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  1. Mapcore
  2. yukari

Posts by yukari

  • de_korats WIP

    • yukari
    • May 13, 2020 at 8:11 PM

    Iam trying to get this ready for a playtest. Any feedback would be huge!

    -Added radar

    -Fixed clipping on stairs

    -Fixed the temporary lighting

    -Added wood floors in apps

    -Other minor changes

  • de_korats WIP

    • yukari
    • May 12, 2020 at 10:55 AM

    Hello! I have not made a map in a while but this one has been on my mind for a long time. I recently laid down the basic layout with some basic cover to get a feel for the map. I think this is the right time to get some feedback on the layout. I dont want to make big changes right now before I get more playtesting done and feedback from other people.

    I mainly want the feedback to focus on the layout, angles, timings, and how the map would play out in a competetive 5 vs 5 scenario.


    Known issuse:

    -The map is very gray

    -The map has lights but its far from well done

    -No radar

    -Some areas feel too big with uneccessary space. And some areas feel a bit cramped. I need tips on how/where to improve on this.

    -Stairs with no playerclip

    -I dont like the feeling of the stairs down to mid from A apps. That whole area need a rework imo


    General thoughts about the map:

    The theme of the map will be similar to Croatian Porec old town.

    I want this map to play out diffrent from the standard 3 lane maps. Based on timings the CTs will have the option to push out and hold A long and Mid but also to fight for B apps control. The Ts will be able to control B apps and with that comes some B short control aswell. So if the Ts get control of B apps, they can work on B short control and get more angles for a B push. The whole apps section will be very important for map control. There is a door between A apps and B apps. Both teams can choose to fight for total apps control but with that you can setup yourself for flanks. CTs have the option to not push for apps control at all and just hold the sites and mid. There is a spot in CT spawn where you can hold both sites, so rotation times are low. But then the Ts will get almost total map control with easy rotation between sites to setup flanks and fakes.

    https://steamcommunity.com/sharedfiles/fi…htext=de_korats

  • MapCore CS:GO Playtesting 4.0

    • yukari
    • January 3, 2016 at 2:10 PM

    Hi, are you still doing playtest? This thread seems kind of dead, but if there is a spot for tonight I would love to playtest my map.


    Edit: I found the links on the first page and applied for a playtest but i realized only after that today was full. I would like to switch my application for next thursday, on the 6th.

  • [CS:GO] de_dash

    • yukari
    • January 2, 2016 at 6:13 PM

    New update again.


    I´ts mostly minor changes and fixes but the major ones are on the T route to B.

    -I tried to make it simpler and more natural for people who found that area confusing. I added some props, made the room smaller and tried to make it easier for Ts to hold a CT rush.

    -I redid the vents and the drop room a bit so it would feel more natural.

    -I redid the cover for the setup area for a B takeover.

    -Added a B site sign for smokes to bounce off on.


    I only did small changes to the middle.

    -Added wood over the last window to drop room from mid.

    -Made the underpass in mid a bit smaller.

    -Extended the railing in T side of mid


    Minor tweaks on A site.

    -Removed the back connector room from CT to the back of A site.

    -Added some props instead of BSP

    -Changed some cover inside of door.

    -Extended the first wall to the right in A site for Ts to throw smokes off

    -Changed the size of the balcony entrance and the metal railing.


    T spawn


    T to B


    Mid


    A site


    Vent


    Finally added radar


    Routes

  • [CS:GO] de_dash

    • yukari
    • December 18, 2015 at 10:03 AM

    Hello again!

    So I have not been mapping for a long time due too school. But I´ve recently started to work on this map again.

    I´ve changed the layouts of both sites and the routes to B site. The map is still untextured, I want a solid layout before I start but I´ve used some just for future ideas.


    The new A site has similar feel as before but on B i´ts all new. I quickly ran through with friend and they were a bit lost on their way to the site, I have no minimap right now so that may contribute. As terrorists there is an area before the B site where you have a big advantage if you can take over. This allow you to boost up to mid from vents and up to CT apps (wich is between CT spawn and B site). It also allows for smoke executes on B site. But this whole area seemed a bit confusing for them.


    I would appreciate any feedback on the maps layout/angles/spots/sites/rotation times/size, but especially on the whole B area. Is it too complicated for 5vs5 gameplay since thats how I want the map to be played?


    I will continue working on this and hopefully get a playtest in the future for more feedback. Thanks!


    New A site


    New B site


    Pre B site


    Map overlay

  • [CS:GO] de_dash

    • yukari
    • August 9, 2015 at 9:33 PM

    I have now worked on the map for a while and I uploaded the new version to the workshop. I have changed pretty much the whole A site and the CT side of B.

    It would be great with some feedback on the new layout.


  • [CS:GO] de_dash

    • yukari
    • August 3, 2015 at 12:03 PM

    Thanks for the great feedback jakckophant and everybody else in game.

    I've started working on changing the A side of the map. Changed the door route through A main for Ts and I will look into changing the cover on the site as I saw that it felt kind of useless when you have 5 people rushing you. I would like to try it out in a 5on5 though.

    The L bomb site shape was to create a harder safe plant but was confusing for people so I will make it simpler. But the covers will propably change multiple times depending on what theme it gets.

    I will keep the B drop for now but I will change the CT entrance for B. Not sure how yet.

  • MapCore CS:GO Playtesting 4.0

    • yukari
    • July 30, 2015 at 1:24 PM

    Yes the heatmaps just looked cool thats why I was asking, thanks for the answers. How fast can i expect these files to be ready for download? I am leaving town tomorrow and would love to see the playtest from other perspectives.

  • MapCore CS:GO Playtesting 4.0

    • yukari
    • July 29, 2015 at 3:38 PM

    Hi! It's been a long time since I had a playtest here and I saw that there's been a lot of improvements to it. I'am just wondering whats new. I saw someone posting a heatmap of the kills made in the playtest, at least thats what I think it was.

    I have a playtest tomorrow and I want to make full use of it. So what kind of information can I download after the playtest, and how?

  • [CS:GO] de_dash

    • yukari
    • July 28, 2015 at 11:58 PM

    I have updated the map with radar now so it's ready for a playtest, wich will be on this thursday.

    Not the best radar img I know... I don't have photoshop yet, I will make it look more like it should once I get it.

  • [CS:GO] de_dash

    • yukari
    • July 27, 2015 at 2:10 PM
    Quote from jackophant

    If you plan on getting this tested, then I wouldn't detail yet.

    please use "cl_leveloverview x" (x being a height level of your choice, 0 turns it off, and 10 is practically in space) to take overview screenshots, it takes the perspective out of the image and you just have a flat 2D overview.

    Yes I plan on doing a playtest but I saw there's a new system for that and I haven't checked it out yet.

    I wll try to use cl_overview from now on. I've taken the screens in a hurry but I will make a radar for the playtest so I will use it then.

  • [CS:GO] de_dash

    • yukari
    • July 27, 2015 at 1:08 PM
    Quote from jackophant

    cache and dust are names, not themes.

    calling your map a combination of the two and then looking for something that combines middle eastern architecture with a disused russian weapons cache is entirely the wrong way to do it.

    1. decide on a theme you like
    2. find some reference photos that will help guide your detailing
    3. build the map with said theme in mind
    4. name your map that is related to your theme, but abstractly. If I see one more map called warehouse I'm going to develop a rage induced anal prolapse.

    last but not least... what is this sightline?

    [Blocked Image: http://i.imgur.com/5oHwqpu.png]

    You need to simplify your layout quite a bit. You've got multiple entries into areas that have a door not even 10 metres away on another face of the building. It ruins the gameplay and chokepoints and creates a lot of chances for flanking which is uncontrollable.

    Well I'am still new to mapping and that's not how I've approached my maps, wrong or not. I've tried to make a fun layout at first and then come up with a theme for the map and tweak my layout and buildings so they fit that theme. My weak spot is definitely the detailing, but all I can do is practice.

    That line of sight did not actually exist, the overview was lying a bit but I have updated the map now so that long alley does not even exist anymore.

    As for the name it might even change. That was just my gut feeling telling me I want the cache, dust vibe. But that doesn't mean it has to happen. I needed a name to publish it for me to get feedback. I would love to work with someone on that part to get more experience and learn. Someone who enjoys the detailing part. I am not saying that I don't want to detail the map at all, but tips and learn by seeing would help a lot.

    I have moved the door in A site further back in to the little pocket on right side of the site.

    Terrorists only have 1 clear entrance for each site but they can fight for another route wich allows them to flank the CT's but the CT's will almost always know when they try to flank because of the door in A and the vent in B. Terrorists can't get to A door without being seen unless they smoke off some places and that will also alert the CT's. Terrorists can get to B vents without being seen but to get trough it you are taking a risk.

    Right now I am pretty happy with the layout except for the CT entrance to B site. I can't really say what I'd like to change with it but I feel like it don't flow as well as the rest of the map, any suggestions?

  • [CS:GO] de_dash

    • yukari
    • July 23, 2015 at 3:03 PM

    Hi!

    This is my 4th map that I've uploaded to the workshop. I'ts still a greybox with some textures on the ground and there is no radar yet. I will try to get the radar working asap.

    I will try to get a playtest soon and any feedback on the map at this stage will help. I want the basic layout to feel pretty natural to move around in with some fun and rewarding boosts/jumps and smokes/flashes.

    i'am still unsure about the theme of the map but what comes to my mind is a blend of de_cache and de_dust2, and therefore the name, dust+cache=dash.


    Steam link with pictures


    http://steamcommunity.com/sharedfiles/fi…s/?id=486712075

  • [CSGO] de_aggro

    • yukari
    • June 13, 2015 at 9:50 PM

    I have not been working on this map for a long time but today I managed to post an updated version to the workshop. I changed a lot in both bombsites and added a bunch of new props. This is still work in progress, everything is not textured yet but if anybody could give me some feedback for this I wouls appreciate it a lot.

    I have only played against bots so thing I wonder is.

    -How would the mid area play out?

    -Are the sites too T sided, are they too easy to take over?

    -Is there too many hidingspots/too many corners to check in the sites?

  • MapCore CS:GO Playtesting 4.0

    • yukari
    • April 12, 2015 at 7:51 PM

    What is the Password?

  • MapCore CS:GO Playtesting 4.0

    • yukari
    • April 12, 2015 at 7:20 PM

    DL link for de_aggro https://www.dropbox.com/s/boqjk6in4lqkaxc/de_aggro.rar?dl=0

  • MapCore CS:GO Playtesting 4.0

    • yukari
    • April 2, 2015 at 1:32 PM

    Can I have a playteset on de_aggro on the 12th of April?

  • [CSGO] de_aggro

    • yukari
    • March 31, 2015 at 6:14 PM

    Hi!


    I posted my layout on reddit about 3 months ago for some feedback and I have been working on it on and off since then.


    The theme Iam going for is sort of cbble-ish. I started with the layout and I have tried to imagine a theme for the map since, but Iam not so good at making pretty maps, I do it mostly for the gameplay/layout. When the layout is almost complete I will focus more on the looks of it.


    I am aiming for it to work as a 5vs5 map and everything I do on the map has that in mind. The timing works quite good I think, CTs can make a suprise push on the Ts if they get a good spawn but nothing that is too overpowered.

    The most interesting part of the map has to be the middle. Its an X shape and Ts can benefite a lot from pushing it to gain diffrent entry points to the sites.


    On previous maps I have often been inspired by inferno and mirage but on this map I got quite a bit of inspiration from de_cache. Nothing major but the A site is raised like B site in cache and on my B site you can make a small semi-push to get to the site from a diffrent angle like you have on B ventroom in cache.


    I was going to have a playtest on the map but somehow i sent a corrupt file to RZL so it didnt work. I will apply for a new one soon but if you feel like giving me feedback now I would love to hear what people think about it so far.


    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=390258844

  • [CS_GO] de_aggro

    • yukari
    • March 8, 2015 at 10:52 PM

    Hello!


    I have been working on a map for a while and the project name is de_aggro, it may be changed in the future. This is my 3rd map ever.


    I have come a pretty long way in this map. The layout seems to be done and I have textured most of the map but I have'nt got into detail in anything.


    Was going to have a playtest on mapcore but my map file was corrupted so I will try to get a new date but I would really appriciate any feedback on the map since I feel that I can't do much more on it before a playtest to see what other people think of it.


    The theme is going to be something of older english brick/stone buildings with some newer elements. The theme has come second after the map layout cause I'am focused more on how the map will play out raher then how it will look.


    I think that the layout would fit in a 5vs5 competetive match and on larger public matches as of right now. I'am excited to see how the 2 crossed mids will be played.


    Here's the workshop link. All the pictures are old.


    https://steamcommunity.com/sharedfiles/fi…s/?id=390258844


    Any feeback on gameplay and theme would be nice! I'am not super good at texturing and I will try to learn as i work on this map.

  • MapCore CS:GO Playtesting 4.0

    • yukari
    • March 1, 2015 at 8:11 PM

    https://www.dropbox.com/s/l55q3jl989tz4ry/agro9.bsp?dl=0 


    Heres a non corrupt version but without radar

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