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  2. swst.turn

Posts by swst.turn

  • [CS:GO][WIP] de_yard

    • swst.turn
    • April 29, 2018 at 5:23 PM

    Sup.

    After mapcore public playtest I managed to perform competitive one with friends and boy T side was awful. Basically Ts have only 3 points of attack, two of which are tight chokes (B especially) covered with double smokes, cause there is only one T main entrance on each bombsite. CT had total middle control because of this - you can play only one CT per site, so Ts had to peek in 3 CTs in middle. Even Ts rushes with entry frags and plant was useless, because of CTs middle control and fast rotation through it. A -> Mid connector was overpowered for CTs awp - hold middle turn left and catch Ts running through main to site and vice versa. Absence of close ranges caused CTs awp/autosniper hell. Add here absence of safe plant on A and you get 3 won rounds for attack, feels worse than old nuke attack

    So, big changes I made, based on mapcore and 5v5 playtests:

    Spoiler B site: new one-way (possible to boost) passage for Ts, slight expansion and clearing of T main, arch wall (next to white box) become thicker, so it can be used for cover from another angle, also arch itself become higher to remove weird sightlines.

    [Blocked Image: https://i.imgur.com/C0z1FSr.jpg]

    Middle: new entrance for Ts, moved old entrance to left so CTs can hold one angle and not being exposed to another, expanded platform further to remove CTs camp/headpick position next to B connector. Also added small window on T side of a middle to simplify smokes (cant be seen from screenshot angle)

    [Blocked Image: https://i.imgur.com/Y971iQb.jpg]

    A site: central structure to break long sightlines, some new covers for Ts retake defense, safe plant position.

    [Blocked Image: https://i.imgur.com/XgYP1pw.jpg]

    Ts connector: as mentioned earlier - new middle entrance, added wall between connector itself and stairs to middle to remove weird angles and add safe position to hold mid push.

    [Blocked Image: https://i.imgur.com/Fp5Fjxv.jpg]

    New overview:

    [Blocked Image: https://i.imgur.com/7d3q6Be.png]

    Available on workshop

    Big thanks to @Andre Valera for bunch of feedback.

  • [CS:GO][WIP] de_yard

    • swst.turn
    • March 30, 2018 at 2:06 AM

    Sup. Layout update, available on workshop

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

  • [CS:GO][WIP] de_yard

    • swst.turn
    • November 5, 2017 at 1:49 PM

    Sup. Necroposting update!

    Layout changes, most import - new T A - B connector for faster rotations:

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

    A site:

    [Blocked Image: https://i.imgur.com/ioQ3sUb.jpg]

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

    T path:

    [Blocked Image: https://i.imgur.com/U7cpz4p.jpg]

    B site:

    [Blocked Image: https://i.imgur.com/fzpk8fe.jpg]

    [Blocked Image: https://i.imgur.com/WrHm0LT.jpg]

    T path:

    [Blocked Image: https://i.imgur.com/ZYYYq0L.jpg]

    Middle:

    T side:

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

    CT side:

    [Blocked Image: https://i.imgur.com/vrULk19.jpg]

    Overview (w/ new T connector):

    [Blocked Image: https://i.imgur.com/K0FuxE8.jpg]


    Workshop link

  • [WIP] [CSGO] de_Amusement

    • swst.turn
    • November 28, 2015 at 12:36 PM

    Way too simple layout, huge sightlines at T and CT spawns

  • [CS:GO] de_Transit

    • swst.turn
    • November 26, 2015 at 10:28 AM

    For me looks like you overdone with ground levels. Also CTs at A site have no safe positions from T balcony. Some feedback.

  • WIP in WIP, post your level screenshots!

    • swst.turn
    • November 25, 2015 at 10:53 AM

    Is this image too fancy for you?

    [Blocked Image: http://i.imgur.com/axmj6Ue.png]

  • [CS:GO][WIP] de_yard

    • swst.turn
    • November 24, 2015 at 12:12 PM

    Finally got rid of strange workshop error (error 2), so now new version of map available on workshop.

  • WIP in WIP, post your level screenshots!

    • swst.turn
    • November 24, 2015 at 12:08 PM

    :D

    [Blocked Image: http://i.imgur.com/dAQTSEW.jpg]

  • [CS:GO][WIP] de_yard

    • swst.turn
    • November 18, 2015 at 2:32 PM

    Sup. New update is here!

    After series of 1v1 playtests I came to decision what defense of A site is boring. So I was thinking about improving it, dunno why, but I was inspired by @Andre Valera de_empire, on a edge of my dream I saw the show match on that map, and new shape was born in my mind (wtf I'm writing?)

    Long story short, I made a lot of changes on A site, but saved its original shape based on two crates. Ts aps was reshaped again and turned into a basement. Also set of textures for this map was made.

    So, let pictures talk (warning: early wip)

    Overview:

    [Blocked Image: http://i.imgur.com/5I8AvrH.png]

    A site views:

    Quote

    [Blocked Image: http://i.imgur.com/YG9JZH7.jpg]

    [Blocked Image: http://i.imgur.com/rp3VBLK.jpg]

    [Blocked Image: http://i.imgur.com/CyEyqAr.jpg]

    Basement views:

    Quote

    [Blocked Image: http://i.imgur.com/eYeW2Km.jpg]

    [Blocked Image: http://i.imgur.com/7H8Ugb2.jpg][Blocked Image: http://i.imgur.com/khsDE5m.jpg]

    A main from Ts perceptive:

    Quote

    [Blocked Image: http://i.imgur.com/RUlcBjF.jpg][Blocked Image: http://i.imgur.com/ytG35dg.jpg]

    Textures test:

    Quote

    [Blocked Image: http://i.imgur.com/uWwi2iN.jpg]

    P.S: main thing that stops me from doing full art pass is absence of 5v5 playtest, if you can help me with this question, please write me a pm! :)

    P.P.S: write your ideas. opinions, thoughts, its all help me to make map better!

  • de_sawmill

    • swst.turn
    • November 18, 2015 at 9:30 AM

    I ran along map, here some thoughts:

    First of all squeaky is way to slow and narrow, Ts will be exterminated there through spammable windows, also squeaky fence isn't clipped, btw CTs can spooky hide behind the door :D

    Quote

    [Blocked Image: http://i.imgur.com/V4fG7qV.jpg]

    In my opinion A for CT is very hard to hold, there is heavy lack of covers. If T will have middle and push A from 3 directions (mid, main, squeaky) CTs have no chance to defend site, add here rotation time of CTs about 15 seconds (roughly measured) and you will get easy rounds for Ts. Also Ts can boost and pick CTs behind wood stack through middle to A connector windows.

    I think it's possible to increase awesomeness of saw blade on B by turning it into a cover, if remove second(central) way for Ts, cause I think it's give a advantage for Ts (imagine to hold 5 men rush from 2 ways with almost same timings) and creates too easy flanks for CTs.

    Also CTs can easily pick Ts going from Mid to B, very confusing sightline for Ts, please fix:

    Quote

    [Blocked Image: http://i.imgur.com/YgqgUoC.jpg]

    [Blocked Image: http://i.imgur.com/VhTLqAl.jpg]

    Some other issues: not all stairs clipped to ramps, incorrectly attached radar, also black textures of glass:

    Quote

    [Blocked Image: http://i.imgur.com/x2cmagq.jpg]

  • de_stupa

    • swst.turn
    • November 11, 2015 at 3:33 PM

    Ts haven't safe path to northern bombsite, they can be spotted through double doors on mid. I think it's disabling spooky shift plays towards that bombsite, on the other hand it could be a map feature, dunno just thoughts :?

  • MapCore CS:GO Playtesting 4.0

    • swst.turn
    • November 9, 2015 at 11:51 PM
    Quote from jackophant

    Kind of falls under quality control, but either way it warns of maps being declined:

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

    Seems to be legit :D Rules is rules, waiting for 2 weeks.

  • [CS:GO] wip de_tunguska (working title)

    • swst.turn
    • November 9, 2015 at 2:20 PM

    Things, which i noticed:

    • Ts timings is bad everywhere, except middle;
    • Ct window on mid should be more narrow to allow smoke it by one smoke;
    • Ts entrance on A is awp shooting gallery for CT, also clipped backside of A looking accessible, its confusing;
    • Mid is looking interesting for me, but still need to some tune.
  • MapCore CS:GO Playtesting 4.0

    • swst.turn
    • November 5, 2015 at 10:24 PM

    "Please take more time working on your map. You can choose a date that is further away (more than two weeks) or cancel your submission." I didn't know about this rule, I think it should be described in first post.

  • DE_SANTORINI

    • swst.turn
    • November 5, 2015 at 6:58 PM
    Quote from Logic

    It'd be fun to try this out in a 5v5, anyone?

    I'd like to, but I afraid of my Яussia ping :(

  • [CS:GO][WIP] de_yard

    • swst.turn
    • November 3, 2015 at 10:30 PM

    Sup. Some updates:

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

    1. Removed connector, to disable fast CT flanks. Very arguable decision for me, cause it increase time of T rotation for 3 seconds :???:

    2. Added place to camp CTs pushing from A.

    Quote

    [Blocked Image: http://i.imgur.com/AiyQihQ.jpg]

    3. Added boost position on A, it doesn't give advantage at all, just another angle for fight.

    Quote

    [Blocked Image: http://i.imgur.com/9JcJVAg.jpg]

    4. Changed enter to middle to reduce timing of Ts (CTs could run entire middle before Ts could even pick)

    5. Changed shape of B tree fence (such change!)

    Quote

    [Blocked Image: http://i.imgur.com/Ke93ZLl.jpg]

  • [CS:GO][WIP] de_yard

    • swst.turn
    • October 29, 2015 at 1:00 AM
    Quote from Quotingmc

    The sickly green glow has infected your map! Quickly rid it of said ailment and fix that lighting!

    Otherwise looks good :P

    That's was weird :nag: Fixed it.

    Quote

    [Blocked Image: http://i.imgur.com/RFTyxB7.jpg][Blocked Image: http://i.imgur.com/hyAKmHH.jpg][Blocked Image: http://i.imgur.com/npTMb05.jpg][Blocked Image: http://i.imgur.com/cmyBpGS.jpg][Blocked Image: http://i.imgur.com/vNY8CVY.jpg]

  • [CS:GO][WIP] de_yard

    • swst.turn
    • October 28, 2015 at 8:07 PM

    Sup. I'm back with new update. As usual, updated layout:

    [Blocked Image: http://i.imgur.com/XM5rw6c.png]

    Some screenshots:

    Quote

    A SITE OVERVIEW:
    [Blocked Image: http://i.imgur.com/ycMr4mL.jpg]

    CT MIDDLE VIEW:

    [Blocked Image: http://i.imgur.com/sq9xdjX.jpg]

    T MIDDLE VIEW:

    [Blocked Image: http://i.imgur.com/ULPhUtA.jpg]

    B SITE OVERVIEW:

    [Blocked Image: http://i.imgur.com/hBLug5s.jpg]

    B SITE T ENTRANCE VIEW:

    [Blocked Image: http://i.imgur.com/oSipk8E.jpg]

    Display More
  • [CS:GO][WIP] de_yard

    • swst.turn
    • August 1, 2015 at 4:50 PM
    Quote from Bodd Jonar

    Wow, it really has changed since the beginning, and your minimap is so good looking I wanna date it and nail it. :lol:

    Main ideas I was following with changes was:

    • Make T rotations faster and safer (reducing map size, moving T mid -> B connector)
    • Make mid more interesting to play (T boost, B short CT box cover)
    • Make A site easier to take (add A aps route)
    • Add more nade spots (B tunnel gate spot, main B window)
    • Remove big sight line in CT spawn (one of old updates)
    • Make T route to A wider

    Crappy old gif of map evolution :v

    And please be polite with my radar ;)

  • MapCore CS:GO Playtesting 4.0

    • swst.turn
    • July 31, 2015 at 1:16 PM

    Ops, I suddenly selected wrong date in submission form, can be playtest moved to 8/2/15 instead of 8/4/15?

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