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[CS:GO] de_sawmill (WIP)

  • cruptor
  • October 18, 2018 at 3:25 AM
  • cruptor
    • October 18, 2018 at 3:25 AM
    • #1

    I started this map a long time ago and stopped working on it for quiet some time.

    It's in a state where it needs more serious testing to be more competitive overall.

    There is some progress i wanted to show you guys (a bit too much progress at specific areas).

    Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1540396532


    A lot of low quality models will be replaced in the future like trains etc.

    ________________________________

    CT Spawn

    [Blocked Image: https://i.imgur.com/Iw5iX2c.jpg]

    _______________

    A Site

    [Blocked Image: https://i.imgur.com/yuXqx2M.jpg]

    _______________

    Crates ( T Spawn Area)

    [Blocked Image: https://i.imgur.com/Qe7c6Or.jpg]

    _______________

    Barn(couldnt keep myself from detailing)

    [Blocked Image: https://i.imgur.com/AwIKy0d.jpg]

    _______________

    Middle

    [Blocked Image: https://i.imgur.com/F3wraVc.jpg]

    _______________

    Radar

    [Blocked Image: https://i.imgur.com/RZysOtz.png]

  • VIOLATION
    • October 18, 2018 at 3:30 PM
    • #2

    I like the direction you're going but just as a general thing to notice without playing, I feel like the layout is a bit too complex, especially over on the right side. I'd have to run through and test it to see what I think would be better, but it definitely seems like there's too many routes and options all around the map atm.


    Otherwise nice work so far, really liking the look of the more-detailed barn scene!

  • Roald
    • October 18, 2018 at 6:51 PM
    • #3
    Quote from VIOLATION

    3 hours ago, VIOLATION said: I like the direction you're going but just as a general thing to notice without playing, I feel like the layout is a bit too complex, especially over on the right side. I'd have to run through and test it to see what I think would be better, but it definitely seems like there's too many routes and options all around the map atm.


    Otherwise nice work so far, really liking the look of the more-detailed barn scene!

    I agree with VIOLATION

    I have named the bombsite A & B for simplicity to explain. I haven't checked the map either but based on the overview there is alot of empty space you should get rid off. Why? It kind of creates odd angles you don't want. Some should dissapear and some should be less deep I have marked this with the red crosses and lines (X) (______) When going as a T to bombsite B that path all arround is pretty much useless. If you want to give T's a stronger position there, maybe add some elevation in the main path for them to give some dynamic but don't overdo. The orange marker (?) are angles I am not sure about, these should be tested ingame if they should be this deep. The (____) space should be connected I think, otherwise you have to peek twice in that same connector.

  • cruptor
    • October 19, 2018 at 1:56 AM
    • #4

    @VIOLATION Thanks. I totally agree with you that the right side of the map can be irritating and I'm already looking for a way to fix it without removing the barn ?


    @Roald I appreciate the feedback and i have changed/fixed some parts with dead spaces where i agree with you.

    Right now, i do think that A needs more room since it's kinda narrow when more players are on the battlefield. It's hard for me to remove the barn and all the other path's attached to it but it's definitely out of place and needs fixing. My idea is to block the path for the CT's and use the barn as some sort of elevated passage to flank the main path. The next step would be to playtest it and see if there really no way of keeping it.


    [Blocked Image: https://i.imgur.com/ycwV4Gs.gif]

  • Roald
    • October 19, 2018 at 10:16 AM
    • #5

    Thats why you shouldn't detail before the layout is ready ?

    One thing I forgot to mention: B bombsite (left) seems so abandon of the rest of the map. Gotta be really hard for T's to get this site? Would love to see a better connection from mid to B. Now the connection goes through CT which is a long detour

  • MTCyclone
    • October 19, 2018 at 12:30 PM
    • #6

    I tried to load up the map, but everything was black and there was error signs everywhere.. Is this just for me or..?

  • cruptor
    • October 19, 2018 at 3:07 PM
    • #7

    @Roald Yes I was impatient ?

    I thought that B site is easy to take and hard to hold. I want to wait for the playtest first but i already made some changes in the overview to see how it would potentially look like

    [Blocked Image: https://i.imgur.com/sYr3Bkn.gif]


    @MTCyclone #fixed

  • MTCyclone
    • October 19, 2018 at 10:37 PM
    • #8

    There is one thing that concerns me about the B site. The fact that there are no alternative ways to get to B site. I think there should be a way to get to B from mid, w/o having to go a long route trough ct spawn. Now, this is just a suggestion, and is most likely not the best alt route to b, but I'm just saying you should look into it.

  • cruptor
    • October 20, 2018 at 7:06 PM
    • #9

    @MTCyclone Yes I've thought about that too but since mid is so easy to smoke off it kinda becomes too powerful in my opinion. I could be totally wrong though. I hope the playtest yields good results.

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