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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!

Edited by Viiconov
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Ok I'll explain my feedback in screenshots:

If you make it possible to jump on the first crate, it will make it easier for T's to hold underground and stop them getting flanked. This also just feels like it should be possible.


I would add some more cover in this area near the bombsite with the catwalk. Maybe something like antiflash in A main of cache?


On top of just looking off, the ramp I shot above gives CT's a second head peek which may tilt the mid control in their favor. This is not ideal for most maps, this one not being an exception. As you can see I am suggesting you flatten out the shorter ramp.


These stairs look unnaturally big in game. The normal stair size is half of this!



The underpass concept is very interesting, but I would suggest implementing better signage, because player will probably always try to go through mid to get to and no realize that what looks like the main entrance is a connector that is contested.

This map is pleasantly simple, and I learned the layout in less than a minute. Capitalize on this and try not to add new paths unless absolutely necessary. 

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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.


Edited by Viiconov
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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.

Edited by Viiconov
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@Vaya I agree with the boxy part. However, the close knit feeling of the map's areas made it really intuitive when I played it. 

As long as he makes sure walls are sufficiently thick and makes the map feel alive rather than boxed in (e.g. using inaccessible areas to open it up), it should be fine. Sound might become an issue, but I doubt it would ruin game play as Vertigo, another dense map, doesn't really suffer from having many areas where you can be heard from the same place.

Edited by Interfearance
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  • 4 weeks later...

Hi guys, I'm back from a rather long holiday, so after a month of silence, here's an update about the map. First I'll moan about dead space, then I'll talk about the theme.

Dead space
I've tried to make the connections between areas as direct and straightforward as I could to motivate people to take those routes. A good example is the thin wall that separates Bombsite B from Mid. I feared that if I'd make some sort of corridor form Mid to the bombsite, the Terrorists wouldn't naturally gravitate towards that route because the bombsite would feel so far away. Making players intuatively go to places—especially making Terrorists go to Mid—is very important to me, so that's why some routes are so short. But maybe some of them are too short (the Terrorists' main route to Bombsite B comes to my mind), so if you know a specific place that you think needs extending, please tell me.

As I've said earlier, I didn't make the layout with a particular theme in mind, mainly because making any layout at all was a challenge for me, but now I've come up with something. I want to make it a snowy town. And I especially want to focus on the 'town' part of 'snowy town': I don't want to just throw big buildings around the edges of the level to justify the walls of the greybox, I want lots of smaller buildings that aren't touching each other, like in a real town. And then also some bigger, more industrial buildings, probably. I'll be posting some screenshots of my progress once there is progress, but for now, have a reference picture of a town in Spitsbergen:


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I've made some progress on the accessible building at Bombsite A, taking inspiration from Nuke and Classic Offensive's fy_iceworld:


For a moment I doubted whether the theme would look nice at all, but then I added some placeholder snow heaps in the background and I'm quite happy with that.

The interior of the building is now pretty much empty, because otherwise I think it would be too easy for a Terrorist to camp in it while the last CT nervously attempts to defuse his bomb.

Here are some more screenshots:





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More progress, more screenshots! I've been detailing the buildings at Bombsite A:






The floor and the cover and the background of the bombsite still have to be done, but I think I'll first be moving to the other parts of the map to get them up to the same level as this, to get a sense of what the town as a whole will look like.

Edited by Viiconov
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  • 1 month later...

It's been a while!

I can't remember it exactly, but during August I didn't work too much on the map because my motivation for it had ebbed away, but recently I started working on it again, though slowly. I've added a placeholder 3D skybox around half the map to make it feel more cozy, but more importantly, I've given the accessible central building (I'll think of a nickname for it) a general shape, so that there's some actual architecture going on there:



View from middle

(The interior of the building is still horribly empty for the moment, but I thought it had been long enough since my last update.)

I'm also quite new to all this architectural business; for about two months I hadn't the faintest idea of what the building should look like  (maybe the current "industrial" look is a result of watching HBO's Chernobyl), so any tips are welcome!

Edited by Viiconov
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  • 1 month later...

Another update! (Again, it's been a while.)

I've mostly been working on the CT side of the map, but Top Mid and the building at B (including its interior and the underpass) have also changed.

It's still far from done, but have some more screenshots:









(Also I've discovered that rendering half a map can lead to modern art.)

Edited by Viiconov
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