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  4. [CS:GO] Exotic Places Mapping Contest

Anubis

  • Roald
  • June 6, 2019 at 12:14 PM
  • Roald
    • June 6, 2019 at 12:14 PM
    • #1

    Well two themes on my list are already taken (Tiger Nest Monastery and a Pirate town/bay) so yeah lets just get a thread out there with a theme idea. While working on the PVKII mod I enjoyed working on the map Desertruin (set in ancient Egypt) so perhaps its also cool to create a map with this theme for CS:GO. Edit: I will be working with @Momoderator he will be working on the custom assets for this map! Here is a litle moodboard, there are so many more cool refs! Mostly from Assassins creed[Blocked Image: https://i.imgur.com/4dCt9Vs.png]

  • Roald
    • June 7, 2019 at 1:02 PM
    • #2

    So I did some thinking about the layout with the references in mind. Here is a simple layout drawing (digital, since my handdrawing became unreadable for u guys :D) and one with art concept already in mind to identify places. When building this in hammer I might move B bombside more central to the map so the layout is less wide and probally change some other stuff to as hammer is way different then drawing :D.

    [Blocked Image: https://i.imgur.com/cqx460I.png] So basicly there is a main dirt road connecting CT and T spawn which goes near B bombsite. The bottom is a large river with vegetation near it and T spawn is on the harbor. There will be a market in the more open area near the road Most of the negative space on the bottom will exist from those cool litle stone houses, upper area will be more royal/temple like There is a canal connecting A and B with a bridge that crosses the canal leading to mid and both bombsites Bombsite B will be a temple kinda thing (mostly outside), bombsite A a spa/relaxation thingy (indoor) and CT spawn will exist from ruins. Background will be desert mostly, some rocks, some vegetation, some pyramids and farming fields, anyhow check the refs below ;)[Blocked Image: https://i.imgur.com/GSUreMl.png]

  • Roald
    • June 13, 2019 at 4:23 PM
    • #3

    I wanted to wait till the layout is whole, but saw so much cool updates coming by I just have to share the things we are currently working on.

    @Momoderator has converted some assets we used on the Desertruin map for PVKII, we will use it as a base to expand on. The assets are originally created by @LATTEH and edited by @phonebooth

    I bumped into maaaany challanges already and i think the biggest challange is keeping the map compact as the egyptian structures are huge and I want to put in so many ideas in just one small map which is competitive based. Its a new workflow to focus so much on the art direction already while grayboxing the layout and I hope I can get it done well :D

    Below a few screenshots of the start of the graybox with a few of the asset placeholders being used to see how they look ingame and what feeling we are going for. Again, these are placeholders! Bridge to midle and canal functioning as A/B rotation for T's[Blocked Image: https://i.imgur.com/r86xZvG.jpg][Blocked Image: https://i.imgur.com/98Hef0O.jpg] View from T spawn[Blocked Image: https://i.imgur.com/wmOVR57.jpg] B main route, will change from the layout drawing as the road is terribly open and no good for gameplay[Blocked Image: https://i.imgur.com/ehNL6bX.jpg]

  • Roald
    • June 19, 2019 at 1:44 PM
    • #4

    It was a bit of a struggle, but finally there is a playable graybox! I requested a Mapcore playtest for thursday 27 june. Check it out on the workshop: new workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1984883124[Blocked Image: https://i.imgur.com/OKQBaCD.jpg][Blocked Image: https://i.imgur.com/4K8Pl7V.jpg][Blocked Image: https://i.imgur.com/NZ9QSCu.jpg][Blocked Image: https://i.imgur.com/1ZaUHo9.jpg]

  • Radu
    • June 19, 2019 at 2:11 PM
    • #5

    Fuck, that greybox is lit!

  • El_Exodus
    • June 20, 2019 at 12:28 PM
    • #6

    Looks a bit large judging by the radar. 'Greybox' is looking darn sweet tho ?

  • Roald
    • June 20, 2019 at 1:24 PM
    • #7

    I had some great feedback yesterday and with that I will change both sites abit and also CT spawn. I might smallen the whole map aswell while doing these changes, there is enough room for T spawn to move forward. The biggest challenge remains the large ancient egyptian structures build in a small compact competetive enviorment, but there is always a way! Anyhow thanks for the much love and feedback guys! ?

  • Roald
    • June 22, 2019 at 3:37 PM
    • #8

    So we just found out there is a map on the workshop named Pharaoh which looks pretty cool, so we decided to change it to 'Anubis'.

    I have had some feedback which is awesome, because I was not happy with B bombsite and CT spawn and this encouraged me to do some big changes.

    Check out the new radar and go ingame to see the new changes!

    [Blocked Image: https://i.imgur.com/DD90G9U.jpg] And here you see the earliest chokepoints. Map control is 50/50 when CT push and like 40/60 when they defend from site.[Blocked Image: https://i.imgur.com/bTiz52x.jpg]

  • SuicidalFennec
    • June 22, 2019 at 3:53 PM
    • #9

    Seeing your map makes me want to improve mine! This greybox is already a spectacle to behold and I'm really eager to see what becomes of this map!!! ;w;/

  • That50'sGuy
    • June 26, 2019 at 12:58 AM
    • #10

    I've never seen such an awesome greybox before! I can't wait to see the final map!

  • -HP-
    • June 26, 2019 at 1:19 AM
    • #11

  • Roald
    • August 4, 2019 at 4:27 PM
    • #12

    I haven't opened up Hammer for a long time since the playtest, but finally managed to make some big changes in the layout, which is mostly smallen the map size and decrease the timings alooooot.New radar:[Blocked Image: https://i.imgur.com/IEptIVw.jpg] Tighten up midle canal, oh and weapons/bomb now 'float':[Blocked Image: https://i.imgur.com/48NSMcw.jpg]

    New B bombsite and CT spawn:[Blocked Image: https://i.imgur.com/Vjy8DNH.jpg] New T spawn, moved forward on the road:[Blocked Image: https://i.imgur.com/KgMmGrv.jpg]

  • xsanE-
    • August 4, 2019 at 5:04 PM
    • #13

    Looks very fresh. Love it so far!

  • Interfearance
    • August 4, 2019 at 7:34 PM
    • #14

    The layout is easy to understand and allows for lots of nade lines and strategies. Also, the early art looks great while still feeling like counter-strike.

    Here are a few observations: The sphinx might serve a better purpose if you move it to the right to block up this sight line.

    Spoiler


    This sounds stupid, but the arrows confused me rather than helped me when I was learning the layout. Since they are only there to guide people I feel as if they should be more intuitive.

    Spoiler


    This sightline might make it hard for T's to turn back and change direction. Also It can see all the way to the bridge, idk if that is intentional.

    Spoiler


    The block my crosshair is on looks accessible (not really important but still)

    Spoiler


    These planters also feel accessible but its not too problematic.

    Spoiler


    Unaligned vertex I think.

    Spoiler

  • Prec1sioN
    • August 7, 2019 at 1:40 PM
    • #15

    This looks really nice... the only issue is that ofcourse I want to win but I also want your map to win at the same time :P it looks really damn nice tho


    Good Luck :)

  • Roald
    • August 7, 2019 at 4:56 PM
    • #16
    Quote from Prec1sioN

    3 hours ago, Prec1sioN said: This looks really nice... the only issue is that ofcourse I want to win but I also want your map to win at the same time :P it looks really damn nice tho


    Good Luck :)

    Haha thats sweet! good luck to you aswell sir and happy mapping!

  • Roald
    • August 8, 2019 at 10:39 PM
    • #17

    Based on the recent playtest and feedback by @Momoderator I have add big changes to the map and I feel happy with the layout for the first time, so guess thats a good sign!

    EDIT: a video of the map with some usefull nades

    External Content www.youtube.com
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    New radar:[Blocked Image: https://i.imgur.com/qMEaYbp.jpg]

    Tactical nades:

    Spoiler Radar showing defensive and attacking smokes & molotovs:[Blocked Image: https://i.imgur.com/wdxOXW9.jpg][Blocked Image: https://i.imgur.com/RQJXbqC.jpg]

    [Blocked Image: https://i.imgur.com/azIB9JG.jpg]

    More Images:

    Spoiler Some more ingame pictures:[Blocked Image: https://i.imgur.com/gawj1p2.jpg][Blocked Image: https://i.imgur.com/LkLd3KI.jpg][Blocked Image: https://i.imgur.com/OXOftxY.jpg][Blocked Image: https://i.imgur.com/CbwCtOW.jpg]

  • Roald
    • August 28, 2019 at 11:36 AM
    • #18

    The point of no return[Blocked Image: https://i.imgur.com/AsbuKi6.jpg]

    Hello Mapcorians I am about to write stuff down that was a lesson for me and could be a lesson for others aswell. You may skip the text and check out the new screenshots or give some time to give this a read. For those who followed my progress could have noticed I started off big. I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already. The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress. I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me. At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to. I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest. During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be. It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it. I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map. Afther the previous two playtests I decided to rework the entire map and that's what I did. I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. I decided to do some big changes and reworked B entirly, midle and T spawn. The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay. It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates :DMomo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september.

    [Blocked Image: https://i.imgur.com/Q2uQ7Ku.jpg][Blocked Image: https://i.imgur.com/ofFECar.jpg][Blocked Image: https://i.imgur.com/smUCfUn.jpg][Blocked Image: https://i.imgur.com/x5CMefI.jpg][Blocked Image: https://i.imgur.com/rAizMC0.jpg]

  • Cashi
    • August 31, 2019 at 12:44 PM
    • #19

    This map is looking really promising. Keep up the great work :)

  • blackdog
    • August 31, 2019 at 5:54 PM
    • #20

    Looks awesome already tbh, I hope you find an artist to collaborate and give it justice.

    The blockout stage take is something you can pass on to your kids one day ;)

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