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. Discussions
  3. Level Design

[CS:GO] Offshore

  • Kokopelli
  • September 28, 2020 at 12:12 AM
  • Kokopelli
    • September 28, 2020 at 12:12 AM
    • #1

    Offshore is my entry to the 2020 Source Engine Wingman Mapping Contest. This map takes place on an offshore decontamination facility.

    Play It Now

    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.

    I began this project with the idea of creating a map that would support multiple games modes in which each game mode would be played on a different floor/area of the map. Eventually I scrapped that layout and decided to take the theme and build out a wingman map instead.

    Since a few months had already gone by since the contest was announced, my goal for this project was to leverage existing assets to create a fresh experience in an environment that hasn't been explored much.

    I'll get into some of the gameplay details in my next post. For now, enjoy some screenshots:

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

    [Blocked Image: https://i.imgur.com/baqj4FD.jpg]

    [Blocked Image: https://i.imgur.com/F5OaxHT.jpg]

    [Blocked Image: https://i.imgur.com/8dP1t5F.jpg]

    [Blocked Image: https://i.imgur.com/IldY9BY.jpg]

    [Blocked Image: https://i.imgur.com/dc8vWCK.jpg]

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

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

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

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

  • Kokopelli
    • October 1, 2020 at 11:29 AM
    • #2

    Just released the official trailer for Offshore. Check it out!

    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.

  • Kokopelli
    • February 22, 2021 at 10:06 AM
    • #3

    New Horizons

    Offshore will be getting a makeover with fresh textures and models to further realize the theme and set it apart from other maps in CS:GO (ahemNUKEahem). I'll be running playtests in tandem and going through the layout with a fine tooth comb to make sure gameplay is as polished as can be. Here's a look at the current state of gameplay.


    Timings

    [Blocked Image: https://i.imgur.com/xx1uUaw.png]

    (Fastest timings from spawn shown above.)


    Design Intent

    One of the most common criticisms of the wingman mode is that planting the bomb doesn't matter enough. My attempt at a solution was to create a layout that encourages CTs to play outside the bombsite to maybe, just maybe, increase the rate at which bomb plants would occur and matter, without making it impossible for the CTs to defend.


    Sunken Bombsite

    To give CTs an incentive to push out of the bombsite, I came up with the idea of having a plant zone at a lower elevation than the surrounding area.

    [Blocked Image: https://i.imgur.com/uds785h.jpg]

    (wingman_rig_v1)

    This was the first savefile for Offshore (formerly named Rig). As you can see, the bombsite was completely different back then. I ended up scrapping it because I didn't think there was enough mobility on-site with the big tank taking so much space. What I did like were some of the angles created by the verticality, so I iterated some more with that in mind.


    [Blocked Image: https://i.imgur.com/2Gy3x4S.jpg]

    (wingman_rig_v2)

    I even tried a version with the concept in reverse: a raised plant zone, but the vertically issues were even more prevalent (although I don't think that was inherent to the idea of a raised plant zone, but rather this particular attempt.)


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

    (wingman_rig_v5)

    A few iterations later I was still struggling with the bombsite design, but I had developed a few other ideas I was liking.


    Catwalk System

    From the start I knew I wanted the map to have an interior section and an outdoor section based on a catwalk system. I loved the idea of having a main route high above sea level and giving players a grand view of the ocean. I intentionally designed the catwalk to be narrow to make timing and positioning really important when trying to advance. I wanted the gameplay to have an element of danger, just like the setting.

    [Blocked Image: https://i.imgur.com/15Xlmeq.jpg]

    (wingman_rig_v4)


    A Vent Like No Other

    While developing the catwalk section of the map, I came up with my favorite part of the map: the vent system. I needed a way for Ts to counter CTs advancing the catwalk. So I placed a vent opening across the gap below to give Ts a useful angle to hold. I liked that it also gave Ts a way to rotate to the interior section of the map. But what was even more intriguing was the fact that CTs could also jump to the vent to gain a strong flanking position against Ts playing the interior section of the map. This I knew I had to keep.

    [Blocked Image: https://i.imgur.com/Odv5i5h.jpg]

    (wingman_rig_v5)


    [Blocked Image: https://i.imgur.com/TgL4HW9.jpg]

    (wingman_rig_v13)

    By version 13 the vision for the bombsite was starting to come together and I had worked out most of the base structure of the map, but I was having trouble figuring out where CT spawn should be to make the timings work as I wanted.


    [Blocked Image: https://i.imgur.com/T6VntvH.jpg](wingman_rig_v20)

    I tried many different permutations of hallways on the CT side of the map to make the timings work. By version 20 I was close, but I still had some kinks to work. I wanted to break up the symmetry on the bombsite a bit more and also give CTs more mobility when playing on the upper portion of the site.


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

    (wingman_rig_v25)

    By version 25 I had fully arted the map and was satisfied with all the pathing and timings.


    [Blocked Image: https://i.imgur.com/frW6HIB.jpg]

    (wingman_rig_v25)

    The addition of the upper double door entrance to the bombsite as well as the catwalks around the pillars helped give CTs some much needed mobility on the upper site.


    [Blocked Image: https://i.imgur.com/z5YxbUF.jpg]

    (wingman_rig_v25)

    Placing the CT spawn point here fixed all the timings. With a boostable stack of crates, a ladder and a stairs all within view, my hope is that players are tempted to move out of the site from the get-go.


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

    (wingman_rig_v25)

    This expanded upper area with the crates helped to break some of the symmetry while providing cover for players navigating this side of the upper site.


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

    (wingman_rig_v25)

    The window entrance into the site from mid allows a player to check each position on the upper portion of the site first. By the time they get to the door, they can begin to scan the lower section. They can also use the yellow crate to get a steeper angle into the site.


    [Blocked Image: https://i.imgur.com/t74Z1hO.jpg]

    And lastly, the addition of the truss detailing on the exterior allowed for the possibility of giving the Ts a jump puzzle to push into the control room. I love when art and gameplay meet in the middle.

  • That50'sGuy
    • February 23, 2021 at 6:41 AM
    • #4

    I love the color combo of blue and yellow! It gives me ocean vibes, and I don't know why. But it just works.

  • Marak
    • February 23, 2021 at 12:57 PM
    • #5

    The map looks awesome, it remind me in some way to Big Shell of MGS2.

  • blackdog
    • February 23, 2021 at 10:38 PM
    • #6

    Hey @Kokopelli, how’s the situation with bomb plants? Did you achieve to make it more important?

    I find interesting that in my Wingman experience, I’ve seen more bomb plants in a simple map like Rialto than any other (haven’t played custom tho).

  • Kokopelli
    • March 1, 2021 at 11:59 PM
    • #7
    Quote from Marak

    On 2/23/2021 at 4:57 AM, Marak said: The map looks awesome, it remind me in some way to Big Shell of MGS2.

    That was precisely my inspiration for the map! So cool you picked up on that. People keep thinking it's an oil rig (understandably), but it's actually an ocean decontamination facility. One of the objectives with the new art will be to better communicate this theme.

    Quote from blackdog

    On 2/23/2021 at 2:38 PM, blackdog said: Hey @Kokopelli, how’s the situation with bomb plants? Did you achieve to make it more important?

    I find interesting that in my Wingman experience, I’ve seen more bomb plants in a simple map like Rialto than any other (haven’t played custom tho).

    The plant rate has been pretty decent, but I'd like to improve it even more . The fear of the long flank outside seems to encourage CTs to spread out and get early intel, which leads to pretty dynamic rounds with a lot of push and pull. CTs rarely play on the plant-zone proper (as intended), but the fear that they could be there seems to prevent Ts from just bull rushing every round.

    I think I've only ever played Rialto once, hah! That's interesting though. I'd have to investigate why that may be. From what I remember it's pretty open and has a good bit of height variation, so maybe it's harder for CTs to lock down vital routes/sightlines.

  • Kokopelli
    • March 3, 2021 at 10:23 PM
    • #8

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™