I have never created any map what so ever but I've had this idea for quite some time so I will try to complete it as far as possible. Most likely it will end in gray walls and a ton of sketches. But hopefully I will make it intresting enough for someone to complete if and when I give up. So here goes...
De_apocalypse will be a stripped down version of the alp fortress described in the Robert Ludlum novel Apocalypse watch. The hidden fortress, which in the book is a Nazi camp, will be depicted as a Pheonix connection base. The base has a massive vault currently holding a whopping 48 cruising missiles which are to be used in an upcoming war. To make sure that these missiles are never used a counter-terrorist team (in CS known as Terrorist) will breach the base to blow up the guiding chips or the Pheonix mainframe. The chips are currently held in a loading bay before they are sent into the vault to be attached to the crusing missiles. So there is a brief window to execute the operation.
The fortress, a Mountain Citadel if you'd like, will contain elements from a lot of my favorite maps from now and before. Such as:
A massive yard ala de_cbble from 1.5/1.6.
A drop ala de_cbble from csgo.
A ventilation shaft ala de_prodigy.
A stormdrain ala de_cpl_mill.
A storage area ala B-site Train in csgo.
A tower ala de_train in 1.5/1.6
My end goal is to have a map which is looking alot like cpl_fire once was. With mountain sides and brick buildings. I might even throw in a basketball court for shits and giggles.
The main goal is to have the two sites covered in entry points. Where 2 or 3 are the main T entry points and all 5 will be CT retake entry points (where 1 is risky, and two are time consuming). I've noticed that the most popular maps have 4 or more retake points, since they allow for both teams to have multiple ways to setup their strategies. Not like B site inferno where it is one way in and all about that first duel. More like (Train A:5 B:5, Mirage A:5 B:4, Cache A:4, B:4, Overpass A:4, B:4). Another key is to have some way to hold the site afterplant on long distance. If the plant is at a smart location it should be possible to see it from far away. However, a well placed smoke will also end up in alot of bullets raining through it, with a risk of missing ofc.
Controlling the Yard for fast rotations will be key so I expect heavy battles there almost every round. Since the yard will be placed smack down in the middle it will be a fusebox just waiting to go off.
Both sites will have a chicken coup like hiding place for CT where shenanigans can occur.
I will upload pictures of my sketches in a while. I start my mapping journey today, and well se how far I can get.