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11 hours ago, The Horse Strangler said:

Haven't had a chance to run around the map yet, but I gotta say that I definitely did not predict this being a theme park setting. I think that was a very very weird choice, and not sure how players will compare this to Yanzl's themepark map.

I don't think they will for the same reason then dont compare Mirage and Dust that are  more similar to each other in terms of theme than Thrill and Chlorine. Thrill is a map with more visible "park" theme everywhere you go. This is a thing I wanted to avoid on our map to make the Aztec theme really immersive. 

Edited by Lizard
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1 hour ago, OrnateBaboon said:

Map is nice, though I found that there are a lot of dark spots like this. There is an enemy over the crosshairs.


I also assume this is a valve problem and not a map problem - player models not holding weapons.


Hey. You are right about the dark spots. Will fix them in upcoming update. As for the player models I have no idea what happend there. Might be an issue with our custom model, need to investigate. Thanks for pointing things out!



6 hours ago, blackdog said:

This is looking great, kudos! ??
but what I’m most impressed is how you kept this under wraps throughout the contest… I mean I don’t follow the testing topic not being able to participate, but yeah, what a pleasant surprise to see a map like this drop in this manner :D

Thank You! It was hard to keep it under the wraps indeed. Maybe not the best approach because it's always good to get a feedback on how things are going but we were super focused to deliver on time. Glad you like it :D

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Played it and like it. But it might have worked better without being an abandoned park. Could have been more atmospheric as a lost temple area with a magic sky inside. But nevertheless I see a great work done with a lot of love and knowledge.

Edited by Vanx
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3 hours ago, fewseb said:

I just realized while playing around on it that even though you have the custom SAS models, you seem to have not set the T-side models since its just the same 1 phoenix variant over and over again.

Valid point. Will fix today.

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10 minutes ago, zombi said:

Hi again. I was able to run a little bit on the map. I have found two small graphic issues.


Flickering door



And bug with water (to the right of the crosshair)



Really cool map, congrats!

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Hey glad you like it! I will try to address the issues in the next update after the deadline. I now know the reason behind flickering water but I can't fix it that easily. Flickering doors will go with the next update. Thanks for pointing this out! ?

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    • [CS:GO] Shore
      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


      Some pictures:
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