Hi all! 😃 I decided to do a quick port/remake my old hostage Wingman map from CS:GO. I spent a couple weeks on it, so it's not very visually impressive or anything, just a fun and quaint map to play on. Let me know what you think and if there's any issues! Thanks! Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=3748682881
Posts by mrpotato44
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Hi Everyone! It's been awhile, and sorry for bringing the contest thread back to life... Since my other maps are on hold right now, I'm thinking about taking a crack at improving the layout and art for Relic, and would love to hear any and all feedback
I'm hoping to get a collaboration together with some artist(s) (please feel free to reach out if you're interested :)) to help with making the map look better. In any case, I will be working on updating the art to the best of my ability, but for now I'm mainly focusing on improving the layout. Feel free to message me on any of my socials or comment here/on the steam workshop if you have any feedback: workshop: https://steamcommunity.com/sharedfiles/fi…/?id=3220451933 twitter: https://x.com/mrpotato44_ steam: https://steamcommunity.com/id/mrpotato44/ discord: mrpotato44 -
Hi Everyone
Finally released my remake of de_piranesi in Source 2 for Counter-Strike 2! Including a trailer, and a 20 minute rant on my design changes, enjoy! Special Thanks to aowblacky for the fantastic trailer!:My 20 Minute Design Rant:External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=3607096360
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Hey everyone! It's been a bit since I released a map, and this has probably been one of the more challenging ones I've worked on in awhile... So, I figured I'd share some screenshots, a workshop link, and then a little blog about my difficulties and some of the new things I tried while working on this map! 😁
TARTARUS - Wingman Defuse Map
Pictures
Background
Back in the good ol' CS:GO days, I imagined a map set in a hellscape filled with more ladders than any other CS map. It is a place of torture, after all. The idea never really went anywhere because of some limitations I ran into in CS:GO, along with me semi-quitting map making after releasing Firenze. With CS2, I decided to give the concept another shot. Even though I absolutely stink at art (as you'll probably notice), I wanted to revisit the theme and see how far I could take it. I revived the map, brought back some gameplay elements from the unreleased CS:GO version like the lava section, and simplified the layout to fit Wingman mode. That way, I could release it more quickly without putting too much pressure on myself. This was never meant to be an art showcase, and my main goal was to experiment with things I hadn’t tried before, like particles, custom soundscapes, and logic events. It’s been a fun way to experiment with level designing without going too overboard.
Custom Particles
In this level, I experimented with a few particle effects to help set the mood, including a portal, a storm vortex, and falling ash. If you're interested in using any of them (they're completely free) or want details on how I created the effects, feel free to DM me.
The portal (shown above) was probably the most challenging particle effect to create, and honestly, I'm still not sure I pulled it off. It mainly uses features like particle emission along a ring, particle axis rotation, and pulling particles toward the origin. I used two sprite trails, one orange and one a slightly darker orange, to try and create a swirling, multicolored effect that feels like a portal to another dimension. Originally, lighting was used in the particle, but this created a visually distracting effect that hurt to look at, so I used a couple of rectangular lights in the level to cast more consistent lighting near the portal.
The vortex was a bit simpler. It used oversized cloud sprites tinted orange, combined with upward force and some random motion around the Z axis to create a tornado-like effect. This added some life to the skybox tower (which was inspired by Minas Morgul). I think the effect turned out fine, but it felt like it needed something extra to stand out, especially from a distance. To address that, I added some omni2 lights into the spiral. This might come with a noticeable performance hit, so I wouldn't recommend it unless you're okay with the tradeoff. That said, the lights followed the clouds and reflected nicely off the main tower, which helped the whole structure stand out more in game.
The falling ash is the simplest of the custom particles. It's essentially a reskin and tweak of a falling snow effect I originally created for an unfinished map called Snowhaven. It uses the same snow particles from the game, but they’re tinted a grayish, semi-transparent tone. It’s very subtle and hard to spot during gameplay, but it emits throughout the entire map. If you look closely, you might catch a glimpse of it, which I think adds a lot to the atmosphere. The particles collide with surfaces like props and meshes, and they drift around slightly as they fall to the ground. Custom Soundscapes One of the more interesting (and painful) things I tried with the CS2 tools was adding custom soundscapes to the level. Since CS2 maps are usually set in realistic locations, there aren’t any built-in sounds that really fit lava or the tortured atmosphere of a hellish environment. To get around this, I used programs like Audacity and free sound libraries from Sonniss (https://sonniss.com/gameaudiogdc/) to splice together various effects. The result is a set of haunting ambient sounds that help bring the map to life. You can listen to one of the custom outdoor soundscapes here:
Logic Events The only logic events in the level are used to control the lightning and thunder effects coming from the tower. There are five lightning beams in total, created using the path tool with a generic red emissive material. These start disabled by default. Each beam is controlled by its own logic timer (seen below), which randomly triggers every 25 to 45 seconds. When one timer activates, the others go to sleep to prevent overlapping effects and avoid constant thunder from bad RNG. That said, I think the thunder still plays a bit too often, and the current 4-second delay could probably be increased.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
Artwork As you can probably tell from all of my maps, I've never been much of an artist. I tend to focus more on the level design side of CS mapping. Since most of the artists I know are either retired or busy, I’ve had to handle most of the visuals myself recently (especially on smaller projects like this one). For this map, I used Quixel Megascan rocks, which I color-matched in Paint.net and scattered throughout the level. I also used some assets from https://3dassets.one/, and for the ornamental trims, I exported the map to Blender and used a paid plugin called Ornament Generator (https://superhivemarket.com/products/ornament-generator). Overall, I think the map turned out okay... not quite up to the standards of modern CS2 levels, but serviceable. I believe it could be completely overhauled into something much better (especially in terms of lighting, color scheme, and textures), but for now, I see it as a fun and experimental project that’s not meant to be taken too seriously. Level Design [Blocked Image: https://images.steamusercontent.com/ugc/18379028805016400390/5626C9DA54DCC2BC110AC1B707AAD585DF65DD12/?imw=5000&imh=5000&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=false] In terms of level design, I followed the 2.5-lane principle that I usually use when creating Wingman maps. The idea is simple: you have one main entrance to the site (visible as the leftmost J-shaped path on the radar), one alternative entrance that’s typically perpendicular to the site (the dashed J-shape in the center), and a third partial lane that connects to CT from a different angle (hence the ".5"). I find this setup often results in a semi-playable layout for Wingman that doesn't need a ton of testing or refinement to be fun. One general rule of thumb for anyone designing defuse maps: always consider how CTs can position themselves (where is each CT holding, and what are they holding) and what angles Ts will be peeking into (can they clear each angle out effectively, are they peeking into multiple angles at once?). This mindset helps a lot, not just with Wingman, but also with full 5v5 layouts. The End If you're ever interested in more tips, tricks, or a deeper dive into my design approach for CS maps, feel free to DM me, either on here, discord, twitter, bluesky, wherever! Thanks for listening to me rant, let me know what you think of the map or if you want me to explain more stuff in this short blog. Have a nice day! 😁 -
I somehow just discovered this map today... and I absolutely love it! The interior of the manor, the texturing and assets are incredibly well put together and the map overall feels simultaneously spooky and a tad cozy. If you're still actively updating the map: I didn't hear any soundscapes in the level (maybe just an issue on my end?), but it took away from the atmosphere just a bit, and the lighting (particularly outdoors) seems a bit off on some props (like the pebbles and trees). This is a great first map, and I'm really interested to see what you make next!
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!enoyreve stargnoC
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Map is now finished! (Link: https://steamcommunity.com/sharedfiles/fi…/?id=3220451933) Thank you to everyone who has supported me along the way, and thank you to Yanzl for letting me use his amazing assets!
I will continue working on bug fixes/small layout adjustments in the future, but for now, this is the final level of detail the map will achieve. Let me know if you encounter any issues, and if you're not able to check it out in game right now, I hope you enjoy the following in-game screenshots!
Finally, I wish everyone the best of luck in the contest, everyone has made some truly amazing maps!
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Replaced the train model (thanks to Yanzl) and overhauled T Spawn, check it out:
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Another big update to the map! Changed the lighting, added some new layout changes and revamped T spawn!
Let me know what you guys think

https://steamcommunity.com/sharedfiles/fi…/?id=3220451933
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One... more... update!
Just pushed another major update to the map, including some new layout changes and graphics!
Find out more here: https://x.com/mrpotato44_/status/1817116984791736439 or here: https://steamcommunity.com/sharedfiles/fi…/?id=3220451933
And, as always, here's some pictures!

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Throughout the last couple months, I've been working on continuing to do art passes on the map to get it into a reasonable jump-off point if my map passes through to the next round. There are still areas that need to be worked on (specifically CT spawn and the tunnel), but mostly everything has fallen into place (including the new skybox!).
If you're interested in walking around and seeing the full map, consider subscribing to Relic here: https://steamcommunity.com/sharedfiles/fi…/?id=3220451933 (I'll be posting a few more updates to the workshop page before the August deadline).
Here are some pictures of new areas/previously uncaptured areas of the map that I think you might all enjoy!
As always, I am still looking for some talented environment artists to help out with some of the areas that still need work (most of the map)!

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this is a cool map, can't wait to play on it!
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I think I went a little overboard with the green...
This version is currently live on the workshop (https://steamcommunity.com/sharedfiles/fi…/?id=3220451933)
i also dont know german :^)
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I've been busy updating the map using a lot of feedback and data from the time it was played on Faceit last week, so I thought I would post an update on the forums.
I've been working on getting the size of the map to feel right along with small adjustments to both middles and some of the cover on A and paths to B Site.
Here is a picture of the current walkup to A from T Spawn:
Let me know what you guys think!
(Also: I'm not too great at the pastel detailing, so I am still looking for artists to help out. If you're interested, hmu! :))
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Just got around to updating the map with recent changes from a Mapcore playtest. Here are some raytraced in-engine pictures of Bombsite A and Bombsite B with some of the recent changes!
The new version should be live soon on the workshop page (https://steamcommunity.com/sharedfiles/fi…/?id=3220451933[/b]), so please let me know your thoughts on the map or any feedback you have, I'd love to hear them!
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I better be able to completely ignore the objective and play mini golf on the map or I will be extremely angry
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Quote from Alexdem
12 minutes ago, Alexdem said: I really like the skybox you use.
Thanks, it's just something I grabbed off Poly Haven:
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This is a 5v5 defusal map set in and around an abandoned railway tunnel in Switzerland.
Link: https://steamcommunity.com/sharedfiles/fi…/?id=3220451933
Created by: mrpotato44
Special thanks to: Yanzl, Orel, JimWood and Angel, for the various assets and programs used.
Lore:
"Recent corporate construction projects have been taking place in the growing city of Eisengrün. One such project has faced delays due to cave-structure stability, caused by an explosive detonated by a group of eco-terrorists. These terrorists detest the roles that large corporations like B+H International play in destroying the forests and ecosystems of Switzerland. A recent tip given to local police has produced evidence of another planned attempt to detonate a bomb in the city, although it is still unclear if the perpetrators are the same ones who caused the damage to B+H International. Out of precaution, a counter-terrorist unit has been deployed in the city, focusing on two areas: the rail tunnel's construction site and the soon-to-open botanical expo."
Pictures
T Spawn:
B Mid:
B Site:
B Main:
CT Spawn:
A Mid:
A Main:
A Apartments:
A Site: