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[CS:GO] Cusco

  • Kokopelli
  • April 30, 2020 at 6:51 AM
  • Kokopelli
    • April 30, 2020 at 6:51 AM
    • #1

    Introducing my latest map set in Cusco, Peru.

    While my first map de_neighbors was born out of a desire to turn a real location into a playable map, I knew I wanted to take a different approach for my next project, specifically one that was born out of good gameplay--the one thing that truly matters. Now that I've experienced a full development cycle (with the exception of making custom assets) and have honed my process, I decided I wanted to do this right and start with an idea.

    I had a few ideas:

    • A curved mid
    • A connector that converges with a main entrance to a bombsite site
    • A bombsite that Ts have a vice grip on, but if CTs were to gain control of it, they would put serious flanking pressure on the Ts.
    • A bombsite that CTs could choose to hold proper or push out towards the main routes early to gain more map control before the first encounter.

    So I began with some simple pathway flows for the map.

    [Blocked Image: https://i.imgur.com/8I3BkoL.jpg]

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

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

    I finally landed on a flow that incorporated a number of these ideas. Throughout this process I wasn't concerned with figuring out the exact shape of the routes or specific angles. It was more about establishing the general relationship between the routes. Once that got ironed out, I built a general layout in hammer. I then took the simple routes I had and bent and twist them in thoughtful ways to create interesting angles and to adjust timings. I tested the map very frequently, so frequently that I would say I designed the map through playing. I ran around thinking through scenarios, where I wanted to move, where I wanted cover, etc.. I imagined attacks on bombsites, the approaches and how I would want to move throughout the bombsite if I were defending and trying to stay alive as long as possible. I crafted the map angle by angle with the guiding principle of creating as much complexity as I could with the fewest elements possible. CSGO players are really good at breaking new maps, which is why I try to break my map as I'm designing it. The best way I've found is to test it as much as possible. The slightest change could have a cascading effect across the entire map. A silly double boost could break your whole map if you don't catch it early. And you don't want to have to comprise your art later on.

    After dozens of iterations, my notebook doodle eventually turned into this:

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


    The map was built on gameplay, but I kept my theme in mind throughout. To convey Cusco properly, I knew the map had to have a lot of outdoor areas, some streets, and iconic architecture like the city's stunning cathedrals. This was all very loose in my mind as I was building the layout, but it help keep design decisions in check. Since i wanted to have streets, I knew certain routes had to be a certain size at minimum to be believable. I made sure any indoor areas could believably be shaped into a house or commercial building. Again, all very loose and vague. I didn't want the layout to be too compromised by theme so early. I was more willing to retrofit the architecture to the idea. I must admit it was scary at first, but as I continued and I started pulling some art references, I found things started to just fall in place. The deeper I searched, the more architecture I found that suited the geometry I had built. Over time the map began to separate into distinct areas.


    Mood Board

    [Blocked Image: https://i.imgur.com/FeUI47A.jpg]

    It behooves you as a map designer to get as immersed in your theme as you can. I spent hours just traveling around google maps looking for inspiration. And each time I did, I would return to my greybox with new ideas, new angles and new architecture for what areas could be. It's still evolving.

    I particularly loved the variety of doors around Cusco.

    [Blocked Image: https://i.imgur.com/JU8buUg.jpg]

    The greybox will be ready for playtesting very soon (with screenshots to come).

    Let me know your thoughts so far!

  • Odin
    • April 30, 2020 at 8:33 PM
    • #2

    Google street view has been my saving grace in recent years. Keep up the good work!

  • Kokopelli
    • May 16, 2020 at 5:45 PM
    • #3

    I moved the CT spawns back a bit to adjust the timings for the A routes. This had the side effect of making the CT timings to mid too fast. Then it occurred to me: why not just completely remove the route from CT spawn to mid? I was already trying to think of ways to avoid the archetypal CT sniper window at mid after all. This allowed me to simplify the CT side of the map, improving rotation speeds and making mid less hectic.

    Current Layout

    [Blocked Image: https://i.imgur.com/j3t34fx.png]

    Now CTs can only reach mid from B site and from the middle connector. Since mid ends in a T-juncture, CTs must coordinate effectively from either side to secure mid control. If Ts gain control, the T-juncture provides adequate safety to function as a staging area for B site, while also enabling fakes/rotations to A site through the connector at the center of the map. At least that's the idea.

    And with that, here's a first glimpse of Cusco!

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

    B site


    [Blocked Image: https://i.imgur.com/Ek6La6V.jpg]

    T Spawn


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

    A Main


    [Blocked Image: https://i.imgur.com/lE2wcHd.jpg]

    T-Side of Mid


    [Blocked Image: https://i.imgur.com/Wa3sUFf.jpg]

    CT Spawn


    [Blocked Image: https://i.imgur.com/cj4FNo5.jpg]

    CT-Side of Mid


    [Blocked Image: https://i.imgur.com/bLx2XJi.jpg]

    A Site


    [Blocked Image: https://i.imgur.com/To3tcmz.jpg]

    CT-Side of Mid


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

    Alt route to A


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

    CT Spawn to B Site


    Check it out in the workshop and let me know what you think!

    https://steamcommunity.com/sharedfiles/fi…/?id=2098558153

  • Nicky_Da_B
    • May 19, 2020 at 3:45 PM
    • #4

    Looking forward to the updates. Looking nice so far. :)

    also i think it would be a hilarious easter egg (from one of my favorite movies) for one of the bomb sites to have this on a wall.... basically saying, plant here, lol : [Blocked Image: https://i.redd.it/ordnqjluoft21.jpg]

  • Kokopelli
    • May 21, 2020 at 1:13 AM
    • #5

    Made some adjustments to the pathing at A Main.

    Before:

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

    After:

    [Blocked Image: https://i.imgur.com/S6xAfMR.jpg]

    I replaced the cubby on the right with a more deepened space so Ts could push out and be rewarded with a position closer to the site. I also added some grassy elevation and replaced the cubby on the left with boost-able cover. Now if Ts get smoked out, they can boost up from the top of the hill and work parts of the site.

    [Blocked Image: https://i.imgur.com/7lHIjom.jpg]

    ------

    On the B site, I added some angled doors to the Crypt entrances to make positions in and around it more playable.

    [Blocked Image: https://i.imgur.com/x8LzQIA.jpg]

    I also extended the plant zone to the back wall so Ts have a safer plant position.

    [Blocked Image: https://i.imgur.com/Fs2RIzy.jpg]

    ------

    Inside the Cathedral, I closed up the mezzanine here with some boarded up archways. I initially had it opened up for quicker rotations, but decided to close it up to give Ts some more safety and reduce some of the unnecessary open space on the map.

    [Blocked Image: https://i.imgur.com/pjuxJ3h.jpg]


    Updated Radar

    [Blocked Image: https://i.imgur.com/6GOmlCA.png]

    Feeling like this will be ready for a playtest really soon. Probably one more update or two.

    https://steamcommunity.com/sharedfiles/fi…/?id=2098558153

  • Kokopelli
    • July 10, 2020 at 9:38 PM
    • #6

    I've been working slowly but surely to get Cusco in a good place for playtesting. It has been case after case of "oh, let me just fix this first," but now I think I'm happy enough to get this rolling! I've added a lot more architecture and placeholder detail throughout the map, partly to give the greybox some more character, but more importantly to start bringing the vision together. I've made many greyboxes in the past that had interesting ideas, but where so abstract in their conception I could not figure out how to bring it all together. With Cusco, it's been a very delicate dance between function and form all throughout development. There are still some things to work out, but for the most part, I think I was able to give each area of the map a coherent and distinct identity.

    [Blocked Image: https://i.imgur.com/02C6ssF.jpg]

    CT SPAWN - Based on the Plaza de Armas, one of the most popular areas in the historic district in Cusco. It's a very open area with lots of pretty looking buildings. Seemed like the perfect eye candy for a spawn area. I've only worked on the playable area, but looking in the opposite direction will reveal an open view of the plaza.


    [Blocked Image: https://i.imgur.com/w5YAsCX.jpg]

    The added arches allowed me to add a thick pillar for much needed cover during rotations through CT spawn.


    [Blocked Image: https://i.imgur.com/J3f29ka.jpg]

    A SITE - A Site is based around a hotel, which terrorists will attempt to destroy by blowing up a propane truck outside. I widened the windows above the doors for more grenade options during takes and retakes. Also added some vendor carts around the site for some addition cover.


    [Blocked Image: https://i.imgur.com/aCc0f5e.jpg]

    I added a little nook in the middle of the plant zone for a safer plant position.


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

    Moved some things around inside of the hotel lobby for readability. Also added a piano for partial cover.


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

    T Spawn - T spawn is based on the Santa Ana Arch.


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

    The route to B takes players through a cathedral based on the Basilica Catedral del Cusco.


    [Blocked Image: https://i.imgur.com/GV0haG4.jpg]

    The route to A leads up a residential road based on architecture around the Santa Ana Arch.


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

    I spent a long time on google maps looking at various types of building designs that would work with the map's geometry. I focused on making things cohesive but also distinctive so players always know what part of the map they are in.


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

    Y - I opened up the lower part of the Y-juncture for a few reasons. It allows Ts to move more freely and clear angles more methodically on the approach. It also gives CTs an opportunity to push out and hold a new angle towards the upper area for more aggressive plays. The building the CTs play inside of is shaping up to be an apartment complex under construction.

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

    A MAIN - This staging area has turned into a warehouse. There are lots of construction material warehouses throughout the real city of Cusco. This area seemed like the right fit. Players can use the large windows above to throw grenades into the site.


    [Blocked Image: https://i.imgur.com/e2ANT9O.jpg]

    I reduced the height of the stairs leading from the warehouse by half and added sloped terrain behind it to make the incline more gradual. I also pushed it farther back to enable more medium to long range gun play along this route.


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

    B SITE - This site takes place outside the cathedral. Terrorists are trying to blow up a crypt that was built on the site of an Incan temple that was destroyed by the Spanish long ago.


    [Blocked Image: https://i.imgur.com/ZIFs9c8.jpg]

    I redesigned the main CT entrance to nerf some sniper positions towards balcony that I felt were too deep and hard to predict. Added a crate against the wall so CTs pushing through smoke are rewarded with a more advantageous position.


    [Blocked Image: https://i.imgur.com/ePtEae2.jpg]

    The view from balcony towards the CT main entrance is simpler and easier to read. The crate I added was placed so that it cannot give snipers cover from players on the balcony.


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

    MID - Layout for mid has remained mostly the same, just with some added architecture. Windows high up on the cathedral allow for lots of grenade play between mid and the staging area inside the cathedral for B site. One of my favorite features of the map.


    [Blocked Image: https://i.imgur.com/pajzi3h.jpg]

    There are also windows overlooking the CT side of Mid as well as B site proper.


    [Blocked Image: https://i.imgur.com/TlHdgg9.png]

    UPDATED RADAR

    Check out the latest version on the workshop: https://steamcommunity.com/sharedfiles/fi…/?id=2098558153

    I'll be scheduling a playtest shortly.

  • Wintrius
    • July 11, 2020 at 3:47 AM
    • #7

    I really love how this greybox is coming along! The layout is interesting, and the areas it portrays are very well-mapped.

  • Kokopelli
    • July 14, 2020 at 10:29 AM
    • #8

    External Content www.youtube.com
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    Updated video tour of the map.

  • blackdog
    • July 14, 2020 at 1:32 PM
    • #9

    This looks really good! Looks like you are managing to offer every archetypical CS situation, everything seems to gel very well from your walkthrough. Keep it up!

  • Minos
    • July 14, 2020 at 6:56 PM
    • #10

    Very solid blockout, I think you got a winner here :) I hope that in the final version you play a bit with lighting. Every CS map I see these days has the exact same lighting, the sky is blue, the sun light is a pale yellow, and the interiors look full bright. Would be nice to get some contrasts here and there (of course making sure not to destroy gameplay), or a more interesting sun angle.

  • FMPONE
    • July 14, 2020 at 7:41 PM
    • #11
    Quote from Minos

    43 minutes ago, Minos said: the sky is blue

    I hate when I wake up and see a blue sky. It’s like, hello dumbass sky, can’t you think of another color to be today?

  • Minos
    • July 16, 2020 at 10:51 PM
    • #12
    Quote from FMPONE

    On 7/14/2020 at 11:41 AM, FMPONE said: I hate when I wake up and see a blue sky. It’s like, hello dumbass sky, can’t you think of another color to be today?

    Perhaps you should consider moving somewhere else. At least on the places I've lived (and visited), the sky has an almost infinite range of colors :)

    [Blocked Image: https://3.bp.blogspot.com/-YWe0g8L_ttk/UZpwovxLjbI/AAAAAAAAAvY/VLjPPt28puQ/s1600/7-hours-in-one-shot.jpg]

  • FMPONE
    • July 17, 2020 at 4:41 AM
    • #13

    I think your criticism is spot on.

    In terms of why we see this lighting pattern, I chalk it up to designing custom skyboxes in Source is kind of brutal. I can sympathize with just saying it “fuck it, it’s blue.” And if you do mix it up, I would say don’t take it too far... keep in mind most people will complain and wish it was just a better lit level if not on the basis of visibility, then on the basis of mood/psychology.

    I could go on a long rant about how Source 2 opens a lot of doors here, but I’ll spare everyone.

  • Vaya
    • July 17, 2020 at 9:43 AM
    • #14

    @Lizard had an amazing sky and time of day for his last map chlorine that had to be instantly removed on inclusion to the game because players couldn't deal with it. The communities perspective on what 'is and isn't allowed' kinda informs everything else from layout down. Artists are willing to be innovative but the community is less likely to accept.

  • Lizard
    • July 17, 2020 at 10:39 AM
    • #15
    Quote from Vaya

    1 hour ago, Vaya said: @Lizard had an amazing sky and time of day for his last map chlorine that had to be instantly removed on inclusion to the game because players couldn't deal with it. The communities perspective on what 'is and isn't allowed' kinda informs everything else from layout down. Artists are willing to be innovative but the community is less likely to accept.

    Exactly this. I learned this hard way sadly ... Eyes will get tired very quick in light settings like chlorine had initially. This will lead to increased irritation in players and they won't play the map that often.

    But I still think that there is a lot space to experiment with lighting. Sun angle and brightness for example. And of course color but in limited range.


    ~EDIT~

    Also sky was made by one and only @Radu :D

  • Minos
    • July 17, 2020 at 5:59 PM
    • #16

    It's a little Off-topic but is Terragen still a thing? Last I checked the newest versions output amazingly realistic results :) I agree that the CS community won't accept a Bloodborne-like skybox, but variation is nice. I remember one of my favorite things to do back in CS 1.6 was to look at the different skyboxes - anyone remembers the skies for 3d-mike's maps, de_laguna etc? Having a beautiful and unique skybox will go a long way to make a map stand-out. If Terragen doesn't work, I'm sure there's a way to convert skies from cgskies to Source format (wouldn't be too hard to set something like this in a modelling program, just place a sphere and turn the camera around to take the screenshots).

    -- Edit

    :D

  • Kokopelli
    • July 17, 2020 at 9:25 PM
    • #17

    @FMPONE @blackdog @Vaya @Lizard @Minos

    Thanks for all the feedback guys, you make good points. I haven't played too much with the skybox/lighting yet as I've been mainly focused on the layout, but I definitely would like to give it some love to make the map really stand out. The current lighting is the way it is because I do understand that players are psychologically drawn to brighter maps and visibility is such a big factor in how enjoyable the experience is, so I kept it simple. I hope to find a way to make it distinct without giving players any added anxiety or frustration.

    When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

    @Minos Thanks for sharing those resources! I'll will look into them further.

    @Radu What did you use to make your skybox for Chlorine? It is a lovely one indeed.

    Going to schedule a playtest for next weekend.

  • Radu
    • July 17, 2020 at 9:28 PM
    • #18

    I actually followed Psyrius's tutorial that Minos posted earlier.

  • Lizard
    • July 17, 2020 at 9:34 PM
    • #19
    Quote from Kokopelli

    6 minutes ago, Kokopelli said: When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

    Mostly in blockout stage then tweak if needed when set dressing. The problem with this approach is that you get used to how map looks and feels like. Its super hard to change lighting drasticly later on + you can have problem with custom assets that just dont look good with new lighting.

  • blackdog
    • July 17, 2020 at 11:17 PM
    • #20
    Quote from Kokopelli

    1 hour ago, Kokopelli said: When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

    I'm not one that can give great advice, but experimenting in blockout seems to make the most sense as compile will be faster, if anything. Get sun direction, angle and overall temperature early, to tweak later like Lizard said.

    I guess if you have a good idea of the art direction, have the assets, you can do an art test detailing an area or two that will inform the rest of the map.

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