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  2. Gauss

Posts by Gauss

  • [CS:GO] de_wildwood

    • Gauss
    • April 24, 2018 at 7:41 PM

    Still working on this map piece by piece! I haven't put too much time into it over the last month, but I've been balancing timings to B and changing the B-site chokepoints.

    Here is the radar, as well as a demonstrative overview for how I wanted the map control at B to be distributed:

          


    Player meeting points at B chokepoints:


    Boost added to close off B-Lane:

    Placeholder model (hopefully obvious), will be a small excavator/crane truck.


    Had to lengthen CT-to-B path for chokepoint timing, so added an extended area to block sightlines from CT spawn.

    (This view is looking from B-connector. CT's have to go through that snake-path to reach B-site)

  • [CS:GO] de_wildwood

    • Gauss
    • March 14, 2018 at 11:55 PM

    Hello everyone! After completing a playtest with our loyal Mapcore group, I've gotten a lot of feedback and suggestions for the map. I've just finished working on the updated version, and will now explain what I've done with the map so far. Thanks again for coming to the playtest!

    These were the main suggestions/feedback brought up to me by other players, as well as some of my own ideas:

    • Remove drop room @ bottom-mid
    • Merge the two parts of B-sawmill, making the two paths to B more distinct.
      • Should also combat CT aggression.
    • B chokepoints don't make sense
    • Make the T chokepoints at A more breathable. CT's should be scared to push.
    • Move A-Heaven to the left, and replace it with the chokepoint that existed there.
      • That way, snipers don't have a perfectly straight line to snipe from, and CT's have to push past the open heaven spot to reach the far-area of the site behind truck.

    I did my best to work on all of these, and the result is a map that's much more fun to play :) I'll include some visuals to show the impact of these changes.

    Updated Radar:


    A-Site changes:

    The heaven chokepoint has been moved to a position where it is blocked partially by the tree. This prevents awpers from peeking into the side-chokepoint (T's) unless they completely expose themselves, and instead focuses their attention on the ramp-chokepoint. The position CT's would defend from beside heaven has now changed into a "construction" room, with claustrophobic dimensions that encourage close-quarter combat, that is, if the terrorists are able to cross the site and reach it. I've also changed the way rotations work around the back of A (CT's) — all of the paths are now contained inside of one main building, connected by a single "lobby" area. It branches out into:

    A-Main (includes a skilljump from the piece of machinery in the corner onto the catwalk)

    Hallway (leads to A-site heaven; contains spammable windows on either side)

    Drop/Construction Room (leads to A-site via construction room)

    and finally, CT Spawn [pic not included]


    B-Site changes:

    Artistically, I changed my reference from a log-fort to a fancy log-cabin. i.e. [Blocked Image: https://odis.homeaway.com/odis/listing/79422311-d38d-487f-a01c-c835f51e322c.c10.jpg]

    But gameplay-wise,

    As the B-site has always been a desirable target for Terrorist rushes, it demands that CT's play intelligently and know their angles so as not to get picked off easily. Previously, it was a bit too easy for CT's — they could choose 1 out of a million different spots to hide, and often not even be seen by T's before shooting them in the back. It almost punished CT's for not playing spots which were close-up and obnoxious. Now, I've redesigned both the site and the pathways to it, ironing out the issues it had before. I wanted to keep the unique design of having a "lane" between the T-chokepoints and the site itself, as I feel it could open up some very interesting possibilities for both T's and CT's at different points in the round (i.e. easy flanks if no one is watching, setting up a CT to pop out lane and catch T's off-guard, decisive and powerful grenade usage, etc)

    Sawmill has been split into two distinct pathways (and B-long has been removed)

    1) Chokepoint in the center of B-Lane

    2) Chokepoint at the far end of B-Lane (allows for support towards the mid-lane players, or vice-versa)

    Less angles to worry about at center chokepoint (now only exposed to connector, a small portion of B-site, and a slight angle from Balcony; previously was open to attacks from 180° either side, multiple spots on site, as well as CT spawn)

    and lastly, Additional entry-point "Balcony" (can be used to look over almost the entire site, but has limited movement options)


    Overall, I feel like I have improved the quality of this layout tenfold, but not without the help of those who gave me tips and ideas for what I should change. I appreciate it a bunch! Feel free to let me know what you think of these updates, and if you have any more suggestions, I will gladly listen to what you have to say. Hoping to finalize this blockout portion of the map soon so I can start beautifying and transforming it into a realistic environment!

  • [CS:GO] Improposition

    • Gauss
    • February 25, 2018 at 12:23 AM

    A lot of the map looks very open and will probably lead to mostly long-range fights. While that can work, it's usually supplemented with some close-quarter areas, and the only parts I can see that happening are near your CT spawn.

    I would work on defining your pathways to the sites a bit more to "constrict" where the players are allowed to be. It almost feels like the map is a giant battlefield but with some walls sectioning it into separate parts.

  • Pagoda

    • Gauss
    • February 25, 2018 at 12:09 AM

    Agreed, looks like a gigantic map for 2v2. And I think the correct term would be "gazebo" :)

  • GRAND PRIZE WINNERS Declared!

    • Gauss
    • February 23, 2018 at 5:26 PM

    Way to go everyone! I had a good feeling Biome was gonna take home #1, glad to see these results :)

  • [CS:GO] de_wildwood

    • Gauss
    • February 20, 2018 at 3:47 PM

    https://steamcommunity.com/sharedfiles/fi…/?id=1199504283

    Wildwood is a work-in-progress 5v5 competitive defusal map set in the forests of the Midwestern United States. I originally sketched out a rough layout on paper after getting inspiration from a dream. There were some unique ideas I had in mind, and I did my best to translate them into a playable CSGO map. I've put in many interesting gameplay features that have been used sparingly, but with useful intention, in other maps.

    I've just recently pushed this map into the greybox stage. It has gone through many, many changes in its layout as I've tinkered with elements like timings, chokepoints, and positional advantages.

    Spoiler


    There are plenty of visual additions I want to make:

    - Edit the skybox to keep the orange sunset look, but add in a blue sky instead of the dull gray tones.

    - Seperate three parts of the map into their own distinct "looks", all fitting into the general forest theme. T-Spawn will be a train station, A-site will be a manufacturing/factory area, and B-site was planned to be a log fort (might be subject to change).

    - Create a custom redwood model for the A-site landmark.

    - Lake with floating logs, connected to railroad. (Based on real life lumber mills)


    If you have suggestions or critique for the map layout, feel free to comment about it :) I'm looking forward to completing this map and designing it to be as fun to play as possible.

  • Tangerine

    • Gauss
    • November 17, 2017 at 3:26 PM

    Could you increase the height of this window in Middle? It's easy to jump out of as a Terrorist, but as a CT it is very easy to get stuck. It happened to me several times when starting from the car.

    Great work with the map, it has a very cozy atmosphere. I particularly like A-Long :)

  • Abbey

    • Gauss
    • November 12, 2017 at 2:39 AM

    Wow, this looks beautiful! Those buildings are amazingly realistic :D

  • Opal

    • Gauss
    • October 3, 2017 at 11:48 PM

    Glad to see you didn't lose all of your progress, would have been disappointing to see you drop out because of something out of your hands. Keep up the good work! I like your map's slight deviations from the 90° grid, makes it look more interesting :)

  • [WIP] de_bali

    • Gauss
    • September 30, 2017 at 6:40 PM

    Made some changes since last week:

    1) Added bridge/underpass at Top Middle, and moved CT Spawn closer to A

    CT's were getting to B too fast -- they were able to push all the way into the Terrorist lobby area, making it super unfair to unsuspecting T's.


    2) Raised height of B-heaven

    Previously, T's were able to take B site and walk into "heaven" at the same time -- this made the spot pretty useless as CT's, as it did not prevent T's from simply pushing through it (imagine heaven on B-site Cache being at ground-level... it's usefulness would be severed). Now, terrorists will have to clear the spot with a smoke/molly to plant safely. It is possible to get into heaven from the site itself, but it requires a well-timed skilljump from whitebox, meaning whoever performs it would be fully exposed for a good couple of seconds.


    3) Prettied up the B Lobby area

    The path from T-spawn to B has been slightly detailed, so the terrorists will now pass through a hotel lobby before reaching the site. The windows and walls have been adjusted as well, allowing grenades to be thrown from the building onto site (for terrorists), and from site into the building (for counter-terrorists).


    4) And lastly, most importantly, the make-or-break point of the map

    Added a crate in connector for some cover on the right side of the wall. (super important)


    Playtest coming up soon hopefully! Detailing will be able to begin soon afterwards.

  • [CS:GO][WIP] de_Noordveld

    • Gauss
    • September 27, 2017 at 2:58 AM

    Definitely feeling that underground concrete vibe, looks good! Although, I don't think the vines/overgrowth is super realistic - they should need sunlight to be able to grow like that right?

  • [RELEASED] Transmit

    • Gauss
    • September 27, 2017 at 2:46 AM

    Add a few more lights to balance the brightness out (you barely ever want to have only one light per room!). The outside areas could work as they are, but the easier it is to see, the more fun it is to play :)

    Also increase the ceiling height, players should have at least 128-144 units of vertical space to jump around and not feel claustrophobic. If you have climbable boxes, you want players to have space to stand up and jump off those as well

  • [WIP] de_bali

    • Gauss
    • September 25, 2017 at 9:51 AM

    Finally got a free day to work on the map! Here are some updates:


    1) Overall size has been reduced

    I used the minimap reference in my previous post to help me redefine my layout, as there were problems with empty space and needless areas. I went back to pencil and paper to draw out a new version of the map layout, this time trying to "squish" the old one vertically. It worked quite well; most of the areas that were trimmed off ended up being large paths branching from T-spawn. This reduced their timings to sites, but I countered this with a new CT-spawn as well. I brought the CT rotation path closer "in" towards the map, so timings are shorter overall. With both of these improvements done, the chokepoint areas ended up about the same, they are just reached quicker by both sides.

    Here's a look at the Terrorist path towards A. Notice how much less space it takes up! There used to be a hedge maze type thing here.


    2) Added a B-connector, replacing an entrance to B

    I decided to get rid of the side-door entrance to B-site for a number of reasons: it provided for way too fast of a rotation for T's, it was a hassle and created weird angles when trying to defend the bombsite, and it felt out of place with the rest of the site aesthetically. So, in its place, I added a connector that serves to both slow down rotations from B-site to mid, and eliminate an unnecessary chokepoint on the bombsite.

    Note: this new path could potentially position Terrorists behind the defending CT's, allowing for an easy possession of the bombsite. However, there's no way that a group of T's could get to the connector itself unless they obtain complete mid-control (due to a lack of CT presence, killing CT mid-player, etc), and by that time CT's should already be aware of the incoming T's and will have time to reposition suitably.

    Here's how the new Middle looks:

    And here's a good angle showing the different paths one could take after obtaining mid-control. To the left, there's a vulnerable path towards A-site. Going straight, you can wrap around CT spawn. And to the right, you can noisily approach B-site.


    3) Removed building at B-Long

    The "library building" that was located on the Terrorist path towards B turned out to simply be a problem-starter, so I got rid of it. It was a completely free, unpunishable cover option for T's, was too enclosed and annoying to check, and it wasn't serving the purpose I intended for it, which was a sniper spot. So in its place, there's now a simple balcony with some tables to hop on and see over the railing, if you so desire. This just gets rid of another one of the pointless areas that were abundant in the previous map version.


    With all that being said, I hope to schedule another playtest soon so I can get some feedback on how my improvements helped the layout overall! Hopefully I'll get a solid version completed soon, and then finally begin the detailing process. I'm looking forward to trying my best at meeting the competition deadline :) (as it scarily gets closer and closer)

  • [WIP] de_bali

    • Gauss
    • September 18, 2017 at 12:46 AM

    Just finished up a playtest, thanks for everyone who showed up and gave feedback :)

    Here's a quick look at what the new layout will look like. I took your suggestions into mind and tried reshaping the map to flow better and contain less dead-space.


    Well, time to start Hammering away and making all the changes! I'll probably playtest the edited map with another group within a week or so, just to get some other perspectives on it.

  • [WIP] de_bali

    • Gauss
    • September 16, 2017 at 8:33 AM

    Well, time to resurrect this post :D

    About a month and a half later, I'm finally happy to present the newest iteration of de_bali! The original layout has been scrapped, and finding a new one took me quite some time. After 4 cycles of frustratingly going back to the drawing board and reworking design flaws with the previous ideas, I finally settled on the layout I wanted. Voilà:



    It was such a relief to finish this first step (at the same time I felt jealous of everybody who already had a completed layout beforehand), so I ended up taking a few days off to brainstorm how I could incorporate my ideal environment with the upcoming greybox stage. With those ideas in mind, I shaped the map around a couple major landmarks:

    (1) T-spawn as an ancient relic site with statues ("Gunung Kawi")

    (2) Middle as a market-lane with a large hut in the center

    (3) Pathway to A-site as a wooden interior with an octagonal Balinese building, housing a traditional statue

    (4) A-site as an emptier version of an outdoor Balinese temple located near a cliffside; the inaccessible portion of which will have more buildings and shrines

    (5) B-main as a blend between a Bali hotel lobby, and a natural cave aesthetic

    (6) Outside B-stairs as a blocked off walkway with a far-reaching view of rice terrace villages


    With about a month's work, the greybox was done and all the timings were working exactly as planned. For A, CT's can push beyond the site and arrive at the statue choke-point just in time to spot T's approaching it. For B, CT's have time to reach the site, plus a few seconds if they decide to push early. Mid is CT-favored by about 2 seconds, meaning they can reach cover on either the left or right side of top-mid when T's arrive at bottom-mid.

    All of that being said, here are some screenshots showcasing my currently part-detailed, part-greybox map.

    A-pavilion:

    [spoiler

    [/spoiler]

    A-site:



    A-connector:



    B-site: (should be familiar if you playtested this map long ago :))


  • [CS:GO] De_Grind

    • Gauss
    • September 12, 2017 at 9:06 PM

    Wow this all came together quick! I remember seeing a teaser image a couple months ago, and now the map is completed! (Although maybe I'm just really slow in comparison :P ) Great work on this one, definitely something to be proud of.

  • [RELEASED] - Studio

    • Gauss
    • August 1, 2017 at 3:28 AM

    Fantastic work, very appealing to the eyes :) Looking forward to a completed product here!

  • [WIP] de_bali

    • Gauss
    • July 31, 2017 at 8:33 PM

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1089166486

    (Old stuff below)

    Workshop Description: A religious extremist group has been spotted at shrines and temples all across Bali, Indonesia. For years this group has been known for targeting, attacking, and destroying any and all places of worship. The national counter-terrorism unit has been dispatched to protect the sanctity of these Balinese relics.

    -----------------

    After looking for a unique location for a map, I came across the island of Bali, notable for it's tropical landscape and volcanic terrain. There are many tourist attractions on the island; the one I focused this map around is called Tanah Lot, an ancient temple still used by monks to this day. It is a very unique structure - It was built and carved entirely of rock, and resides "in the ocean" - or at least quite a bit away from the shoreline. Waves are constantly splashing up against it, and during high tide the entrance to the temple is completely covered by the sea. This is the main setting for my map; my A-bombsite resides on top of it.

    The B-bombsite was more of a creative afterthought based on the terrain around Tanah Lot. It is seperated from A-site by Middle, which is located in a cave underneath a mountain. The B-site is designed after a small, concealed area for prayer and meditation. This site was not based off of any real-world location in particular, but it will contain artifacts resembling those used in Balinese architecture.


    Changelog:

    Spoiler

    v1_1_1

    Spoiler === Overall === - Lots of clipping! Movement should be smoother around (1) poles on A-site (2) house on CT->B path (3) other areas with props. - Added props and details to help make the map easier to play. - Shouldn't feel as barren anymore. - Out-of-bounds limits are mostly defined. === CT Spawn === - Improved path to B site; it now cuts the sightline from spawn and provides cover. === B Site === - Added a back-of-site CT area to fight long distance (provided you don't get easily smoked off). - This area can also help survive safely when a bomb-explosion goes off (~20hp is taken when in the far corner).

    v1

    Spoiler === Completely new layout === == A-Site - Is now located on the western side of the map, no longer #EastSide - The route has an immediate left-path option for T's, instead of a late right-path one - It has been remodeled to make the site itself larger and more fun to play on - Has a lower beach portion parallel to mid (may be called second-mid? not sure if I want to keep it or not, playtesting will determine that) - I want to change T-stairs, it's very long and exposed. The route itself is alright, but I don't like being seen from T-main, or from A-site looking down. == B-site is untouched. - I want to add a height variation for CT->Back of B, because you can snipe from CT Gate into and past CT Spawn. - Will add stairs up, (at this point, you are now safe from gate) walk around a closed hut, then ramp/stairs down into Back of B. == Mid - Still similar, mostly added on to it. - It now connects to T's main path towards A-site, and it has a connector in the center going towards CT's main path to A-site. == CT Spawn - Is now raised up, will be displaced later - (The spawn will be in a village with several closed-off huts.) == T Spawn is untouched.

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