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  4. [CS:GO] Exotic Places Mapping Contest

anchor

  • esspho
  • July 17, 2019 at 8:46 AM
  • esspho
    • July 17, 2019 at 8:46 AM
    • #1

    For the contest I'm trying to implement an older idea of mine:

    Terroristst are trying to bring down a radiotower by destroying one of it's two anchors. Beforehand they allready blew up the third one.

    [Blocked Image: https://i.imgur.com/1tdpGUL.png]

    The setting and layout is completely new though. It's all taking place on a set of adjoining rooftops in a dense urban context.

    [Blocked Image: https://i.imgur.com/UbLFd2t.jpg?1]

    Let's see how exotic I can make this.

  • SuicidalFennec
    • July 17, 2019 at 9:13 AM
    • #2

    good luck!

  • esspho
    • July 17, 2019 at 7:15 PM
    • #3

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

    Here is the current radar, heighly wip of course.

  • esspho
    • July 21, 2019 at 3:42 PM
    • #4

    Here is a link to the workshop and some screenshots.

    https://steamcommunity.com/sharedfiles/fi…/?id=1807037033


    bombsite A

    [Blocked Image: https://i.imgur.com/f51ab4y.jpg]


    bombsite B

    [Blocked Image: https://imgur.com/w4WuKQH.jpg]

    [Blocked Image: https://imgur.com/040ouAN.jpg]


    middle

    [Blocked Image: https://imgur.com/oNQuNMs.jpg]


    t spawn

    [Blocked Image: https://imgur.com/L3bRhnb.jpg]


    ct spawn

    [Blocked Image: https://imgur.com/4Cu5Dsl.jpg]


    Let me know, if you got any kind of feedback.

  • blackdog
    • July 22, 2019 at 10:58 AM
    • #5

    «Step aside de_vertigo, I’ve got this» ?

  • Interfearance
    • July 23, 2019 at 7:23 PM
    • #6

    The small room on the approach to A feels claustrophobic (I played the map). Looks good otherwise, cant say more with play test.

  • SUMOSUPREME
    • August 11, 2019 at 3:35 PM
    • #7

    fuck me thats a good looking greybox

  • esspho
    • September 13, 2019 at 2:29 PM
    • #8

    [Blocked Image: https://imgur.com/59V7W0t.jpg]

    Workshop version a2

    https://steamcommunity.com/sharedfiles/fi…/?id=1807037033


    In this update I tryed to adress the feedback from the last playtest which looked like this.

    [Blocked Image: https://imgur.com/G18Cy24.jpg]


    Basicly I've cut one of the entrances to B (left bombsite) and added a wall at A (right bombsite). Here is a comparison.

    [Blocked Image: https://imgur.com/B4wmIxu.gif]


    I also added basic detail to get some individual areas into the map.


    CT spawn

    [Blocked Image: https://imgur.com/rnpGsra.jpg]


    T spawn

    [Blocked Image: https://imgur.com/8LAKptH.jpg]


    Mid

    [Blocked Image: https://imgur.com/rXPavBX.jpg]

    [Blocked Image: https://imgur.com/oMwFd3P.jpg]

    [Blocked Image: https://imgur.com/ZQ3PutU.jpg]


    Bombsite A

    [Blocked Image: https://imgur.com/JOpW0u5.jpg]

    [Blocked Image: https://imgur.com/s4j9Q3G.jpg]


    Bombsite B

    [Blocked Image: https://imgur.com/O1e4NEs.jpg]

    [Blocked Image: https://imgur.com/wM1oifc.jpg]

    [Blocked Image: https://imgur.com/K9Fwtil.jpg]


    T route to A (sweatshop)

    [Blocked Image: https://imgur.com/pqXG7wx.jpg]


    T route to B (corridor with junk furniture)

    [Blocked Image: https://imgur.com/1lChXgg.jpg]


    Radar

    [Blocked Image: https://imgur.com/eLKdMXy.jpg]


    I'm gonna schedule another playtest soon. If you have any kind of feedback please let me know.

    Have a nice day.

  • MikeGon
    • September 19, 2019 at 3:37 AM
    • #9

    Just ran through it real quick and I like it a lot, especially the overlapped areas, and the varied elevations! There's also a good mix of interior/exterior, and areas are already distinguishable without art!!

    Feels super solid overall, but here's a few things I noticed:

    Spoiler

    I think the breakable window area with the death pit right next to it might be a bit too crazy... feels like in its current state, players will kill themselves there by accident a lot. The main problem I see is that dropping on the pipe from the window is hard to execute, plus the pipe is hard to even see! I actually didn't notice it the first time and instead tried to jump from the window and land on that floor on the right:

    I only noticed the pipe once I looked at the area from the other direction...

    Now I'm nowhere near the "E-Sports pro 420 no scope $$$" skill level, but out of 4 times I died 3 times there trying to either make that jump or land on the pipe from the window, so that's feedback for you... works fine on the way up though!


    Spoiler

    The area with the catwalk and the playable roof on top feels slightly off-metric in a couple ways. You knock your head on that roof when you jump, it kinda feels like you could crouch jump from the railing onto it while you actually can't, same from the stairs onto the roof, etc.

    One possible solution would be to lower the whole catwalk area a little bit, by like just a few inches.

    Also dropping onto that part of the catwalk from the roof feels insanely dangerous and kinda clunky:

    I'd either make that space wider or align the railing with that roof somehow, to make it clear we should/should not jump down there, whichever you prefer!


    Spoiler

    This jump on B-site kinda looks possible while it's not. One solution could be to make that object a bit taller to make this visually clear.


    Spoiler

    This spot under the metal bar looks crouchable while it's not (you probably already planned to put some kind of props there but I wanna point it out just in case):


    Spoiler

    If we talk about fiction for a minute, I feel like using a bomb to break a single metal wire to take a tower down sounds a bit... ineffective? It doesn't even feel like it would disrupt anything, nor would it make the tower fall, because I think cables like this are only there to protect against wind's directional force, they don't just "hold the tower at all times" lol... maybe these bombsites aren't where cables are attached, and are instead the location of essential elements that make the tower function. For instance one could be power supply, and the other could be server/communication booth. Take this with a grain of salt!

    Key concepts of telecommunication on Wikipedia


    omg is this the sweatshop where the Mapcore shirts are made???

    Either way, great progress @esspho, I can't wait to see where this goes!!

  • esspho
    • September 19, 2019 at 9:50 AM
    • #10

    hey mike,

    thank you for taking the time to check out the map. It's all great feedback and gives me a lot to think about.

    I'm a little hesistant to loose the anchors tbh, since thats the one core idea behind the whole setup. Hopefully I can make it more convincing (like actually making the tower tilt or something).

    Maybe @Squad who actually worked on towers like these in the past can give some advise?

  • Squad
    • September 25, 2019 at 12:24 PM
    • #11
    Quote from esspho

    On 9/19/2019 at 10:50 AM, esspho said: hey mike,

    thank you for taking the time to check out the map. It's all great feedback and gives me a lot to think about.

    I'm a little hesistant to loose the anchors tbh, since thats the one core idea behind the hole setup. Hopefully I can make it more convincing (like actually making the tower tilt or something).

    Maybe @Squad who actually worked on towers like these in the past can give some advise?

    Sorry, I meant to reply sooner.

    Firstly, I used to be a rope access technician and not an engineer, so take everything I say with a grain of salt :P

    Each cable (or guy-wire) has a pulling force of its own, so with every extra guy-wire destroyed, the remaining ones' impact on the tower will increase. It's a rooftop/skyscraper (?), so there'll probably be a lot of wind (also depends on taller structures in the vicinity).

    Your map already has one guy-wire removed, so I'd say that blowing up a second will likely weaken the tower enough to make it collapse. And if not, the shockwave of the bomb explosion will take care of that ;)

    Blowing up a cable might seem pretty excessive, but I can't think of another easy and fast way to remove a guy-wire. I wouldn't want to be anywhere near one if it gets cut for example, as the tension of the cable would snap anything and everyone in half in its proximity.

    A server/communication booth (aka a "shelter") could be possible, although their placement should be as convenient as possible for cables to go from shelter to tower. For every mobile network operator, there would be a seperate shelter, so you could have a different one for each bombsite.

    Power supply is typically just a (set of) cable(s) coming from ground level, so not interesting for a bomb site.

    Some examples:

    [Blocked Image: http://goalltech.com/wp-content/uploads/2013/04/AllTech-Communications-Cell-on-Wheels-Telescopic-Tower-Trailer-amp-Telecom-Shelter-Manufacturing-Company-we-specialize-in-13.jpg]

    [Blocked Image: https://i0.wp.com/mobilecelltower.com/wp-content/uploads/2019/06/LMS-8-X-8-shelter-door-1.jpg?fit=1000,947&ssl=1]

    [Blocked Image: http://www.extremetech.com/wp-content/uploads/2013/06/sprintltecellsite19.jpg]

    Feel free to reach out if you want more info/references/whatever. Sorry again for the delay.

  • blackdog
    • September 25, 2019 at 12:36 PM
    • #12

    Pretty sure Just Cause 2/3 have towers like this, maybe look at some footage to get an idea of a simulation of behaviour.

  • esspho
    • September 25, 2019 at 2:16 PM
    • #13

    @Squad Thank you for your expert insights. You also gave me lots of inspiration when we talked about the radio tower idea some years ago. I sure will take your kind offer to share your knowledge.

    @blackdog Excelent! I haven't played these games. Thanks a lot for the hint.


    So with this kind of reasurance I'm confident to stick with the anchors as bombtargets. I'll try and see if I can make the tower collapse in convincing way. Accentuating the wind should also be a good idea.


    On other notes there has been another playtest yesterday. Here is the gathered feedback from that and from this thread so far.

    This should keep me busy for a bit :D

  • esspho
    • November 30, 2019 at 2:23 PM
    • #14

    Oh boy, time is moving fast ?


    https://steamcommunity.com/sharedfiles/fi…/?id=1807037033


    This update mainly brings a reworked mid and some changes to the bombsites.

    [Blocked Image: https://i.imgur.com/TdFAr8q.gif]


    Mid

    [Blocked Image: https://i.imgur.com/9k49JMx.jpg]

    [Blocked Image: https://i.imgur.com/8MJSK2Z.jpg]


    A Site

    [Blocked Image: https://i.imgur.com/Uegu6vy.jpg]


    B Site

    [Blocked Image: https://i.imgur.com/Y9ifkY6.jpg]


    The spawn areas also saw some alterations.


    T Spawn

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

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


    CT Spawn

    [Blocked Image: https://i.imgur.com/4GOABTP.jpg]


    Radar

    [Blocked Image: https://i.imgur.com/ioEOs5D.jpg]

  • T1mure
    • November 30, 2019 at 9:03 PM
    • #15

    DUDE teach me how to make my maps look so good. even without textures its better than everything ive ever done. Very cool theme and aesthetics!

  • esspho
    • February 2, 2020 at 2:44 AM
    • #16

    [Blocked Image: https://imgur.com/YD3ctA6.jpg]


    Well, I'm not overly proud to enter the map in this rather rough state but I'm doing it anyway. It was fun working on Anchor so far and I'll be happy to bring it more to life in future updates.

    Workshop Link (may need a little time for steam approval):

    https://steamcommunity.com/sharedfiles/fi…/?id=1807037033

    [Blocked Image: https://imgur.com/YU3VC9Q.jpg]

    [Blocked Image: https://imgur.com/GClULOK.jpg]

    [Blocked Image: https://imgur.com/9iKsvrH.jpg]

    [Blocked Image: https://imgur.com/Ujc8v3t.jpg]

    [Blocked Image: https://imgur.com/JQVBuhE.jpg]

    [Blocked Image: https://imgur.com/KWXNA7x.jpg]

    [Blocked Image: https://imgur.com/1Q0ZD10.jpg]


    Congrats to all that made it to the finish line. I'm excited to try out all of your awesome maps. ?

  • Thisted
    • February 10, 2020 at 3:02 PM
    • #17

    Hi, playtested once so wanted to give a bit of feedback.

    B was okay, Timing for Ts was too quick however but could be mollied off easily for CTs.

    A I don't like at all as T when you get out of the tight choke you're exposed to a huge open area with a ton of cover for CTs. No chance to clear most of it and if you do they could still be hiding on site. I would move where A site is and/or a major rework.

    Mid is probably my least favorite part. You're exposed to a ton of angles again where you can't clear any of them one by one without being exposed to a lot of other ones, this goes for both sides.

    CT B peek to mid feels unnatural and you're just suddenly out peeking everything.

    All the tiles shouldnt have clipping on them, getting stuck on them sucks.

    Cool theme but I don't think the map is quite there yet.

  • spa
    • February 10, 2020 at 7:34 PM
    • #18

    Just want to say that early on in the competition this was one of my favs. Extremely nice greybox with lots of great concepts. Really loved the "invading terrace" when, I think, spawning at T going left to B site. However im very surprised at the grungy execution your going with, I would expect a more sharp "mirrors edge" clean style for this one, as i think that would have suited it well.

  • Roald
    • February 10, 2020 at 10:23 PM
    • #19

    Yeah I agree on Spa and you know, the layout is pretty solid, I had fun playing it! Please keep on going with this map, it has potentiol

  • esspho
    • February 13, 2020 at 12:20 PM
    • #20

    Thank you very much for your feedback, everybody. The current version of the map has been put togehter in a total rush. I'll keep the layout (which i like very much) and try to rework most of the areas.

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