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  2. Nohns

Posts by Nohns

  • Feedback for my first cs:go map: Paster

    • Nohns
    • April 23, 2017 at 3:11 PM

    Heeey!

    Quote from ItzOmega

    5 hours ago, ItzOmega said: No one gives feedback?

    This is most likely because people tend to post their maps in the 3D section of the forum, and most people look there for csgo maps. This forum is not used that much.

  • [CS:GO][WIP] De_Cement

    • Nohns
    • April 17, 2017 at 7:28 PM

    Update #3!

    Yet another update before the next playtest scheduled for the 23th of April.

    I changed up Bombsite A again, and made it more fun to play! Also a little bit of detailing in CT-spawn.

    Workshop has been updated so take a look! :D


    Changelog

    - Reworked A site - Added route to catch rushing CT's - Moved T-spawn to reduce timings to either bombsite - Add a twist to the A-main entrance.


    Look above for screenshots of Bombsite A

    Other screenshots!

  • [CS:GO][WIP] De_Cement

    • Nohns
    • April 16, 2017 at 9:34 PM

    Thought I would share some screenshots of A site that I remade, and I think it's much better now. So I moved the crane further back, and made the bombsite smaller so it's only on two of the sides. Also a path has been added behind it and you can wrap all the way around. :) CT spawn entrance has been split up into two. The T-entrance has gotten a little twist on it, to make it easier for T's to check and angle on of the time. Check out all the screenshots to see all the changes!

    The map is not updated on the workshop yet as this is just a wip update.

    More screenshots!

    Spoiler

  • WIP in WIP, post your level screenshots!

    • Nohns
    • April 13, 2017 at 1:28 PM

    Just started on a little bit of detailing in the CT-spawn portion of my map

    More screenshots!

    Spoiler

  • [CS:GO][WIP] De_Cement

    • Nohns
    • April 9, 2017 at 2:41 PM
    Quote from Radu

    2 hours ago, Radu said: Seems like a solid start. Keep it up!

    Quote from Roald

    2 hours ago, Roald said: I have had a quick look, really interesting changes!

    The connector from midle to A is for both teams very interesting as T's have a nice different angle into the site with a ramp that provides a nice peek and also for CT's, when they push the connector from A, they can have a nice peek into midle, because of the ramp/stair.

    I like the open area at the sqeakey door to A for grenades and stuff. You should give the door rotation some more speed, I suggest 200 speed. I think right now it's standard 100?

    From T spawn to A there is a dark place, I would like to see some nice lighting over there. But yeah interresting layout! Would be nice to have a 5 vs 5 competetive test on this one.

    Thank you for the feedback, to both of you! It really means a lot. Sooo.... I made yet another update before the playtest :)


    Yeah so I couldn't help it, but I had a feeling that the connecter still wasn't good enough so i changed it up again. Third time a charm ehh...?

    Screenshots!

    Spoiler


    Changelog:

    - The new connecter with a path to CT-spawn to A path.

    - Fixed the squeeky open time to be twice as fast

    - Fixed lighting in some areas

  • [CS:GO][WIP] De_Cement

    • Nohns
    • April 8, 2017 at 9:46 PM

    Update time!

    It's time for an update! I have made changes as suggested to A site, and fixed some issue which also was addressed in this thread.

    Screenshots!

    Spoiler Here are all the changes on A site!

    The connecter has also gotten an overhaul as you can see.

    B site has gotten railings to show which areas are accessible

    Removed gate walls at the bottom of mid

    Added cover to prevent boosts

    Added a bit of cover to the pillar in A main to serve as protection for T's approaching the bombsite


    Changelog:

    - Railings on B to mark unaccessible areas - Layout changes on A site: - Introduced squeeky on A site instead of entrance #2 - Removed "gay" spots (Thanks Roald!) - The connecter entrance has been repositioned - Added a bit of roof and a half wall to provide cover - Other small bug fixes


    The workshop page has been updated, so it's ready for use! :)

  • [CS:GO][WIP] De_Cement

    • Nohns
    • April 3, 2017 at 6:36 PM
    Quote from Roald

    55 minutes ago, Roald said: Hey Nohns,

    I walked arround your map. Overal I like the brushwork. The theme is there, it's believable, it works.

    The map seems interresting. I like both bombsites, mostly B bombsite. The sizes are good, don't bother. I like how you used the elivation on B for the CT's. On A you can put some more work into that. Maybe you can also think of some elivation for T's to have a different approach into the bombsite. Well you used the tunnel but the tunnel isn't really attractive for T's, only for CT's rotation.

    Anyway my feedback. Overall, please fix the places where it seems obvious you can jump on, but for gameplay reasons, which is good, you clipped it off. Just put a prop or brush or something obvious that tells you, you can't go there.

    On bombsite B, you can think of a more interresting target then a container. I love the connector from midle to B, also the fact it's the place for CT's to hold midle.

    For midle, it's a litle too small in length. It doesn't really feel like a mid. Also there are alot of small brush walls where T's can boost over and have a peek into mid from alot of random places. I should rework some on mid. Put the T entrances abit more back and maybe simplify it a litle. The connector from midle to A is pure shit xD It's not attractive for T's as they have two better and saver options already.

    For A bombsite. There are no good spots for CT to defend. Well, defending A main would do, but there is another safe route for T's to come from, which is for them completly safe and I think OP as it's a huge entrance from another angle AND they got the underground connector thing from midle. I think you should make a choise there, keep one of them two OR make the side path to A a squeeky door or something and make the connector more interresting. I hope you get what I mean, kinda hard to explain like this.

    Something you can think off is swapping the paths at A. So let underground be the 2nd save route for T's and let the more powerfull side entrance be connected to midle.

    Some general things. Watch out with unused, unnessecary, nasty spots in your map. Corners like this should not be there for gameplay reasons:

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

    [Blocked Image: http://i.imgur.com/ptFB0jW.jpg]

    And watch out for long seightlines like these, I think u can just increase the size of the pillar. Not only for fixing this seightline from A to T spawn, but also for giving T's some to play arround as cover

    [Blocked Image: http://i.imgur.com/QvgD4xe.jpg]

    Display More

    Hey Roald!

    Woah..! That's sure what I call feedback that rocks! Even including screenshots just shows how much you care about it :)

    As I said in a post above, my least favourite site, is bombsite A, as I think It very awkward and not interesting at all. A l o t of things can change there, including the connector which you are also addressing. Talking about the entrances and stuff, all of that will probably change after the playtest. I don't want to do any thing drastic to the level before the playtest. Of course I will probably change some of the smaller things.

    About the obvious jump spots which is unaccessible places, I was also planing to do that, but with some custom props at a later date, and those will of course be placed. I could maybe place some placeholders for them before the playtest?

    I think I forgot to mention that the container is containing some sculpture for the entrance part of the building or something like that. At a later state the container will be opened up to show the contents.

    I have thought about the mid part a bit, about being longer. I came to the conclusion that if i move mid longer back T's would arrive there first, and therefore have the advantage over the CT's. But I could try playing with the thought. The bombsite would probably also have to be moved a bit towards T-spawn if i would move T-spawn even longer back.

    The mid connector to A, is pretty shit yes, and i think that this is because of the bombsite design being a bit fucked up.


    I will try to fix up all the little things before the playtest!

    And again thank you for all the feedback, it's really nice to have something to build from in the future! :D

  • [CS:GO][WIP] De_Cement

    • Nohns
    • April 3, 2017 at 8:13 AM
    Quote from GRiNET

    10 minutes ago, GRiNET said: I like the overall feeling of this.

    However, I have two things that I am not entirely sold on.

    From the view from the screenshot depicting site it it looks very hard to defend du to the complex shape of the site.

    Bombsite B looks way to big.

    Otherwise looking good, will be interesting to see how this progresses!

    Hey!

    Thanks for the feedback. In the first point of feedback, I assume you mean bombsite A, and I agree with you. It's not that great and i don't know how it's going to play.

    About bombsite B: Have you tried it in-game? Maybe judging from the screenshots the bombsite can look at bit huge, but I think that it has a perfect scale in-game. :) The upper part you see on the screenshots from bombsite B are not walkable ofc. and it's only the dark grey textures that is.

  • [CS:GO][WIP] De_Cement

    • Nohns
    • April 3, 2017 at 6:52 AM

    The new Oil Office Complex, has fallen victim of an avenging terrorist attack, because of illegal and covered up actions in the Middle Eastern Region. This map is set out in a construction site, which is being attacked by terrorists. Bombsite A's objective is to bomb a flattop crane, to stop the construction work, while bombsite B is the main entrance to the office complex, were you are bomb the newly casted concrete pillars.

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=897505527

    Overview:


    Screenshots:

    Spoiler

    To see more screenshots go to the workshop here...


    Known issues:

    - T-Spawn and CT-spawn buy zones might be little bit off.

  • [CS:GO] Riverside II

    • Nohns
    • March 30, 2017 at 6:18 PM
    Quote from madsenfk

    40 minutes ago, madsenfk said: UPDATE!

    - Mid has been made more narrow aswell as bombsite B - Removed structure on bombsite B - Path to B has recieved an indoor part - Lighting has been changed to something more fitting for the theme I'm going for - There's a bit of a river now around A - B Connector has been changed up - Ruins simplified just a bit (Main path to A from CT Spawn) - Added fog

    Not all things stated in the playtest has been added yet, such as reworking some of the connecting parts of the map, aswell as simplifying bombsite A etc.

    But those well most likely ship the next update :P

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    Display More

    Looks great! Did you update the workshop map?

  • WIP in WIP, post your level screenshots!

    • Nohns
    • March 27, 2017 at 8:28 PM

    Orange box pictures from my new map. Only made mid, ct, t and a site though.. http://imgur.com/a/m8bI1

  • [WIP] de_Regista (temporary name)

    • Nohns
    • March 8, 2016 at 8:30 PM
    Quote from Logic

    The map is currently very dark in areas. It's even hard to see the routes in the layout. You should probably brighten those areas up a bit (especially T-to-A)

    Quote from BazzlingDalls

    Really any current active duty map regarding mid. Dust 2 has a connector into tunnels and a new entrance onto a. Cache has a connection onto checkers and a new entrance onto a. overpass has a connection onto a b pathway and a new entrance onto a.

    I have uploaded the new version of the map to hte workshop. Check it out if you want to :)

  • [WIP] de_Regista (temporary name)

    • Nohns
    • March 8, 2016 at 11:12 AM
    Quote from Logic

    The map is currently very dark in areas. It's even hard to see the routes in the layout. You should probably brighten those areas up a bit (especially T-to-A)

    Yes the mini-map is pretty dark, and that's also something i plan to fix soon. :) In-game i added more lights so the sewer area is more lit up.

  • [WIP] de_Regista (temporary name)

    • Nohns
    • March 5, 2016 at 9:01 PM
    Quote from BazzlingDalls

    Really any current active duty map regarding mid. Dust 2 has a connector into tunnels and a new entrance onto a. Cache has a connection onto checkers and a new entrance onto a. overpass has a connection onto a b pathway and a new entrance onto a.

    Well, I changed the map to reflect some of the suggestions in the map to this layout:

    I think this version is a lot better than the old.

    Rotation times from A -> B (and reverse) is 13-15 seconds.

    :)

  • [WIP] de_Regista (temporary name)

    • Nohns
    • March 5, 2016 at 9:01 AM
    Quote from BazzlingDalls

    I'll be showing what i think is a problem in the layout by circling the areas and numbering them. First off with number 1 unless this is a drop off point meaning its a one way for ct, this is incredibly t sided giving them instant access into ct because cts must have 1 player on mid and 2 on each bombsite, they cant spare another to watch this area to make sure no t's go into ct. And regarding 2 i believe mid is also too t sided, if you compare this mid to competitive maps in the game or even other workshop maps most mids have a reconnection into initial t pathways into a bombsite, and a new entrance into a bombsite. This way its not too T sided and it still gives Ts some options.

    Hi! Thanks for the feedback!

    Right now apartments are connected with the connecter to B site but i'm gonna changed that based on your feedback ;)

    Now to your number 2 suggestion: I don't quite understand what mean. Can you maybe try to do an example on a map in the active duty pool? That would be pretty sweet!

  • [WIP] de_Regista (temporary name)

    • Nohns
    • March 4, 2016 at 9:25 PM
    Quote from baem123

    the rotation from bombsite A to B takes between 20 and 21 seconds. that is very long.
    cutting the red area would help a lot. its an easy way to lower the rotation times, and it wouldnt destroy your general layout.
    i recommend changing sth before you start a playtest.
    i liked your map, especially the mid area looks interesting. bombsite A might be a little bit huge.

    [Blocked Image: http://i.imgur.com/cC6gc9C.png]

    Thank you very much for the feedback! I will try out the change you suggested, and then afterwards playtesting a bit with bots.

    For a long time i have felt that the apartments section of the map, was far to large. :)

  • [WIP] de_Regista (temporary name)

    • Nohns
    • March 4, 2016 at 4:35 PM

    Hello People!

    I'm in the making of my first competitive map, de_regisa. Detailing has of course not been applied yet,

    cause i will have to get some feedback on the layout, and a playtest scheduled.

    All feedback or constructive criticism on the current layout or the map as is, will be much appreciated!

    Workshop link here:

    http://steamcommunity.com/sharedfiles/filedetails/?id=63769719(Screenshots are all included in the workshop file).

    Timings are comming soon..

    Layout (updated):

    Version 2: Made changes to the layout, to make it more competitive. Also making a playtest submission.

  • [CS:GO]de_corp

    • Nohns
    • March 4, 2016 at 3:52 PM

    Wow this looks pretty nice! Keep up the good work!

    Hilsen Asger ;)

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