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[GSGO] de_samba [WIP]

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This is a map I'm working on from time to time. I lost it once, retrieved it and builded version upon version until now.
It is supposed to be a bomb defusal map set in a favela-like environment. At least that is the plan.
For know it is still a grey boxed version where I'm trying to perfect the layout.


As you can see, I went for a traditional layout. But I tried to mix CQC and long range fights in several locations.
I started with the idea of verticality, as the complete left side of the map is on higher ground than the right side.



Some visuals of the current state of the map:







Workshop link:

I'm currently looking for feedback on the layout, as I would like to find a final version, before try detailing.
Showing the map and getting feedback would also be a way to give me the necessary motivation to at least finish what I started :)
Post your thoughts here or hit me up on the Mapcore discord.

Edited by Tomato

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So, yesterday I had my first playday for this map and this was the feedback I got:

  • Tight!!!
    I heard this word several times during the playtest. It seems that a lot of players found several corridors to narrow. As the map was supposed to feel tight and claustrophobic, I guess I could have expected this. Though there is a difference in “feeling” tight and actually being tight, where it is not comfortable to play. In the feedback round afterwards, I got some more feedback around this topic, as the sharp corners and the possibility to maneuver enforces the tight feeling. So in the end, I suppose the map has indeed too much narrow corridors. One point to work on, widen the corridors, but keep the feeling of it being tight. Give a player the possibility to dodge incoming bullets. Play around smokes/Molotov’s.


  • CT mid equals death
    Whenever CT’s rush mid in the beginning of the round, they ended up dead. The positions where they end up is too easy to be blocked by sniping terrorists from the opposing side of mid. Suggestions were, adding cover, changing the entrance and removing the extra path (right side on overview). Additionally, the position on T side in pit seems very overpowered as it only shows the enemy’s head.


  • T-junction alert
    Terrorists attacking B were suffering from indecision as if they had to turn left or right. When they push a CT could be on either side and in worse case on both. This makes it hard to successfully push through this chokepoint. In order to make this more balanced the T junction has to be changed. Opening up opportunities for nades, maybe change the cover when checking left/right etc.

Next to these points there were a lot of other things/flaws/ideas pointed out, that I’ll briefly write down here:

  • Path from Mid to A site (upstream) could be removed
  • There are awkward head angles from upstream into Short A


  • There is a ledge in Upstream that providers very strange angles when someone gets up there


  • The plank between pillars on A site should not show feet beneath it


  • Diversify the bomb sites. Maybe open up A site
  • Add more height variation on the bomb sites/entrances itself (not only over the complete map)
  • On CT spawn, when walking to B, CT’s have to turn around first
  • Try to add different encounter distances (not only far and close)
  • Less 90-degree corners (river and alleys)
  • Open up for utility
  • Simplify

I'll add the overview here again for reference.



 Thanks everyone for being in the playtest and providing feedback.

Time to get to the drawing board.

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