1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[CSGO] Dojo (defuse map)

  • RedSkittleFox
  • May 1, 2019 at 6:45 PM
  • RedSkittleFox
    • May 15, 2019 at 11:56 PM
    • #21

    This is what I'm thinking about right now.

    [Blocked Image: https://media.discordapp.net/attachments/570728171566006288/578354706703974400/unknown.png?width=676&height=676]

  • RedSkittleFox
    • May 16, 2019 at 12:19 AM
    • #22

    Actually even more redesigned version. [Blocked Image: https://media.discordapp.net/attachments/570728171566006288/578359410032902144/unknown.png?width=676&height=676]

  • Freaky_Banana
    • May 16, 2019 at 10:13 AM
    • #23
    Quote from Marcin Poloczek

    11 hours ago, Marcin Poloczek said: Actually even more redesigned version. [Blocked Image: https://media.discordapp.net/attachments/570728171566006288/578359410032902144/unknown.png?width=676&height=676]

    Maybe just try and put it into the editor. At this point you are still the person who knows this map the best, and you will know what feels and plays right once you have it. I have always done the same thing you have here, theorizing layouts and trying to perfect gameplay that way, but there is a reason CSGO map design is an iterative process.

    Also, height differences always get me when I do top-down planning. How does the height in mid work here? Do the CTs have two windows, or is the right side of mid on the same upper height as the left (indicated by the blue color) If so, does it make sense for a vent to go out into the middle of an open street ? And is there a ladder into sniper room or did you intend for a stair?

    Nevertheless, don't let me discourage you, I really like where you are headed so far!

  • RedSkittleFox
    • May 16, 2019 at 1:37 PM
    • #24
    Quote from Freaky_Banana

    3 hours ago, Freaky_Banana said: Maybe just try and put it into the editor. At this point you are still the person who knows this map the best, and you will know what feels and plays right once you have it. I have always done the same thing you have here, theorizing layouts and trying to perfect gameplay that way, but there is a reason CSGO map design is an iterative process.

    Also, height differences always get me when I do top-down planning. How does the height in mid work here? Do the CTs have two windows, or is the right side of mid on the same upper height as the left (indicated by the blue color) If so, does it make sense for a vent to go out into the middle of an open street ? And is there a ladder into sniper room or did you intend for a stair?

    Nevertheless, don't let me discourage you, I really like where you are headed so far!

    CT's have only one window on left side, there is no ladded into sniper room right now

  • RedSkittleFox
    • May 22, 2019 at 4:34 PM
    • #25

    The latest version of the layout. Gonna submit this version for playtests.


  • Cubly
    • May 23, 2019 at 3:59 PM
    • #26

    This looks a lot better than the version I playtested, although it still looks odd with the thin corridors all spread out and 90 degree corners. I will keep my eye out for the next playtest.

  • Bewitched101
    • June 9, 2019 at 6:24 PM
    • #27

    Looks cool. Well done. I am wondering if you will add details?

    Code
    Code
    Code
  • RedSkittleFox
    • August 9, 2019 at 12:26 PM
    • #28

    Update 6:

    • Remade B site
    • Reworked brushwork on the whole map.

  • RedSkittleFox
    • August 16, 2019 at 7:04 PM
    • #29

    Update 7

    [*] Redesigned A site. [*] Redesigned paths to B. [/list]

  • RedSkittleFox
    • April 18, 2020 at 8:28 PM
    • #30

    Update 8

    • Redesigned A Site
    • Redesigned B Site
    • Redesigned Mid -> A Site connector
    • Redesigned CT
    • Graybox details

  • Freaky_Banana
    • April 18, 2020 at 11:27 PM
    • #31

    A Site timings look intense. Would you mind explaining how that works out exactly?

  • RedSkittleFox
    • April 19, 2020 at 4:06 PM
    • #32
    Quote from Freaky_Banana

    16 hours ago, Freaky_Banana said: A Site timings look intense. Would you mind explaining how that works out exactly?

    Here are timings visualised.

  • Freaky_Banana
    • April 20, 2020 at 8:13 PM
    • #33

    Oh ok, it caught me offguard that the two paths aren't on the same height level. I didn't look closely enough to tell apart the colours.

  • RedSkittleFox
    • May 3, 2020 at 6:14 AM
    • #34

    Update 9

    Changes

    • Remade A Site
    • Remade B Site
    • Remade Routes to B
    • Remade CT Side
    • Map has been shrunken

  • RedSkittleFox
    • May 3, 2020 at 8:35 AM
    • #35

    Update 9.1

    • Remade route from T to B
    • Fixed timings for CTs
    • Fixed strange angle on B Site

  • RedSkittleFox
    • May 3, 2020 at 5:38 PM
    • #36

    Contact points


Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  2. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  3. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  4. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™