

Hide And Seek map set in a city located near the coast, surrounded by jungle enviroment. Use the cover to hide from the seekers, and blend in. There are couple of secrets. You are able to climb specific sets of windows and some door frames.


Map to unlock Weapon and Hostage Achievements. To use type mp_limitteams 10 in the console. Play only as ct to make it work. Have Fun


awp_lego_2 без диглов, с ареной и улучшеной производительностью, что отлично подойдет для ваших серверов.


cl_use_opens_buy_menu 0 Enter it in the console so that you can open the doors without opening the buy menu Fun and interesting 1vs1 or 2vs2 map with many ways to outplay the opponent. Map will be updated.


The Phoenix Connection has infiltratad an archeological site inside of a temple. The task of the FBI is to stop the terrorists.


An aim map with a very high skybox and options for bumpmines Join CTs and kill Ts __________________________________ Unfortunately you cannot stomp enemies in this mode, as you must be in the DZ gamemode which causes several issues that are beyond the scope of this test. Made as a request and as an experiment. Unfinished, for now.


----------------------------=========Genstr Park=========---------------------------- ______________________________________________________________ As the name indicates, the theme of the map is Park but it's not your everyday park around the neighbourhood


A classic csgo map with some inspiration from Valorant. This is the second map I've ever made.


Original de_inferno map with client damage event log into console. Can be used to implement own force feedback via telnet console output


//RU:Старый добрый флоппи таун в стиле майнкрафта, также на нем отсутствует урон от падения, для еще большего веселья. Специально для проекта [url


A revamp of the classic de_chateau map that no one asked for, with a heavily modified 3-lane layout more suited for standard 5v5. This is not a faithful recreation of the original and thus the gameplay will be drastically different. Also, don't expect regular updates; this is just to explore map design (for fun). [b]Notable changes:[/b] - The scale of the whole map is generally reduced. - Removed the lower level of windowed rooms at bombsite A. - Removed most of the upper floor sections. - Opened up the front door and staircase near bombsite A. - Completely changed bombsite B. - Adjusted the middle of the map to resemble a Mid area. - Added new connectors from Mid to A and B. - Replaced a bunch of rooms and corridors with simpler paths. [b]Notable problems:[/b] - Weird contact timings and rotation timings - Questionable cover, especially at bombsites - Weird angles - Aggressively-sloped ramps - Errors in radar image - Missing clipping - Basic bot navmesh - Everything [b]Planned possible future changes:[/b] - Shift bombsite B further northeast and adjust connector to increase rotation time to Mid. - Further adjust bombsite B, especially making it less claustrophobic. - Adjust CT side near bombsite A to have a more accessible rotation route to Mid. - Create a safe route from T spawn to bombsite B by adjusting the tunnel entrance to Mid or adding a path. - Limit the new cover at T-side balcony near bombsite A. - Raise the lower Mid area to make the T approach less awkward, or adjust the slope of the ramp. - Adjust the grand hall and twin staircase. [i][b]Please let me know in the comments if you have any other suggestions or feedback![/b][/i]