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  3. Kardio

Posts by Kardio

  • Wild

    • Kardio
    • May 21, 2026 at 1:07 PM

    Just played the updated version of the map and it is GORGEOUS!

    Cannot tell how easy or difficult it is to learn the layout for players, since I've been playing it from the start, but the looks are simply stunning.

    Are there any easter eggs you would like to share? Does anything happen if you activate the walkie talkies in the right order?

  • [CS2] Mina De Ouro (WIP)

    • Kardio
    • May 12, 2026 at 10:36 PM

    Looks promising.

    Reminds me a bit of this one

    Best of luck!

  • [CS:GO] Shore

    • Kardio
    • April 28, 2026 at 9:08 AM

    I would love to see this in CS2

  • DELTA - CS2 WORKSHOP MAP

    • Kardio
    • April 28, 2026 at 9:03 AM

    Wow, the map is ... wild. I could see that you had fun making it, playing around with lighting, models and contrast. The map seemed a bit laggy from the CT spawn, especially from inside the room behind the ambulance.

    Could you explain some of your rationale behind the setting and the paths? Is it a real office or more of a mix of impressions? What is the purpose of the sewer, especially the entry through the house?

    The atmosphere is a wild and colourful mix, but I absolutely love it because it gives off strong 1999 vibes of counter-strike. Reminds me of cs_mansion and cs_assault. Lots of vertical gameplay which is also what I miss in many maps. It bears resemblance to a map I made myself and I like that you INCLUDE the surroundings: breakable windows, lots of paths, accessible houses and the ambulance (which is the hostage rescue). There is not one choke point.

    So it seems a lot of fun and I cannot wait to play it with friends.

    From a professional view: too many models are a distraction, the sewage path seems partly redundant, bots get stuck in the ambulance, floor models on the street block (!) your way.

    If you are looking for perfected, balanced playing, you'd have to make the individual paths clearer (so people learn the map layout in few minutes), reduce clutter and maybe a few windows/doors as CTs have plenty of options to escape. In my bot playthrough, CTs had an advantage - which is prompting Ts to naturally camp. Unless bots got stuck in the ambulance car.

    Having said that, I wouldn't make these changes. "assault" is also horrible from a professional point of view - and it is still a lot of fun to play.

    But the ambulance car: well, it is even buggy for human players when entering (sudden height change).

    I'll share more once I got the old band together to play this crazy gem.

  • Minas

    • Kardio
    • March 15, 2025 at 11:58 PM

    It seems the map has been abandoned 😞

  • Fachwerk

    • Kardio
    • March 14, 2025 at 3:50 PM

    I played the latest version today and found it absolutely stunning. It is a little masterpiece.

    It plays relatively well and we all had fun. Although it became tricky for CTs quickly circling to the other bomb spot when the bomb is planted. Here is what I found especially beautiful:

    • the ambience with cozy sun, chirping birds, creaking wood and barking dogs
    • very high level of detail and authenticity of houses. Despite different styles, they all fit well together
    • you included the letters A and B in the Fachwerk design!
    • beaten steps and a pretty creek
    • individual and uneven footpaths, giving the map a very natural feeling
    • The houses feel very plastic with boards, uneven walls and jutting nails

    I suppose the map is now final. In case you want to add some touches, I found two areas that need some attention (see screenshots)


  • De_Undertow WIP

    • Kardio
    • August 28, 2024 at 6:34 PM

    Any plan of including the features of the Original Half-Life DM undertow map? 😉

    Oh, please don't tell me it is a coincidence that you came up with a map that shares its name with an original HL map!

  • cs_Stalagnate

    • Kardio
    • August 28, 2024 at 6:31 PM

    Is this related to the "thailand football team rescue" incident? 😉 How will you recreate the tranquil atmosphere of such a cave? Will you be willing to create (at some point) a little tutorial (written or video) on how you created the natural looking rocks and round shapes of cave walls, columns and ceiling? The carving work and lighting of this map are already outstanding!

  • Timber

    • Kardio
    • August 22, 2024 at 6:00 PM

    To map naturally grown villages is always a challenge, because the layout never follows a typical square (boring dust 2) pattern. Round shapes, houses squeezed in, huts added in weird angles. So I have a lot of respect for this kind of work. And I can see, that the ground contains many stairs instead of being entirely flat. Fascinating! Don't forget some church bell sounds.

  • Kurai

    • Kardio
    • August 22, 2024 at 5:56 PM

    I LOVE the open/roof play mixed with urban layout. Besides Hong Kong being an intriguing area to play in, this playstyle is what I loved about Counter-Strike back in 1999 with roof-hopping and non-linear maps. Hope you will have nice ambience sound in there for authenticity.

  • de_hydrangea [WIP]

    • Kardio
    • August 22, 2024 at 5:53 PM

    Hi str132! Too bad you could not advance, I really liked your map! Maybe the mix of styles was confusing to the judges? There is a natural style (sandy stairs and rocks at T spawn), there is an urban component - and there is the urban part with the cemetery and grass. I liked the intricate layout with many small corners. And the altitude change. I sincerely hope you will finish this map and am looking forward to the result!

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