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  4. [CS:GO] Exotic Places Mapping Contest

Rain [W.I.P]

  • Interfearance
  • August 1, 2019 at 1:34 AM
  • Interfearance
    • August 1, 2019 at 1:34 AM
    • #1

    I made this layout in the past two days and yet it feels like it has more potential than any of my other grayboxes.

    For the theme read workshop description. Feel free to leave feedback on the workshop or over here.

    The name is has to change but here is a temporary one.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1821407841

    Overview:

    A site:

    B site:


  • Byron
    • August 1, 2019 at 3:04 AM
    • #2

    I would recommend a name change, there is already a fairly popular map called Kowloon. Other than that, looks pretty good

  • Interfearance
    • August 1, 2019 at 3:46 AM
    • #3

    @Byron Will do thanks! I'm just glad it doesn't seem like the same place I'm refrencing!

  • Roald
    • August 2, 2019 at 10:37 AM
    • #4

    This skybox looks really weird. At first I thought the map was below the water

  • Vanx
    • August 2, 2019 at 1:27 PM
    • #5

    Maybe you will find a cool night-skybox here: https://gamebanana.com/textures/cats/1896

  • Interfearance
    • August 3, 2019 at 1:20 AM
    • #6

    @Roald I was already well aware of this but I guess I will change it since you are the third person to mention it.

    @Vanx Thanks, I'll check it out.

  • Interfearance
    • August 4, 2019 at 1:59 AM
    • #7

    External Content www.youtube.com
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    Here you can see some of my thoughts as well as a new skybox. WS version is going up asap.

  • Roald
    • August 4, 2019 at 1:27 PM
    • #8

    Skybox is much better! And I like the thunder/rain, hope it won't get too depressing though :D

    - It feels abit odd that you have a path going to one of the bombsite at the back of CT spawn, this feels abit 'unnatural'. - At 0:09 you should decrease the fall length, so you won't lose damage. - I assume at 0:32 it is the main entrance to one of the bombsites for T's? If yes, I think its risky to put a 'ramp' as entrance because it causes headpeeks. Also the ladder might be too troubling for the attacking team, maybe make a box or something to jump on, would be better in my opinion. Besides these small things, this looks very good and exotic, keep up the great work!

  • Interfearance
    • August 4, 2019 at 7:08 PM
    • #9

    @Roald Thank you for the kind words and feedback. I have addressed all of the feedback except pertaining to the drop. Previously it was possible to safely walk off (I jumped in the vid by accident). Now I have completely removed the ability to drop and it is just another area to hold site/hide in.

    Latest workshop version: https://steamcommunity.com/sharedfiles/fi…/?id=1821407841

    Update video:


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    Official update log:

    -Shortened A stairs to remove headpeek and make ladder unnecessary.

    -Changed CT entrance to building the connects to B site as it was disrupting flow.

    -As a result of the previous change, the drop to CT was cut off and I have no intention of keeping it as it added unnecessary complexity to the map.

  • DeadKnife
    • August 4, 2019 at 8:03 PM
    • #10

    Won't the rain and thunder be a little distracting, especially considering the CS:GO community and their "but muh competitive"

  • Interfearance
    • August 4, 2019 at 8:33 PM
    • #11

    @DeadKnife I lowered the volume to 7.5 on the ambient generic (no soundscapes yet).

    If people complain about it I will reduce the particle rain effect and the rain noise. If it ends up being a major problem I will scrap it and make the light env darker and add more map lights to compensate for the lost atmosphere.

    Thanks for the suggestion though ?

  • Interfearance
    • August 6, 2019 at 8:42 PM
    • #12

    Small update #2

    Video:

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    Log:

    -Added vent (hole) to access window room from mid. -Added medium skill trick jump to get to the vent.

  • Viter
    • August 6, 2019 at 9:37 PM
    • #13

    Really like the rain & the sounds, very nice!

  • Interfearance
    • April 23, 2020 at 3:23 PM
    • #14

    I have made some minor lighting and cover tweaks, and gave it a more fitting and final name. The first play test should happen on Tuesday if I didn't mess up the submission form (or the submission itself ).

    https://steamcommunity.com/sharedfiles/fi…/?id=2069657647

    Tell me why you hate it, how bad source ladders are , that the thunder is too loud, etc. Seriously, any feedback is appreciated.

  • Kokopelli
    • April 29, 2020 at 6:48 AM
    • #15

    This seems like a fresh take on the tried and true clover design.

    I like how each team has more immediate control of a connector (T's get easier access to B connector while CTs get easier access to A connector). The whole mid layout seems to encourage fights perpendicularly, which is interesting. Seems like it would be difficult for CTs to hold a push towards the CT controlled connector/sniper nest because their only options for escaping are up the stairs to the windows or jumping down the ladder, taking falling damage and being fully exposed at CT spawn. Seems like it would be extremely difficult to hold mid solo. You also can't jump out the windows very easily, so any CT trying to escape is better off just taking the engagements until he dies.

    Also curious how OP it is for the CT sniper player to be able to get a solid viewing angle of the T entrance to mid as well as the main entrance to A. On mirage, the sniper nest player can quickly get a view of A site, but I would say the view is more limited than the one on Rain. Also, if I'm trying to hold A from sniper nest, I'm only going to feel confident doing so if I know another CT is watching mid for me. Ideally this would be a CT player playing the A site connector, but the door prevents that from being a sensible option. So a supporting mid CT player would be better off playing the area at the top of the ladder, which isn''t inherently a problem, but kinda suggests the standard CT setup should be 1 A, 2 Mid, 2 B. If that's what you intended, great! It's just a matter of playtesting it.

    The timings seem pretty good all around, both encounter points and rotations seem viable. Angles are well thought out as well. For the most part, things feel very deliberate, which is great.

    One concern is that rotation through mid looks dangerous. Like if I want to rotate from B site through the sniper nest and then through mid, I have to clear a lot of angles of varying heights to do that safely. The CT side of the map seems safer to traverse.

    A Site: Interesting layout and there are some cool ideas here. I think one big problem is all the headshot angles that are possible. I like the idea of the site being in a trench, but when players stand closer to the backwall (where sniper nest is) you get headshot angles virtually across the entire site. That means when I peak from A main, I have to scan from left to right and up and down across various elevations to properly clear the site.

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

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

    RED = Potential Player Position GREEN = How I would peak the site, from left to right.

    Which brings me to another issue--i think there are too many elevations. As much as I love jumping puzzles, I think there are too many in this area. The one with the cables is really damn hard to nail. In its current state I don't think I would ever attempt it, especially when I can boost up there from that middle object. I would reduce the number of elevations and jumping puzzles across the site.

    You might be able to alleviate some of the headshot angles by opening up the trench here:

    [Blocked Image: https://i.imgur.com/xSe5M6f.jpg]

    and/or here:

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

    Although I wouldn't blame you if you want to preserve that trench-like feel, since that is sort of the main idea here.

    The routes leading out of CT spawn felt pretty intuitive but T side was a bit more overwhelming. This drop here was jarring the first time I played.

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

    I'm sure once there is a skybox and more background this will be less so, but maybe you could add an arrow pointing down or something to suggest I'm not going to die if I go that way.

    Another area kinda like that is this one:

    [Blocked Image: https://i.imgur.com/ze89E7j.jpg]

    It feels like a route you can take but it leads you to your death. Maybe just add a railing here?

    Same here, but to a lesser degree. The gap to the right of the railing seems like it could be a route leading from below. I would just make sure it's clear where the boundaries are to reduce anxiety for new players.

    [Blocked Image: https://i.imgur.com/rkN57cJ.jpg]


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

    Love this whole route to B site. Looks like it would be fun to play. And the site itself seems pretty cool. I like the angles between the pillars and the staircase has some cool angles as well. I'm just wondering if there are too many angles to clear when Ts approach from main. The angles themselves seem good, just maybe too many.

    Is this whole map set on top of a single building structure? That's what it looks like when I zoom out but when I'm walking around the map it looks like i'm going across multiple buildings. Also, I see a garage door there, so now I'm really confused. Ha!

    Nice job overall. The map feels tight timing wise and design choices show clear intent. Just goes to show there's still plenty of room for fresh designs using the clover structure. This certainly doesn't feel like any other map in the game. Look forward to seeing the progress.

  • Interfearance
    • April 30, 2020 at 2:26 PM
    • #16

    @Kokopelli Thank you for all the feedback!

    Since I playtested this map on Tuesday a large amount of changes have been made. I will post screenshots or a video later today rather than waste my time giving a bad explanation of them.

    Suffice to say, a lot of cover is removed from the CT sided A site, and there are now 2 T entrances. One is high and perpendicular to the window and primarily fights that whereas the other is low with a door and fights on the lowest level. Hard to explain, but actually more simple than the original to some extent. Basically there are no more unfair headshot angles and T's need to push both entrances to cover eachothers asses. The new setup will almost certainly involve 2 CTs now.

    Also, mid has had a rework that gives CTs a lot more space, some other angles, and makes the vent hole a better place to hold. Also I removed an intended T boost where everyone was getting stomped from.

    The CT "path" that everyone was falling down was a big miscalculation on my part. I knew my map so well that I didn't consider that it looks like you can go there. I have since stretched mid which coincidentally fills it in bringing the wall with the ladder closer. I will make the routes you mentioned more obviously playable or deadly.

    As for B site and the theme. Basically what I had in mind was the Chinese rooftops of Kowloon, and B site did not exactly make things less confusing. It is something I was inspired by in this one room in a BO2 zombies map, but it was less dense rooftops and bigger buildings so it made more sense. I will have to rethink B for both thematic and gameplay purposes. People have said there is too much cover and not enough of an inspired design on B site. So far A site has been much easier to revise...

    Here is the theme I mean

    [Blocked Image: https://oyster.ignimgs.com/wordpress/www.ign.com/6390/2011/02/kowloon-600x337.jpg]

    This interpretation of the theme was from BO1. In the future I will have more surrounding buildings, both close and far. Also I might take the idea of making some of the floors secondary roofs or sort of make shift metal floors. And I will probably get a big neon near T spawn :)

  • Kokopelli
    • April 30, 2020 at 7:48 PM
    • #17

    I had never heard of Kowloon before. Now that I've seen some pictures, I see what you're going for.

    Sounds like some good changes!

    You may want to consider making it daytime instead of nighttime. I love the mood that nighttime and rain produces, but you know how it is with the competitive scene. Although, maybe with enough neon lights, or just effective lighting in general, you can avoid having too much of a gloomy feel. A night time map could see success if done just right.

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