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. Vault
  3. Past Contests
  4. Counter-Strike 2 Big Adventure Contest

de_embra

  • chr1sty
  • April 23, 2024 at 7:57 PM
  • chr1sty
    • April 23, 2024 at 7:57 PM
    • #1

    Hello

    I'm really excited to enter this competition, can't wait to get working more on my map! This is de_embra (name ofc open to change), set in Edinburgh, Scotland, where I'm from. Currently just a simple layout, I haven't accounted for overpowed, unintentional long angles yet - just trying to get the temperature for the general flow first.

    Please let me know what you think. Are there any glaring issues with this layout thus far? Bottom of the image is T spawn, top is CT spawn. I'm implementing some verticality in this level; I'm hoping to make it a fun element and not annoying or overkill.

    Some notes: There is a left, lower mid and a right, upper mid. Upper mid can overlook lower mid [so it's essentially one mid, two lanes]. There is a heaven on B site (left of image) that goes over one of the mid-to-CT routes.

    Thanks!

    Regards,

    Christy

  • NikiOo
    • April 23, 2024 at 9:45 PM
    • #2

    The only glaring issue I see is your layout — It doesn't look like Edinburgh. Here's Edinburgh:

    [Blocked Image: https://i.imgur.com/EQxFHdE.jpeg]

    Notice all the right angles and straight lines. This plan was bestowed to you by the Lord — signed in the bottom center. It is a blasphemy for you to violate it. But fear not, for you are still young and you may be forgiven.

  • chr1sty
    • April 23, 2024 at 9:51 PM
    • #3
    Quote from NikiOo

    5 minutes ago, NikiOo said: The only glaring issue I see is your layout — It doesn't look like Edinburgh. Here's Edinburgh:

    [Blocked Image: https://i.imgur.com/EQxFHdE.jpeg]

    Notice all the right angles and straight lines. This plan was bestowed to you by the Lord — signed in the bottom center. It is a blasphemy for you to violate it. But fear not, for you are still young and you may be forgiven.

    lol darn you're right! This is actually an awesome graphic, guessing it's public domain too? Might sneak it in.

  • Helios
    • April 24, 2024 at 10:49 AM
    • #4

    Wow,too much.

  • chr1sty
    • April 26, 2024 at 12:17 AM
    • #5

    Hi again, thanks for the replies so far. I've worked on the layout a bit, but still a lot to go!

    Here are some theming notes I'm going to work towards:

    1) Steps and platts type entrance to bombsite, like this kinda

    [Blocked Image: https://i.redd.it/kh3verzm7cfb1.png]

    2) Inspiration from The Vennel

    3) St Andrews Square, or something similar. The city has loads of these dotted-about parks/green-spaces instead of city blocks

    4) Off the main High Street in Edinburgh there are many closes (alleys), I thought these can inspire this area. Equally with the little courtyards they sometimes lead to.

    5) Some sort of church (kirk) in town!

    6) Edinburgh City Chambers


    Yes this will absolutely be a fictionalised version of Edinburgh!

  • NikiOo
    • April 26, 2024 at 1:23 AM
    • #6

    I agree with Helios that it seems a bit too much. Your map seems too corridory to me — too many narrow, empty paths, too many paths that lead to same place. Think about what other maps have that isn't corridors. Mirage A site is a big open area with interesting cover, different elevations, you stand behind a box and you can peek left side or right side, you stand at the stairs you can peek from the top or from the side, etc. Train A site is a large courtyard with a bunch of trains in it and lots of interesting angles, just standing behind a train provides so many options. Dust 2 A site has a small amount of cover but many different ways to play around it because of the height variance, you can hide close to the walls, you can use a ramp to create a headshot angle for yourself, etc. Overpass A site has multiple paths that lead to it, but they are not just trivial choices for the terrorists, they are places that the counter-terrorists can push forward to and comfortably defend from. Maps in the game have areas that have a lot going on in them, apart from where the connectors are placed to other areas and apart from the angles of the walls. I suggest that you zoom in — pick one of the important areas in your map and design it after one of these cool references. But most importantly, when you're making a house, don't make what you think a house looks like, find a reference of a real house and do that instead, you will learn more and houses have interesting elements which don't notice until you start trying to build one, and cities have other things in them not just buildings and roads and stairs, and when you add those things your map will become too complicated and you'll have to reduce the number of corridors.

  • chr1sty
    • April 26, 2024 at 1:47 PM
    • #7
    Quote from NikiOo

    12 hours ago, NikiOo said: I agree with Helios that it seems a bit too much. Your map seems too corridory to me — too many narrow, empty paths, too many paths that lead to same place. Think about what other maps have that isn't corridors. Mirage A site is a big open area with interesting cover, different elevations, you stand behind a box and you can peek left side or right side, you stand at the stairs you can peek from the top or from the side, etc. Train A site is a large courtyard with a bunch of trains in it and lots of interesting angles, just standing behind a train provides so many options. Dust 2 A site has a small amount of cover but many different ways to play around it because of the height variance, you can hide close to the walls, you can use a ramp to create a headshot angle for yourself, etc. Overpass A site has multiple paths that lead to it, but they are not just trivial choices for the terrorists, they are places that the counter-terrorists can push forward to and comfortably defend from. Maps in the game have areas that have a lot going on in them, apart from where the connectors are placed to other areas and apart from the angles of the walls. I suggest that you zoom in — pick one of the important areas in your map and design it after one of these cool references. But most importantly, when you're making a house, don't make what you think a house looks like, find a reference of a real house and do that instead, you will learn more and houses have interesting elements which don't notice until you start trying to build one, and cities have other things in them not just buildings and roads and stairs, and when you add those things your map will become too complicated and you'll have to reduce the number of corridors.

    Thanks, NikiOo. I appreciate your feedback. Definitely agree that it is too corridory atm and I already have some parts I was considering chopping. Your comment about CTs pushing T positions for advantages is very helpful!

  • chr1sty
    • April 26, 2024 at 4:05 PM
    • #8

    Hi again friends, thanks for the comments. These are some changes I've made today, if you have any comments I would love to hear them :)

    * Blue lines are intentional sightlines if it is not obvious from the incomplete top-down layout.

    * Red arrows are old sightlines I've shortened because they were far too long.

    * Red arrows with squiggles through them are completely removed.

    * [1] I think it might be fun to have a 'sniper window' from a basement position, one that you can shoot through but not walk through - needs a big detour to get there. Very powerful for Ts if they can take it, but easily smoked and molo'd off. And it won't have any sightlines to safe plants. A bit like this:


    Thanks,

    Christy

  • chr1sty
    • April 29, 2024 at 2:26 PM
    • #9

    Hi friends

    I've been working on the areas outside the bombsites on the T side. I think it's doing a better job at being less corridor-y. Removed the heaven position on B (left side). Added a shorter route and drop on B from T side. A has some cover, similar to wood on A on Mirage.


    I think next is to probably shift the entire of the left side closer to mid. I am also going to rework the CT routes to both sites since right now they're very simple. I'm definitely happier with the areas outside of the bombsites on T side, but I think they can still benefit from some extra care. My goal is to get a working greybox into one of the playtests (hopefully the first round!), but I am currently very busy with work, university and writing a novel on the side.

    Please let me know what you think! Thanks,

    Christy

  • chr1sty
    • May 1, 2024 at 7:19 PM
    • #10

    Hi again


    Here are some updates! Hopefully ready for playtesting very soon.

    Thanks,

    Christy

  • chr1sty
    • October 11, 2024 at 8:34 AM
    • #11

    Project abandoned. Gonna work on something a bit fresher, didn't have time for this one - and I've seen de_edin that looks awesome! :)

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. Any of the old guard still around? D:

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

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

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

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

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™