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  4. [CS:GO] Exotic Places Mapping Contest

[CS:GO] Exotic Places Contest TOP 4 WINNERS

  • FMPONE
  • March 16, 2020 at 7:14 PM
  • NikiOo
    • March 17, 2020 at 2:35 PM
    • #41

    I give Graveyard a 35/25 on Visuals for having the biggest custom prop! The other 10 maps shouldn't even be in the top 11. If anyone disagrees with me, your logic is flawed! Your subjective opinions are an insult to my highly systematic methods of analysis.

  • dmu
    • March 17, 2020 at 2:38 PM
    • #42
    Quote from Tynnyri

    20 minutes ago, Tynnyri said:

    @Tynnyri The fact that you use my meme as 'evidence' is truly ironic, as I made it because I was angry that one very stupid user kept saying that the map was:

    " a greybox -textured custom models [/b]"

    In my opinion, "visual presentation" goes far beyond the quality of assets or level of detailing in them. Visual presentation is all about careful placement of simple details and good lighting working together to create a beautiful visual composition. Graveyard's assets flow together, creating an interesting mix of organic and inorganic structures that your eyes glide across. This is where the true art of mapping comes out, its about creating a level of visual fidelity that doesn't distract, yet captures the imagination. Similar logic can be applied in the world of other artistic mediums like painting. The art of Vincent van Gogh uses just a few basic colors and strokes, but it comes together to form a masterpiece. Even in level design, is a good map defined by the amount of corners a hallway has? Of course not.

  • Evert
    • March 17, 2020 at 2:53 PM
    • #43

    Grats to all winners! Quality stuff (compared to this thread).

  • Le1T
    • March 17, 2020 at 6:32 PM
    • #44

    Congrats :)

  • FMPONE
    • March 17, 2020 at 6:55 PM
    • #45

    I think the time has come, Tyrinni is banned for constantly flooding threads with long, boring, pedantic arguments. May this be a second celebratory moment for our community.

  • T1mure
    • March 17, 2020 at 10:02 PM
    • #46

    Sort of sad that being annoying is enough reason to ban someone - I know yall are real serious level designers and stuff but for me personally it was enjoyable to wake up and read a wall of text from a person who didn't really care about being nice or whatever but who indeed did give feedback and have risen valid points. Rip tynnyri, a man who's disability to be "polite" made people dismiss his points. honestly it seems that mapcore isnt a place for people who want to make maps, it seems like a place for people who wanna just continue praising top mappers and suck eachothers dicks.

  • JimWood
    • March 18, 2020 at 12:37 AM
    • #47
    Quote from FMPONE

    5 hours ago, FMPONE said: I think the time has come, Tyrinni is banned for constantly flooding threads with long, boring, pedantic arguments. May this be a second celebratory moment for our community.

    This beats coming 3rd any day of the week. Don't bother sending my prizes, you've given us enough.

  • Vanx
    • March 18, 2020 at 9:33 PM
    • #48

    Congrats to the winners. I might remember it wrong, but wasnt it promised for all participants to see their score. I am interested in mine ?

  • JorisCeoen
    • March 19, 2020 at 9:46 AM
    • #49

    Weird. Anubis, surely is unconstestable. After their final additions, I think that map was beyond the scope of any of the entries. But, to me maps like Mutiny and Jingshen (after playing their updates) simply couldn't tip to the quality and required skill-ceiling of maps like Swamp and Mustang. Then again, I'm no judge. And, also, those two maps are amazing entries in their own right. But, in my opinion, if we're talking about what makes a level impressive and what's required to make a design work in the smallest of details, I didn't think maps like Swamp or Musting could fall out of the top 4. I can't speak for gameplay, but I don't think the aforementioned maps had anything in them that could be considered unacceptable of sorts.

    Once again, I'm no judge. It's just my opinion ? At the end of the day, I'd love to be in the shoes of anybody who made it this far, and unfortunatly I didn't succeed in that. Some of the decisions might also just be granting some people the exposure that they deserve and need, whereas some of the entrants have already had enough footsteps in the professional world. Congratulations to the top-4, and hopefully we'll see some of these entries make it into the game (regardless of the contest results).

  • Karthoum
    • March 20, 2020 at 2:58 AM
    • #50
    Quote from JorisCeoen

    17 hours ago, JorisCeoen said: I didn't think maps like Swamp or Musting could fall out of the top 4. I can't speak for gameplay, but I don't think the aforementioned maps had anything in them that could be considered unacceptable of sorts.

    I was shocked to see them not make it but I do see the judges' point, maybe with Mustang's layout not being that great for sure, but the theme was already explored in Monastery.

  • grapen
    • March 20, 2020 at 6:29 PM
    • #51

    The judges weren’t unanimous, but Mustang was not in enough top 4’s. That’s how it goes sometimes. ?

    Regarding the point about theme I disagree. Monastery is set in a Tibetan monastery, while Mustang is set in a traditional Nepalese village. More importantly, the execution is vastly different. Opinions may vary on gameplay and art polish, but on this point I won’t budge. ?

  • judas
    • March 23, 2020 at 1:35 PM
    • #52

    Great maps, even so, the only map i actually think would be a great map to see on tournaments etc is mutiny. I have spent hours on these maps trying to figure out tactics smokes etc and tbh the only map i see REAL potential in is mutiny. I would really like to see in the next competition that the judges put more interests in the gameplay etc rather than 25 points in graphics. Another map that actually had great potential in gameplay was mocha but that map didnt make it this far. This should imo stand between mutiny and mocha. I am one of those who would like to see a new map every year in tournaments, but to often the maps that is created is created only to look good. And where is the pro players who actually knows a thing or two about how a map should be built? Anyways great job all of you who actually made it this far, i am a bit dissapointed thats all :D

    Quote from judas

    8 minutes ago, judas said: Great maps, even so, the only map i actually think would be a great map to see on tournaments etc is mutiny. I have spent hours on these maps trying to figure out tactics smokes etc and tbh the only map i see REAL potential in is mutiny. I would really like to see in the next competition that the judges put more interests in the gameplay etc rather than 25 points in graphics. Another map that actually had great potential in gameplay was mocha but that map didnt make it this far. This should imo stand between mutiny and mocha. I am one of those who would like to see a new map every year in tournaments, but to often the maps that is created is created only to look good. And where is the pro players who actually knows a thing or two about how a map should be built? Anyways great job all of you who actually made it this far, i am a bit dissapointed thats all :D

    Laugh all you want lizard, only because i didnt mention your map. It looks awsome, cant see how it would even stand a chance in gameplay against those map i mentioned. But hey what do i know, i only played cs since 1.3 and competed/played with top players in 1.6. Shame on me!

  • jakuza
    • March 23, 2020 at 6:02 PM
    • #53
    Quote from judas

    3 hours ago, judas said: Great maps, even so, the only map i actually think would be a great map to see on tournaments etc is mutiny. I have spent hours on these maps trying to figure out tactics smokes etc and tbh the only map i see REAL potential in is mutiny. I would really like to see in the next competition that the judges put more interests in the gameplay etc rather than 25 points in graphics. Another map that actually had great potential in gameplay was mocha but that map didnt make it this far. This should imo stand between mutiny and mocha. I am one of those who would like to see a new map every year in tournaments, but to often the maps that is created is created only to look good. And where is the pro players who actually knows a thing or two about how a map should be built? Anyways great job all of you who actually made it this far, i am a bit dissapointed thats all :D

    Laugh all you want lizard, only because i didnt mention your map. It looks awsome, cant see how it would even stand a chance in gameplay against those map i mentioned. But hey what do i know, i only played cs since 1.3 and competed/played with top players in 1.6. Shame on me!

    Thanks, I think. I don't really know who you're aiming your frustrations at. This is a community of people that make maps because it's fun, with an extremely slim chance of compensation. If actual pro players would like to volunteer their critique of countless grayboxes that will in most cases never be released, I'd applaud them for it. Maps don't get exposure unless they look good, and only then do they have a chance at receiving the high-level feedback you're talking about.

  • dmu
    • March 23, 2020 at 6:30 PM
    • #54
    Quote from judas

    4 hours ago, judas said: pro players who actually knows a thing or two about how a map should be built

    IMHO pro players know nothing about how a map should be built. They can give good feedback on how an area feels or can be modified, but they don't understand what makes a map tick.

  • judas
    • March 23, 2020 at 7:17 PM
    • #55
    Quote from DMU222

    45 minutes ago, DMU222 said: IMHO pro players know nothing about how a map should be built. They can give good feedback on how an area feels or can be modified, but they don't understand what makes a map tick.

    Ofc the do know how a map should be built, what works, what does not work. Who do the mappers build the maps for? for public servers only?

    Quote from jakuza

    1 hour ago, jakuza said: Thanks, I think. I don't really know who you're aiming your frustrations at. This is a community of people that make maps because it's fun, with an extremely slim chance of compensation. If actual pro players would like to volunteer their critique of countless grayboxes that will in most cases never be released, I'd applaud them for it. Maps don't get exposure unless they look good, and only then do they have a chance at receiving the high-level feedback you're talking about.

    I am not able to write on this site without being frustrated? So the maps people built for this competition was only for fun with compensation if lucky? What i read from the article this maps will be on the faceit hub and as far as i know most people on faceit play competetive cs? Is it not supposed that the maps that are created should actually be played in the professional scene? Otherwise i dont know why casters etc should judge the maps? The goal was probably to get the maps to be played from everyone, both people who compete in cs and people who just plays for fun. Well, nvm then, people gets to butt-hurt when writing anything that they does not want to hear on this site.

  • NikiOo
    • March 23, 2020 at 9:36 PM
    • #56

    Getting Valve to add a community map to the tournament pool is like asking your wife to have a kid after you've been married for 30 years. That ship has already sailed long ago. By this point even adoption isn't an option. If anyone was interested in playing new maps, they're either on Mapcore, or they're already playing other games. I bet for most people CSGO is just that old game which you can boot up at any time, always expecting the same thing, and always getting the same thing. The most recent update with the operators skins and the battle royale mode tells me that this game is just a cash cow for Valve. It's about time that cow get slaughtered. And not like in a nice and ethical farm, but in one of those farms from those vegan documentaries. The game is entering menopause already and this is our last bitch effort to give birth to something new.

    Also, Imagine all 6 tournament maps getting replaced by community maps. It wouldn't be a Valve game anymore. Why do you think they stopped adding maps in operations? Cause they don't want their profits going to some random community members. Remember what happened to that doctor who tried to introduce new treating methods to the hospital? He got fired! And then he died! In a car accident. So don't be him. Don't waste your talents. No one will remember you.


    Or I'm probably just butthurt because I suck at the game and dont play it anymore ... anyways, yeah Mutiny is really awesome. I remember playing it almost a year ago in it's earlier stages when it was still a greybox and I just now recognized where I remember it from. It's changed (shrinked) quite a lot.

  • Lizard
    • March 24, 2020 at 9:23 AM
    • #57
    Quote from judas

    19 hours ago, judas said: Laugh all you want lizard, only because i didnt mention your map. It looks awsome, cant see how it would even stand a chance in gameplay against those map i mentioned. But hey what do i know, i only played cs since 1.3 and competed/played with top players in 1.6. Shame on me!

    Oh... I used the laugh emoticon because of this sentence "And where is the pro players who actually knows a thing or two about how a map should be built?" just found it funny and I'm sorry if it hurt your feeling.

    Also if you would be that kind to use your GREAT experience as a 1.3 player and point out some problems on my map? I always strive to make my maps better.

  • Vaya
    • March 24, 2020 at 9:41 AM
    • #58

    pro players don't know fuck all, they learn what they are given. Do you think a map like inferno or train would survive modern standards

  • Interfearance
    • March 24, 2020 at 2:51 PM
    • #59
    Quote from Vaya

    5 hours ago, Vaya said: pro players don't know fuck all, they learn what they are given. Do you think a map like inferno or train would survive modern standards

    That's a good point. It is also sad, because they are much more interesting than what does survive today, and they obviously work.

  • JimWood
    • March 24, 2020 at 7:02 PM
    • #60

    They only "work" once players have spent hundreds of hours on them and become accustomed to them. There's a big difference between what is good level design, and what is accepted by the players

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