Jump to content


  • Content Count

  • Joined

  • Last visited

About Viiconov

  • Rank

Online IDs

  • Steam

Profile Information

  • Real Name
    Victor Voermans
  • Location
    The Netherlands

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I've released a small update to the Workshop: v2 changes that corner above to something slightly different (I managed to improve it a bit), and there's also some new cover in the Garage at Bombsite A, and some signage at T Spawn, all thanks to the feedback of Interfearance. Here's an updated overview: Also I found out that the bottom of the CT ramp in Mid can easily be smoked from the Terrorists' side of Mid, so I guess that balances things out.
  2. Thanks for your feedback! The staircase and the signage I will surely adress in later versions, and I also feel like there’s a lack of cover there at A site, so I’ll see what I can do there, too. The head peeking problem is much bigger, I’m afraid. In v1, CTs at the bottom of the ramp can see too much with just their heads exposed. For v2, I’ve added a crate that obstructs vision from the bottom of the ramp to where the Terrorists enter Mid, and I’ve also changed the corner next to the bottom ramp, as you can see on the screenshot below. But CTs at the bottom there can still head peek easily in the direction of bombsite B, from where Terrorists could try to push into Mid. That angle is a lot easier to smoke though, so maybe it’s acceptable. I just think that whatever I do, there’s gonna be angles like that around this place. Any suggestions are welcome, of course.
  3. Hi guys! I have to admit that I’m not very active here on Mapcore, but this contest has motivated me to finally make a 5v5 map for Counter-Strike, which is something I’ve been failing at for a very long time, but now I’ve finally managed to finish a greybox for a defuse map, and for the moment I'm calling it "Patoosh". I didn’t make the layout with a particular theme in mind, but I’ve got some ideas in the back of my head. Here’s an overview of the map: That overview doesn’t look as satisfying as I thought it would. In fact, it looks a bit chaotic, doesn’t it? Anyway, it doesn’t feel like that in-game, every area is very much self-contained. Perhaps a screenshot will show the map better: The layout of Patoosh is a bit different than the “standard” layout: the Terrorists’ main routes into the bombsites split off from a building that’s in front of their spawn, and one of those routes is an underpass that runs underneath Mid. It’s probably useful now to show a diagram of the layout: It’s also quite small. Mid can feel like a real battlefield, and the weird layout (which I really didn’t plan that way) gives CTs plenty of opportunities to flank the Terrorists. During rotates, that building the Terrorists use for their main entrances into the bombsites can be used by either team as a kind of second Mid route. Perhaps it’s a bit like Inferno, but I’m not sure. It all happened by accident. At the moment there’s one thing I’m really concerned about, and that’s the line of sight that runs through CT spawn, which just about covers the entire width of the map. That doesn’t seem like a good thing to me. But other than that, I’d love to hear from you people how I can improve this layout, since I really can't tell too much about it just by running about the place. I’ll soon be going on holiday for a while, so I might not respond to every comment, but any feedback is appreciated, really! Here’s a link to the map on the Workshop. Have fun!
  4. I've updated the map! Reddit user u/rqAUOpiulukjhg (great name) pointed out, among other things, that the Outside area (the main T route into the bombsite; on the right-hand side on the overview) was... "wasted space". He's right, I realised, so I shifted the CT spawn closer to the bombsite, so that they can get to Outside before Terrorists come pooring in. I've actually redesigned the whole of CT spawn to give it more "character", and to make it less open. Below is a before/after comparison between version 1 en version 2. Again, please tell me what you think! I really want to be confident about the layout before I get onto detailing the map.
  5. Hi all! I just finished the first version of the layout of my new wingman map, which is my first "proper" defuse map ever for CS:GO. I tried to keep the layout as simple as possible while still being interesting enough to play. I've also used lots of ramps (and even a ladder) to add some depth to the gameplay. Here is a (Metal Gear Solid-style) overview of the map: I haven't got a name for the map yet, for now I just called it Otto. Here is a link to the workshop page, and here is an album with some screenshots. Below is one of those screenshots to show the general stage of development the map is currently in. The reason I'm posting this is because I'd love to hear your feedback! Right now, it hasn't been tested yet with real people, all I know is that the timings are kind of okay... Please do tell me what you think if you decide to download the map. Cheers!
  6. Viiconov

    [HL:DM] Tension

    tension.bsp Half-Life Deathmatch: Source only has two great maps that are in the game by default: Crossfire and Subtransit. They are the only maps I used to play with my friends, and that's why I wanted to make another good map, one that's worth playing (unlike most of the other official maps). The result is called Tension. It has a very basic, almost Counter-Strike-ish layout. It's made up of rooms that connect into other rooms. Most of them give you the option of two other rooms to go to, and the map also has a centre, which connects into five different rooms. As I said, it's very basic. The theme of the map is based on the textures from the CS 1.1 map cs_thunder, made by Chris Auty. Luckily, Half-Life Deathmatch comes with a snowy mountain skybox. I haven't got much more to say about the map, the main reason I'm uploading it here at all is to have a permanent place for it on the internet, but I do hope that some people who still play the game will enjoy this new map.
  7. I'm working on a demolition map for CS:GO with doors everywhere, which you can use for cover. I know, it's stupid, but hopefully it'll be fun! It's currently called "Alohomora".
  8. This is what the second bombsite looks like now: This room is inspired by cs_thunder's hostage room. The major difference between that room and this bombsite is the scale: my bombsite is much smaller, and not as high as cs_thunder's hostage room. What's left for me to do now is connect this bombsite with the rest of the map, which includes making the spawn locations.
  9. Here is a screenshot of the first bombsite: I will probably change a few things about it later, but for now I will shift my focus to the second bombsite.
  10. It's kind of both. If I tried to make such a theme with "proper" CS:GO graphics, I would need a lot of custom props and textures, so this is much easier to do. But I'm not just doing it like this out of laziness, I'm just much more comfortable with this, and I think that it looks much cooler than anything I could make with CS:GO graphics. Thanks for your reply (That balcony is not accesible, by the way.)
  11. Visually inspired by 1.6's cs_thunder, this map is set in a snowy mountain base. Above, you can see the middle of de_hail. I'm still working on the layout of the map, but I consider this area to be done. Now I'll move on to one of the bombsites. (I'll post more screenshots when that area is finished.)
  • Create New...