r/csmapmakers Apr 26 '26

Rate the layout of my Wingman map

This is my first CS2 map, so I’d really like to hear what you think about the layout, how balanced it feels and whether it actually works well for Wingman. Any constructive feedback is appreciated.

Map link: https://steamcommunity.com/sharedfiles/filedetails?id=3714607641

21 Upvotes

8 comments sorted by

3

u/pepperonikorv Apr 26 '26

Cool that you started mapping.

Just played a game against bots, so take my comments with a grain of salt.

Overall, really good for a first attempt. I think the sight lines on the map are good, and the site design definitely works. One thing I think you could consider is if you moved t-spawn more forward so you can directly run left or right. I believe it is more fun for the player to instantly choose direction after spawning. The map generally now feels like the CTs get quite a lot of map control at the start of the game. Is this how you want it or could they start with a little bit less so the fight is more on the site?

Another tip I would give you is that even though it is still in development, try to change so that the walls and floors are different colors. This makes the map more visually interesting for quite little effort.

Hope you continue mapping!

3

u/ShockEarly4202 Apr 26 '26

Thanks for the feedback!

Yeah, when I was designing the map, I intentionally gave the CT side a slight advantage at the start, mostly in terms of passive defense. At the same time, I want the T side to play actively, using smokes, molotovs, and other utility to take initiative and secure strong positions.

I’m planning to keep working on the map by adding more spots where you can safely block off angles and open areas with smokes, and also make it easier to push onto the site and hold it once you’ve taken control. Also, as you might’ve noticed, there’s a flank route on the right side (from the T perspective) that lets you get behind the defenders, which opens up more room for smart plays.

Overall, do you think this kind of design approach works well for CS2?

2

u/ciggywet May 02 '26

Looks like a great blockout. Havent played but from the get go I think it could use more verticality. I like the connector thing you got going on. I love drops and ladders for sound ques.

In reference to existing official maps, the ground isnt always even, generally with a slight slope to make engagements more interesting. I know this is in blockout phase but just wanted to put that out there.

Also the two doorways are cool, but for callout's sake maybe make one of them a door frame...

Would love to download and try out. Please reply so i remember to do that lol.

1

u/dr-pickled-rick Apr 26 '26

It's a little unfinished to be published on steam.

Also, Wingman maps are best small with a lot of overlapping areas of play. We're talking 45s rounds, battle inside 8-10s, gun play and fast paced, utility, skill, etc. 16 round matches should be playable in 10~12 mins.

I'd grab everything and shrink it down 60% and work backwards from there. Have a look at the old Inferno/Nuke maps from CSGO. Single bomb site, 2 entry points, instant battle. The old wingman maps from CSGO provide quality historical material to base a design.

The best Wingman maps provide a single path for T/CT but lots of options for play. Inferno for example you can split or commit cemetery/steps and use utility. CTs can challenge top of banana or take defensive positions.

1

u/PayApart7659 Apr 26 '26

A little agoraphobic but good for a first try

1

u/Perfect_Schedule_70 Apr 28 '26

Im planning to make a map based on a location in my city. I am a complete noob, any tips are appreciated.

1

u/BiT_Cs 28d ago

There are too many entranced to the site, for better gameplay u should cut the one betweed donut and site and connect it to the drop/upper area

1

u/ApprehensiveBid6345 2d ago

looks phenomenal, though i think that the t's have too much walking to get to the site