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. Vault
  3. Past Contests
  4. [CS:GO] Exotic Places Mapping Contest

[WIP] de_greed

  • Viter
  • June 9, 2019 at 7:21 PM
  • Viter
    • June 9, 2019 at 7:21 PM
    • #1

    Planning to make a map set deep in a goldmine with a "somewhat" original layout. Want to have map segments that plays like overpass (no normal middle).

    I usually have trouble detailing maps, so I'm going to do a very rough layout test, and then i'll slowly do a complete remake where i actually try my best at detailing it.

    Link and rough pictures: (No clipping currently):

    https://imgur.com/a/Zp88pjo

    https://steamcommunity.com/sharedfiles/fi…/?id=1765579191

  • Shima33
    • June 10, 2019 at 2:28 PM
    • #2

    Okay...


    Got a lot, and I mean a LOT of feedback on this, so much that I've needed to spoiler tag it. Here we go.

    T -> A:

    Spoiler Upper route feels too tall Multi-storey bombsite really isn't a wise idea You can stand on the pipe at A Mid and see way more than you should be able to I'd remove the upper floor entirely, honestly - feels tacked on and unessescary

    T -> Mid:

    Spoiler Looks nice, feels nice Mid->B is underdeveloped, Mid->A is very nice Probably my favourite part of the map so far

    T -> B:

    Spoiler Double-layered AGAIN!?!? Okay, no, just the entrance, thank god Upper and lower both feel like they have purpose, unlike A Door feels misplaced No cover on upper route for T's, needs more cover! Would connect the rotate from B->A to Mid

    CT -> A:

    Spoiler Oh, we start on A? Okay... Bomb site should be at the pipe Fighting at Pipe felt damn fun where the bomb site is ATM feels out of place

    CT -> Mid:

    Spoiler No good access to Mid! Mid is TOO T-SIDED! That's a shame, because the CT angles on Mid feel nice Mid is a good spot on the map, but NEEDS acess from CT Spawn!

    CT -> B:

    Spoiler At first, Felt very distant CT -> B and first contact with T's is well-timed Back route from CT Spawn to B has no purpose Pushing to T Spawn has no cover, very tretcherous Makes probing for info beyond site risky Felt good to defend once on the site First doorway Spawn -> B needs to be widened Pushing lower feels super-exposed

    General Observations:

    Spoiler Like the theme! dev texture too bright, Radar also too freakin' bright Map is strongly, STRONGLY T-Sided I'm going blind from the HDR I imagine that this'd be a good map for Snipers...

    In Conclusion...

    Spoiler

    3 main weaknesses of this map.

    1) It's too damn big!

    2) Rotates take too long - Wisest strat is to wait at spawn, wait for the Bots to find the enemy, then go that way

    3) Upper route on A needs to removed - adds nothing, feels tacked on, and ruins the design

    Mid felt nice, but needs to be connected up to CT Spawn. I'd keep A where it is, but remove upper and design it like a traditional site.

  • Viter
    • June 10, 2019 at 9:39 PM
    • #3

    Thank you very much for the feedback!

    On A i agree, i changed the bombsite layout a bit with some ideas from a friend, and i lowered the upper part.


    I don't want a regular mid, i want a "mid" like overpass connector which is a glorified T rotation point, that CT's can take control over (and in this case it being more rewarding and harder to do so).

    I want the main battlefield to be the area outside A, so the T's fight for map control there, and CT's could possibly even play 3 there and take the map control/slowly take middle.


    This also results in retakes being a somewhat regular thing, but if CT's play aggresive they can gather info and rotates can come in time (and rotates on this map are very quick in my opinion?)


    I'm still very uncertain about the area where the door is, i feel like the door itself is fine and will make more sense with detailing, but maybe not how could i change it in your opinion?


    Again thanks for the feedback, just trying to give my 2 cents on how i imagine it to play out. (A mix of overpass and cobblestone)

    Bonus pic of changed A:

    Spoiler [Blocked Image: https://i.imgur.com/MtTR9id.jpg]

  • Viter
    • June 16, 2019 at 5:13 PM
    • #4

    Played it a bit, redesigned the sites a bit, did a proper minimap, added wingman support.

    It is playable now.

    Album: https://imgur.com/a/AmBGiPN

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

  • Viter
    • June 17, 2019 at 8:31 PM
    • #5

    Updated the layout a bit, shifted back the connector, changed B site.

    Spoiler [Blocked Image: https://i.imgur.com/0eSK9hT.jpg]

  • Viter
    • June 22, 2019 at 11:25 PM
    • #6

    Closed off the map to make it more "apropriate" for playtesting (meaning it is actually underground). Redid everything about short B + T spawn, changed the timings so CT's have more time to setup.

    Album + minimap:

    https://imgur.com/a/aZjUoUA

    Spoiler [Blocked Image: https://i.imgur.com/ZgZQm2P.jpg]

  • Viter
    • July 6, 2019 at 10:53 PM
    • #7

    After the playtest (casual) with the source community, we got a lot of feedback. Me and Krug (who's helping) decided to listen to what everyone said, and tried to do a version with most suggestions.

    We didn't like it at all, and it felt completely like a three lane map (removing the B entrance to the mid/pipe), and removing the cool original layout stuff we had done.

    We went back to the original map and did the changes, where we still had some of the "cool" ideas from the beginning.

    We also thought people didn't use grenades and just camped sites, so we thought we should probably simplify some stuff / expand on other stuff to "help" the T's and the CT's in different ways.


    That meant redesigning A site/ A long completely, shifting T spawn back so the CT's have much more time to setup outside A, and even contest the pipe/mid at the start of the round, which we didn't want in the beginning.


    TLDR: Lots of changes, linked album with some pics and the minimap :)

    We probably still need to change some stuff, and appreciate the feedback, it's surely different to see it in a big casual setting.

    Album:

    Spoiler https://imgur.com/a/X11iMCA

    Layout:

    Spoiler [Blocked Image: https://i.imgur.com/0z6VsVa.jpg]

  • Viter
    • July 19, 2019 at 9:34 PM
    • #8

    Played a bit more and got more nice feedback, change the general routing of T spawn to make it more intuitive regarding what site to runto, and visibility generally. Minor tweaks all around.


    Started to learn basic of 3d modelling so we can get custom assets, it's gonna be a long journey but it's gonna be fun! Some positive feedback on the layout lately so i hope it's gonna be good in the end!

    Album: https://imgur.com/a/0YKlxIq


    Layout:

    Spoiler [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/795365734777680306/7AEA5A2C566DCCDF3C25CBAB66DA18D40ABBE63C/]

  • Viter
    • August 3, 2019 at 2:07 PM
    • #9

    After a comp playtest in the source engine discord, we got a lot of feedback. It's cool to have different peoples opinion on stuff, but people are still really scared to actually "push" or get to the aggresive CT timings, and prefers staying back thinking they don't have time to setup (they do). You can easily go into B short, molly the T entrance and go down to the tunnel. (Or take control of the entire A area, 3 CTs)

    Even so much that T spawn has been moved forward a little bit.


    Changes:

    Middle

    1. Added a "sign" or top cover to the tunnel + Added cover to reward CT aggresion deep in "middle". + Changed sandbags to a whitebox to avoid the headshot angle. + Removed the headshot Cart at the end of A long for T's, now have full body cover to the side.

    Spoiler [Blocked Image: https://i.imgur.com/3Y9eBIX.jpg]

    2. Made the defensive CT option for A long a bit more safe, now have leg cover you can crouch (plus the tunnel enclosement at the top).

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

    3. Added a little bit of cover for defensive a short play. + Closed off the little cubby

    Spoiler [Blocked Image: https://i.imgur.com/UQhv54G.jpg]

    4. Again the top of the tunnel closed off + cubby to the left made much smaller. (Powerful position, but should make CT's dedicate 3 players to hold A/mid

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


    A Site

    1. Extended little narrow box for retake gameplay + Made the walkway seethrough.

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

    2. Made the A long back box much smaller (makes it easier to dance around), and if you aren't up close to the box, you are open from con/short A. + Made the stair segment a bit smaller so you avoid headshot angles

    Spoiler [Blocked Image: https://i.imgur.com/u93O1yQ.jpg]


    B Site

    1. Fixed the headshot box + Removed elevation change at the edge of site (makes it harder to sneak by) + Simplified the back of B. (Whole site is a lot more simple now)

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

    2. B short cubby extended in + made the floor look like shit with wood (to make it easier to dinstinguish between long B and short B pushes).

    Spoiler [Blocked Image: https://i.imgur.com/G2GwyE0.jpg]

    T Spawn

    1. Pushed the corridor a bit at the end (it feels a bit shorter now). + Removed 2 minecarts and made it a bit smaller

    Spoiler [Blocked Image: https://i.imgur.com/WqeCc4v.jpg]

    Same is done outside B, and the room in T spawn has been made smaller.


    Radar

    Spoiler [Blocked Image: https://i.imgur.com/3iDoN9f.jpg]


    Thanks to everyone for their feedback and opinions!

  • JorisCeoen
    • August 7, 2019 at 10:38 AM
    • #10

    How do people make these radars that looks identical to radars from official maps? Is there a program I'm not aware of?

  • Viter
    • August 7, 2019 at 10:51 AM
    • #11
    Quote from JorisCeoen

    12 minutes ago, JorisCeoen said: How do people make these radars that looks identical to radars from official maps? Is there a program I'm not aware of?

    https://github.com/Terri00/CS-GO-Auto-Radar

    And tophatt just released a tutorial!

    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.

  • Viter
    • August 16, 2019 at 10:35 PM
    • #12

    After more playtesting, redesigned B site, redesigned A long/mid completely.


    Spoiler https://imgur.com/a/umZYd3q

  • Viter
    • August 17, 2019 at 5:33 PM
    • #13

    Fixed some minor stuff, moved stuff even more around on B. Map is ready for the next playtests now


    Radar

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

  • Viter
    • September 6, 2019 at 5:43 PM
    • #14

    Haven't had that much time. Readjusted some minor stuff on A. But redesigned B.

    Moved the platform wayyy out, moved the platform wayy down and redesigned the cover on the site.

    Pics:

    https://imgur.com/a/4ODSDxb

    Radar:

    Spoiler [Blocked Image: https://i.imgur.com/P3paSYw.jpg]

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. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  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

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