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Icarus88

CSGO

Jun 9th, 2015
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  1. Hello there. I have always been into designing maps and things for the various games I play. I knew eventually I'd like to break into CT matchmaking. Trouble is, I'm more or less lost. I was wondering if anyone with experience would like to work with me to build these 4, hopefully, very balanced maps. I will detail them below to perhaps entice someone. Feel free to add me :)
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  3. Motel
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  5. Counter Terrorists have learned that a wanted Terrorist cell is currently holing up in a local motel, on arrival the Terrorists have killed the staff and taken the residents hostage. FBI/SWAT/Standard Military and Anarchist models. The Motel itself is U shaped, containing 8 rooms on either side of a long hallway that connects them all. Ts spawn on the right side of this hall in front of a room called Hostage, which obviously contains the hostages. If Ts turn left they go to the bottom right of the motel to a room called Storage. The bottom left of the Motel is a room called Manager, which is littered with the bodies of the former staff. Across the hall from Manager is a motel room filled with scattered trash called Sloppy. Two rooms in the center of the motel surround the front door, both having windows that overlook the front. The room on the left is called Dark, with more cover in its window, while the room on the right is called Sweet (it has Sweet spraypainted on the floor with a body over it) and while it offers less cover than Dark it is easier to enter without encountering CTs and it offers a better view. Across the hall fron the front door is a room illuminated by a flickering light rightly called Flicker. The last room, located to the right of Flicker and across from Sweet, is the Bathroom. CTs spawn outside to the left of the motel and can approach from any angle. If CTs decide to attack the motel head on they may enter the Parking Lot, but must be careful to mind Sweet and Dark as they take cover behind the various cars and assorted cover. Three entrances to the motel can be reaching from Parking Lot, the front door, a door on the left leading to Manager, and a door on the right leading to Storage. If CTs approach the left side of the motel they can either enter a door leading to Manager or climb a ladder to the Roof. On the Roof CTs can choose to jump down a hatch leading to Sloppy or climb into the clanky vents which drop down into Flicker. CTs can also hit the lights out switch, turning all lights in the motel out for 5 whole seconds! (maybe 10?) CTs can choose to work around the back of the motel, but must be careful as a small window overlooks this approach. If they take the risk, they will be rewarded with a back door entrance to Bathroom and a grate entrance directly into Hostage! They can also work around to the right side and find a back door into Storage.
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  7. Rain
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  9. This one is inspired by the idea of taking a classic LoL map and transforming it into a CSGO one. Counter Terrorists have been dispatched to a formerly abandoned military base that has recently become active again from the Terrorists who wish to destroy it. Much like LoL we find a top lane, a mid lane, and a bottom lane with connectors leading from each one. Ts and CTs spawn directly across from each other. If Ts decide to go A they can make their way up A Main and risk sniper fire. Taking this risk allows Ts to attack A Site from the weakest CT angle, in a broad sweep. They can also choose to rotate through the connector to Mid, called Caves. The Caves are formed in a Y shape, one entrance being closer to T spawn and the other being closer to CT spawn, joining together halfway through before letting out into Mid. Alternatively, Ts can choose to make their way down Dirt, a path providing more cover but better CT angles. They can even take the extremely narrow offshoot of Dirt called Chute to attack the site from the side. CTs can cover this site behind the large Rock, which provides excellent cover from A Main and Dirt but terrible cover to Chute. They can take cover behind Truck, which has strengths against Dirt and Chute but a weakness to Main. If CTs choose not to be daring they can fall back into site to play the various boxes in the top left corner or take cover in Barracks, which provides excellent cover but with 3 entrances is very hard to defend against a rush. Mid is a mirror of two narrow twisting paths that let off in one large clearing with access to both connectors. This clearing has plenty of cover and can be a hotspot for a lot of the action if Ts decide to rotate. On the right side of Mid's clearing 3 entrances to Jungle can be found. One being right where the Ts come out, one being in the middle of the Clearing, and one being on the CT side of the Clearing. The middle and T paths of Jungle make an A shape, with a path connecting them a bit before they come together completely. CT path eventually comes together with these paths as well in an area known as Choke. Choke is a small pond at the center of all the Jungle paths, making it a close quarter combat crapshoot. Choke splits once again into three paths toward B, one letting off toward T spawn, one letting off to the left side of Garage, and one letting off near CT spawn. The site itself has three accessible buildings and random assorted cover scattered along it. Garage is a building providing unmatched cover but limited view of the T approach. A squeaky door leads out the back of Garage while a large Garage door blocked partially by a truck is found in the front. On the right side of B Site (from T spawn) we have House. House has two levels, and two entrances. One entrance found on the left side of the building, easily accessible to the Ts, and leads to the Kitchen. Kitchen lets off into Stairs, which has a door leading right onto B site proper and a stairway leading up to Attic, a small room with a small window overlooking the site. Across from B Site is Belltower, accessible by a ladder from the back, that provides a sniper with their dream spot. But they must be careful as a large rock right near T spawn provides excellent cover with a good view of Belltower itself. Only a crack shot can outshine Ts here, and with two crack shots this could be an amazing battle.
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  11. Shipyard
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  13. Terrorists are planning to destroy some key goods being stored at the docks, and of course the Counter Terrorists cant have that. This is a very open map, but I've tried to take precautions to prevent it from being a snipe-or-die scenario. The first thing Ts will find is that, right in front of their spawn on the bottom left side of the map is a large box surrounding by various smaller boxes. This is known as Boost, as Ts can boost onto its various spots to overlook the key CT sniping positions of Peek and Crane. Ts can turn right and drop down into the Sewers, which is a long path leading behind the Trailer to the left of A Site which I will detail later. If Ts decide to stay above ground and rush A Site they travel beside a group of slightly spaced containers that, much like mid in the great Dust II, can be sniped by either team. This paths lets out to the left side of A Site, a warehouse that is closer to CT spawn that B Site is. Ts can decide to attack the warehouse in several ways. First is a side door leading into a small windowed room known as Little. There is also a window that offers little cover but overlooks the site in its entirety. Alternatively, Ts can enter a small trailer and peak from its window into A site, offering more cover for a more limited view. Behind this trailer sits the exit of the sewers from T spawn. Ts can move to the large open front door. CTs watch the site through scattered box cover as well as a window on the right side of the building that overlooks the site. Another room offering great cover is integral for CT control of the site, called Foreman it sits in the top rigth of the warehouse with a door leading to the right side of the building. CTs spawn a bit up the road in the top right portion of the map. When CTs cross from A to B they pass by an area called Peek, which is a key spot to snipe and watch the Ts push to A. Peek offers little protection for the CTs but an amazing view, however CTs can choose to set up behind a truck on the corner of peek that offers more cover for less view. A quick sniper can bring down an enemy crossing from either team, much like Mid on Dust II or Mirage. A large clump of containers called Cargo sits in the center of the map, which completely covers a person from one angle, making it an essential spot for any rotation. While approaching B Site CTs can climb a ladder up Crane, a tall crane that provides a great spot for CT snipers. Ts can take cover behind Big Box, which completely shields them off from a sniper sitting on Crane, allowing time for key smokes/flashes. B Site itself is a big ship! There are three entrances onto the ship, and with the extremely open skyboxes on this map, should be accessible to an organized T team. Two ramps lead up the boat, on on the north side and one on the south side, both overlooked by small box like rooms, Captain for the north and Crew for the south. The site itself sits at the center of the ship, a single container surrounded by groups of barrels and missiles. The third entrance to B sits in the water below the docks, called Wet, accessible by a ladder.
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  15. Town Square
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  17. So we've been to the snow, the jungle, and an urban dock, where would I be without the dust and sand? Here Terrorists are planning to bomb some locations around the town square of this desert city, Counter Terrorists have been dispatched to stop them. Terrorists and Counter Terrorists spawn on either side of the map, Ts left center and CTs right center. Ts can walk around either side of a large building to one of four paths toward the sites. The top path is called Tunnel, leading right into B site. for a sort of rush that calls back to Apartments in Mirage and Tunnels from Dust II. The site itself contains a large fountain, similar to that of Cobblestone, in the center which is the actual location of the plant itself. CTs can fall back behind a bench that juts from a wall watching over the fountain on the top right of the site, and a food vendor on the bottom right of the site. A second entrance to the site connects to mid, called Sewer, which is to the left of the food vendor (known as Hotdog). Cts approach bomb site A from an area called Y, a Y shaped path that can be used to enter A and Mid. Mid is a long path accessible to both T and CT with connectors to either site, like I did on Rain earlier but with no alternate routes. Sewer can be accessed halfway down mid, and Connector, which leads toward A site, is directly across from Sewer itself. If Ts choose to go to A site they can take the lowermost path to A short or the path above it to A Long. A Long lets out in a wide open door just after Connector that overlooks the site. Short lets out into a hole in the wall, properly named Hole, that leads to a butcher shop, properly called Butcher! The site is rather open save for the sides. Ts that rush out of Butcher can move behind this maps Big Box to provide more cover from the site. A collection of missiles sits to the right of Butcher's doorway, called Ninja as CTs can easily hide here. CTs can set up defense behind a collection of spools in the top right corner or a large radio tower in the middle right that leads to a set of Stairs leading back to CT spawn.
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  19. Hope these maps sound nice to everyone, I tried making sure they had enough balance to provide fun gameplay!
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