply tons of map-pressure. Also avoid as many long sightlines as you have them here. This map looks like a horrible to optimise awp-fest, with too many routes.

    Maybe stick to something more conventional, like what @Roald suggested, but keep going :) !

    Cheers!

  • Iceberg
    • January 4, 2017 at 3:17 PM
    • #4
    Quote from Freaky_Banana

    26 minutes ago, Freaky_Banana said: The map seems (naturally I couldn't play it yet) like it will create a feeling of unease when played. Since rotation times between the single paths are so short, players could be anywhere at any time. This makes it necessary to constantly be aware of every entrance around you, confusing and frustrating the player, if he does eventually get shot from one of them.

    Furthermore I think mid could prove to be too easily smoked off by Ts (pop one smoke where the purple lines are in the bottleneck between CT and mid), giving them a whopping three ways into A and simply tons of map-pressure. Also avoid as many long sightlines as you have them here. This map looks like a horrible to optimise awp-fest, with too many routes.

    Maybe stick to something more conventional, like what @Roald suggested, but keep going :) !

    Cheers!

    Quote from Roald

    14 hours ago, Roald said: In my opinion too complicated, there are 13 paths. I dont know ur exact idea so the following things I suggest are just my thoughts.

    The more simple the better. Though all of us mappers want to do something more :D

    U COULD Remove 1 path from CT to B (blue) 1 from CT to midle (purple) 1 from mid to A (red) and make the connector from mid to B more usefull as it has no use on this moment since u can safely use the T to B route (orange). I think this will bring more balance and reward T's to risk taking midle for advantage. Also its easier for a single CT to hold mid as it seems chaotic on this overview

    U could CONSIDER removing the T connectors (orange) to midle but idk. It can also be nice for T's to have space to play arround. If u do so u got a basic 3 path layout which is good. The reason is to simplify the map, but yea not a real must when u map it alright I guess.

    U can consider IF u take some of the advise, adding one additional route to the most CT sided bombsite for extra tactics.

    Hi guys, thank you for stopping for a moment to give me your valuable opinion, to say that I have tried to take care of the subject of the shooting angles for long range rifles AWP among others, also I try to get a good balance in terms of rotation with respect to attacks Direct, I get to work to see how I introduce your suggestions in an effective way.

    Thank you...!

  • Iceberg
    • January 5, 2017 at 7:49 PM
    • #5

    Hello, here I bring some of the changes I have introduced in layout of the map taking into account your advice, I tried several combinations of routes and in my opinion this is the most fluid, please tell me what you think. In the middle part obstruct the long-range vision with a container so as to make it more difficult to reach and control that area with rifles.

    The connector (Orange routes) one of the routes block it and in the remaining route place a small step so as to penalize the time in CT or T to A.

    The other possibility of rotation paths from medium to B was blocked.

    One of the combinations of routes from CT to B was also blocked so as to limit options and simplify the map in some way.

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