Anubis creator explains how CS:GO's newest active duty map was designed

We spoke to Anubis' creator and level designer, Roald van der Scheur, to get a breakdown on what went into creating the latest map to be added to the competitive CS:GO map pool.

Creating maps for Counter-Strike is a laborious affair. Just to make a basic map it takes battling with the outdated Hammer editor, piecing together an image of what you'd like the map to look like, playtesting it repeatedly, and polishing it off by creating custom textures, models, and environment art. Making well-designed custom maps very much comes from a place of love and passion due to the amount of time required, but most importantly, competitively viable maps in CS:GO need knowledgeable and skillful level design with lengthy refinement and reworks. That was the process that Roald van der Scheur began to undertake when the idea for Anubis took hold in 2019.

Anubis entered the active duty map pool on November 18

"It started with the Mapcore mapping contest," the Dutch level designer told HLTV. "I was planning on doing it kind of on my own, but I'm a level designer, not an artist, and making a map takes a lot of time. I used to work on this Source mod called Pirates, Vikings, & Knights II, which is a game in which three teams fight each other in medieval settings, and I actually built a map set in Ancient Egypt. I decided to use this theme for CS:GO in a more modern jacket. It was actually the first time I experimented with arting a map and it was a lot of fun to do so, so I decided to use it for this CS:GO mapping contest because it wasn't really used in CS:GO before."

Mapcore is a game development community and forum that ran a $15,000 "exotic places" contest in 2019, encouraging level designers and artists to collaborate and create their own custom 5vs5 defusal or hostage map for CS:GO. One of the Cache designers, Shawn "FMPONE" Snelling, headed up the list of judges for the contest, with various familiar names from the community also part of the panel, including Anders "⁠Anders⁠" Blume, Mohan "⁠launders⁠" Govindasamy, and Jason "⁠moses⁠" O'Toole.

Van der Scheur had a small head start in the contest since he recycled some assets and mood-boarding that he already completed for a level he based in Ancient Egypt. He drew inspiration from images he had already pulled out about the location and quickly moved on to the next step in his mapping process, which was to draw a layout out on paper and decide what elements he could add to the map and where.

van der Scheur's moodboard images layered onto his original layout for Anubis

The whole process of creating the initial layout and deciding where exactly the elements might fit was much quicker than one might expect, as it took van der Scheur only a day to complete. The image of a bridge over a canal became a key focus and element of the design very early on, a unique feature that remains in the map to this day.

"It was the first strong inspiration of the environment. Then I see how I can put those elements in the map in an interesting way that's following the meta, because that is something we should respect as designers. The game works in a certain way, so how can we bring those two elements together?"

When asked whether having something original or different from other maps in Counter-Strike is important, van der Scheur stated that there are different approaches to level design. He said that while some of his colleagues are more static and solid in their designs, offering Ancient as an example and saying it had few changes and a safe approach, he prefers to experiment with crazy ideas and take the time to iterate on them to make them work.

"That [mid area] was decided during the sketch because… I'm a CS:GO player, my aim is shit, and I like to outsmart players in a way and have something dynamic where I can do some mind tricks. I like to focus on this as well. For example, I like Overpass. It's my favorite map because there's a lot of dynamic things you can do in terms of rotating, but also pushing, playing passively, and so on.

"What I wanted to do in this map, when I saw the reference of the bridge, was having this as well so you could drop down and completely, directly switch the tactic and move to either bombsite. In the initial sketch it was a bit less strong in terms of how fast you could switch bombsites, but it was the general idea I wanted. It would also be a bit more of a risk to jump down; you make a sound cue, you can't go back, but if you do it successfully you could be rewarded with a quick rotation or outplaying the enemy.

"It didn't work out during playtesting, though, because as you can see in the first graybox image there is this open bridge with just a small railing. It basically meant that if CTs would push on here they could get too much map control, or if Ts push up there and they could get flanked, so there's no safety for them at all and they could be shot from any angle. The bridge's position, but also its openness, was something I struggled with for six, seven, or eight playtests maybe, but it was something I wanted to get in there and get working. In the end, thanks to feedback, it worked out where it just ended up with one small window you can peek from."

One of the earliest designs for the canals area of Anubis

Early ideas of layouts were explored through grayboxing, a process where the raw level is created in the Hammer editor in an untextured and plain environment. The 3D layout allows van der Scheur to test the map on his own to explore timings, how cover works, how utility works, and how it could be used on the map. From there, further iterating was done as other players and Mapcore community members playtested the map, giving data and feedback for level designers to look back at.

The bombsite and cover layouts are also adjusted during this process, but with attempts to keep the central theme that van der Scheur had when initially creating the location. Not everything has a perfectly laid plan, nor had an idea behind it, however. The design and layout of the B bombsite was unclear for lengthy parts of the design process and only came together through months of playtesting and tweaking.

"[Laying out bombsites] comes a little bit down to theming and references. What I found in references is like, for example with bombsite A — which we can all agree should be bombsite B [laughs] —, the bathhouse is a theme I had in mind. For this you need certain elements, like a pool, maybe some stairs, a waterfall, or something that would fit in there and make it a little interesting. The B bombsite was pretty much unclear all over, the progress wasn't really defined and more came along during the process of iterating on the map. The bombsite changed a lot, if you go through this topic on the Anubis Mapcore creation thread you will see how different it looked during different periods in time.

"What I personally like is to design bombsites with some kind of teamwork in mind, where two players could have some crossfires, could cover each other, could help each other out, and can rely on each other. Maybe I do this a little bit too much for the more general player, and that is kind of a risk of my designs, but I think it also provides a little bit more depth, maybe, if you know and figure out how it works and can get some teamwork going on.

"That is the main focus for me when designing bombsites, creating crossfires and figuring out how utility comes into play. It's not that I really start designing a bombsite like, 'oh, it should have this and this element,' it's just more of a gut feeling and experience that says that 'okay, this could probably work.' Then we do some playtesting and I see 'this is way too hard for CTs, how can I help them a little bit and give them a bit stronger or more favored position' or whatever. It's more of an iterative process, which I kind of did way too much of on this map in the end, it was actually a lot of iterating, too much I would say, but it worked out."

Early iterations of the A bombsite share some central themes with the final product, but were vastly different in design

When asked about what he meant regarding doing too much on the map and iterating too much, van der Scheur explained that playtesters give a lot of feedback when testing maps, but that feedback is quite subjective. When designing the map, he was sensitive to that feedback and wanted to make everyone happy with his updates, and in attempting to implement some of those changes, he lost some of the vision for the map in the process. The back-and-forth resulted in the map switching from being CT-sided to T-sided and back, over and over, until at some point the Dutchman got frustrated and reworked almost the entire map.

Feedback still influenced the design, but van der Scheur was more cautious in implementing changes, weighing whether something was truly an issue or was only being brought up because the player didn't know how to react to something or was in an unfamiliar situation. He also pointed towards a difficulty in balancing maps for casuals, amateurs, and professional players, stating that he designs maps with pro teams in mind but can't focus his design solely on that side as it would increase the barrier for the casual player by too much. He contacted pro players and teams for feedback in 2020 as part of his efforts to tweak the map and make it viable at a top level, but only heard back from a player on Ninjas in Pyjamas, although that player gave some advice on how certain parts of the map were hard to take control of and influenced change to A main.

Balancing the map from that point came largely down to playtesting, something which van der Scheur credited the Mapcore FACEIT hub, and a website that collected stats and heatmaps on various utility usage, heatmaps, kill distributions, and other helpful statistics. More iterations and refinements were done to the map and when design elements were finalized the lengthy and grueling task of texturing began. Michael "Jakuza" Jako and "jd_40" were brought on board to handle the lion's share of that effort and the three of them combined efforts to handle various areas of the map.

Anubis looked more similar to what we know now by the time jd_40 and Jakuza started texturing

"Actually, they did most of the work. Hammer is old and it's really shit to do art so you have to use a lot of external programs. We had Jakuza making other materials, other models, and then we had jd_40 who did all the art dressing, like making everything on the map pretty. Then we also divided some areas where we started arting, like I did T spawn and the canal area for example, then Jakuza did A site and jd_40 did the rest, basically, and also improved our work at the end. We had a different task for each of us. My main responsibility was the level design, but I think they actually spent a lot more hours on the map than I did because it takes a lot more time. But yeah, we all had our own expertise in this map that made the map as it is today, so we thought, or at least I think, it was equal in that regard."

The trio of creators eventually won the Mapcore mapping contest and in April 2020 Anubis was added to CS:GO. It was initially added in scrimmage mode before being moved to the competitive mode. The map being in the game didn't alleviate any burden from van der Scheur as Valve remained hands off, however, leaving updates and bug fixes in the hands of the original map developers. Even requests for data from the map's implementation in the game fell largely on deaf ears, with the Dutchman stating that Valve provided CT and T-side winrates per rank on one occasion, but didn't offer any additional data such as heatmaps for updates or changes to be made.

Additional tweaks and changes were made to the map in December 2020 by van der Scheur and the map remained in the game until May of the following year, when it was removed. Valve reached out to the three creators over a year later and offered to purchase ownership of the map in order to add it to the active duty pool.

"[My co-creators] were pretty easy going with it," van der Scheur said of the offer. "I think I was the only one having a few doubts because I was thinking maybe we can get more out of it. It's a nice extra to get but it is not that great, especially because you have to divide it by three people, and these days making a map just requires a lot of people because the standards are so high.

"I was thinking it's not that much if you look at it and also if you compare it to what people get paid for skins and stuff right, and how much work goes in there. But on the other hand if you have to choose between this deal and nothing, then this deal is a great deal [laughs]. Because you don't know what happens if you would even negotiate, you don't know if it would stay in the game if you would not accept this deal, so there's so much uncertainty that you kind of feel like you should accept."

When asked whether the pride of having a map in the competitive rotation of the game factored into the decision, van der Scheur said it did. "That's a really big factor, actually. Money is just money, and this is something nice and kind of a dream to reach this goal. In that regard I see it as a win anyway, whatever the deal, so that made me really fast respond like, 'let's do it.' I think I wrote them the same day. It was not that big of a hesitation."

The trio of developers were ready to part with Anubis after spending two grueling years refining the map

The Dutch level designer did not want to share specifics on what the exact figures were in the deal that was made with Valve, but gave a small hint as to what the general range of the buyout was — one you could likely only understand if you are a map maker who has previously had a map in the game already. Van der Scheur stated that every day that a map is in the game, Valve gives the creators a certain amount of money, and that the amount they were given for the sale of Anubis equates, roughly, to having a map in the regular pool for two years. When contacted by HLTV in regards to what Valve pays per day for a map being in the pool, another CS:GO map designer declined to comment, stating that the information was covered by a non-disclosure agreement.

Relinquishing control of his creation came with a sense of relief, but also some difficulty. Now when he sees something is wrong on the map, van der Scheur still has an itch to fix it. He also hopes that Valve doesn't break his vision of the map that he so lovingly crafted, but he has faith in the developer to make good changes and stay true to the spirit of the design.

"All of us are pretty much done with the map. It took us so much time and energy that at some point, you're just done. Then it helps to have some fresh eyes to make bigger decisions, like if they even want to do bigger changes, then it could help to have fresh eyes and energy. When it was back in the game again, I actually opened up Hammer to see if I could change or improve some stuff with a fresh eye, but even then it was like, no… I'm just empty. I actually hope they will make some changes, I'm really curious."

United States Jason 'moses' O'Toole
Jason 'moses' O'Toole
Age:
36
Team:
No team
Rating 1.0:
0.93
Maps played:
18
KPR:
0.64
DPR:
0.71
Canada Mohan 'launders' Govindasamy
Mohan 'launders' Govindasamy
Age:
32
Team:
No team
Rating 1.0:
0.76
Maps played:
3
KPR:
0.57
DPR:
0.76
Denmark Anders 'Anders' Blume
Anders 'Anders' Blume
Age:
37
Team:
No team
Rating 1.0:
0.53
Maps played:
1
KPR:
0.19
DPR:
0.58
#2
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Brazil ZerongBr
Respect for the creator
2023-01-12 21:24
0
4 replies
#34
Spinx | 
Finland KnelI
Yeah 100%
2023-01-12 21:48
0
tier 3 teams will be very happy to have another joker map against tier 1 teams
2023-01-12 23:24
0
#105
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United States zebruhh
Nah, A site is like the worst bomb site in the entire game
2023-01-13 09:25
0
map is trash but respect
2023-01-19 00:39
0
Can he explain how are pixels works on A exit from T spawn? I throw molly my molly going to my direction by hitting invisible pixel xD
2023-01-12 21:25
0
3 replies
#38
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Sweden cslipo
Thats not a thing anymore?
2023-01-12 21:51
0
#57
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United States Artsywyo
He explained it by fixing it over a month ago
2023-01-12 23:06
0
1 reply
Ok. I haven't played this map after updated
2023-01-12 23:58
0
And I thought it started from a poop emoji and was morphed into Anubis with skillful fingers of a map maker and a little water
2023-01-12 21:25
0
#6
Faceit level 7 Old school: User been here for more than 10 years  | 
 | 
Portugal dracø
ok but stop shoving anubis in our face
2023-01-12 21:25
0
3 replies
#32
Spinx | 
Finland KnelI
??? What ??? You really got annoyed but this little? Wtf?
2023-01-12 21:47
0
2 replies
What
2023-01-13 13:05
0
1 reply
What What? read his comment
2023-01-13 13:59
0
too much text, need this in a video with more pics/videos thx
2023-01-12 21:26
0
5 replies
#62
Faceit level 6  | 
f0rest | 
Hungary Beszitvam
Born after 2000.
2023-01-12 23:18
0
4 replies
Made me laugh :D
2023-01-13 07:18
0
#111
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India udvibin
LMAOOO true
2023-01-13 10:38
0
loooool rekt :)
2023-01-13 10:46
0
:DDD
2023-01-17 14:02
0
''What I found in references is like, for example with bombsite A — which we can all agree should be bombsite B [laughs]'' so even the creator of the map agrees the bombsites should be swapped, why arent they then?? wtf valve
2023-01-12 21:27
0
Source 2 soon then
2023-01-12 21:27
0
cool , but need ton of fixes
2023-01-12 21:28
0
who?
2023-01-12 21:28
0
3 replies
Roald van der Scheur
2023-01-12 21:30
0
2 replies
thank
2023-01-12 21:30
0
1 reply
Np
2023-01-14 20:02
0
started from the bottom now we in the active pool
2023-01-12 21:29
0
1 reply
very impressive imo
2023-01-13 10:49
0
TLDR: terribly
2023-01-12 21:30
0
6 replies
if inferno released today half of the community would call it shit
2023-01-12 21:33
0
5 replies
nah i hope inferno comes to csgo sooner, everyone loves it!
2023-01-12 21:34
0
+1
2023-01-12 21:35
0
I agree. People tend to like most what they know. I was saying the same for maps like Cache and Ancient at first, now i beg to differ
2023-01-12 21:48
0
#118
Old school: User been here for more than 10 years  | 
Russia velzie22
+1
2023-01-13 12:37
0
Well inferno is kinda bad. When ct gets utility every round is a slow one, map control, 30s left, execute and hope they dont have a smoke or molly, if they do save. On ct side: Lose a = save on b Lose b = save on a The map is fun but the way its played in this meta makes it the most boring to watch. Every match is 1h+ long even between t1 vs t2.
2023-01-13 12:49
0
ok thanks for the article, interesting to read about the process. I really have no brain for trying to create such a thing, only to play on it xd
2023-01-12 21:36
0
5 replies
#30
Spinx | 
Finland KnelI
Hammer is easier when you use it for awhile i have used it but it just takes a shit ton of time
2023-01-12 21:46
0
4 replies
The problem is not that I dont think I couldnt learn the tools. Even with decent understanding of it I probably couldnt design a map that is not either ultra generic, massively robs a preexisting design or way to bad to actively play on. Every time when I try to design something (drawing, building, .... ) it looks massively bad. It just isnt for me//
2023-01-12 21:50
0
1 reply
#40
Spinx | 
Finland KnelI
Well you can improve that if you take a different perspective. Or you look at other map layouts and then just draw. Make the base. Do it over again, again, again... Until it hits. You can surely design stuff if you change your mind somehow. I did that with minecraft i was bad at building trash even but i just created my own stuff i built my own. No tutorials really. My own mind. I changed. I wish i could put that aspect to real life.
2023-01-12 21:57
0
are you the guy that's making dust_3?
2023-01-13 01:42
0
1 reply
#91
Spinx | 
Finland KnelI
Nope. I just create 1v1 maps (Not aim maps) for my friend and we battle it out. He has made two so far i have made one
2023-01-13 06:57
0
hope more community maps make it to the active duty in the future, anubis being added to it incentivizes map creators even more.
2023-01-12 21:40
0
1 reply
True
2023-01-14 20:02
0
#26
 | 
Sweden Akoulad
shit map
2023-01-12 21:40
0
#27
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Nepal askyee
Am I the only one who think that the early iteration of A is kinda interesting and some stuff from that picture would be better than it is right now? Im talking specifically about that 4th picture, left side of the bombside. It gives much more room to hide both pre and post plant than it is now with like one pillar and then wide open to every position a CT can kill you
2023-01-12 21:41
0
#28
Spinx | 
Finland KnelI
Amazing article good read thank you!
2023-01-12 21:45
0
I really like Anubis, more than D2 for sure and i cant wait to see how PROs will do on this map
2023-01-12 21:46
0
1 reply
I saw smooya in a livestream a few days ago and he was playing FPL on Anubis. It was really cool to watch.
2023-01-13 07:49
0
#31
Faceit level 8  | 
NAF | 
United States Gaz0o0
Pog Article and a great map!
2023-01-12 21:46
0
1 reply
+1
2023-01-12 22:11
0
#41
 | 
Latvia Tibro
honestly i really like this map.. only that it bit lags but fine. better than ancient for sure
2023-01-12 21:57
0
#42
 | 
Sweden bag0fdicks
Tldr but I guess he smoked a lot of weed, farted on the keyboard while keeping his fingers crossed.
2023-01-12 22:00
0
#44
jks | 
Australia Dadecum
awful map
2023-01-12 22:00
0
I played it now twice on Faceit and it’s actually a decent map, for me way more Fun than Dust2 in the last years. I just hoped on a different style, because we’ve seen so many dusty maps. But it’s way better than I expected.
2023-01-12 22:07
0
Sounds like a dutchie tho? Can someone confirm?
2023-01-12 22:38
0
1 reply
"It started with the Mapcore mapping contest," the Dutch level designer told HLTV if you read the article it literally says so several times
2023-01-13 07:16
0
#52
Old school: User been here for more than 10 years  | 
 | 
Ukraine dench1k
Okay so the actually how it works: the guy who doesn't have a background in competitve csgo and map development for this game portated his map and valve included it in csgo competitve without proper testing. That's the state of modern csgo.
2023-01-12 22:43
0
#56
 | 
Finland samuuu38
Assassins Creed Origins?
2023-01-12 22:52
0
3 replies
2023-01-12 23:27
0
2 replies
anubis is literally older than valorant. also, the map you posted gives off more of an industrial feel while anubis is literally ancient egypt
2023-01-13 01:43
0
1 reply
cause you only see the big towers behind, but when your in the map, it lookslike anubis
2023-01-13 12:30
0
#58
Old school: User been here for more than 10 years  | 
coldzera | 
Brazil cMMM
the way to bomb A is horrible. Otherwise the map is really good.
2023-01-12 23:07
0
#59
Old school: User been here for more than 10 years  | 
NEO | 
Poland ScR1337
nice but anubis is trash
2023-01-12 23:11
0
interesting interview
2023-01-12 23:13
0
cool article!
2023-01-12 23:37
0
The bridge is inspiration from Aztec
2023-01-12 23:46
0
4 replies
Aztec bridge is kinda suicide
2023-01-13 07:17
0
3 replies
No doubt! Rush bridge, drop water :D
2023-01-13 08:01
0
2 replies
rather rush B with 5 p90s, flash over double doors, smoke, spray and pray, plant the bomb - easy goldnova tactics, works 9/10
2023-01-13 09:19
0
1 reply
+111111
2023-01-13 17:59
0
please PLEASE swap A and B ffs
2023-01-13 00:36
0
Valve: Go make yellow map Roald van der Scheur: I go make yellow map
2023-01-13 00:36
0
Anubis is a very good map indeed. It was a bad choice for the map pool with other options available, but they should at least take off vertigo or mirage... So now, just maintain Anubis and take off Mirage (needs a rework asap) and Vertigo (improved, but not very competitive tbh).
2023-01-13 00:37
0
1 reply
I think the wisest choice now would be: Ancient, Anubis, Inferno, Overpass, Nuke, Tuscan, Train And in the next map pool update Ancient, Anubis, Dust2, Inferno, Tuscan, Train, *new/reworked map* - new tuscan AMAZING, competitive and with mechanics that other maps from the pool are lacking. Good to play, good to watch, a lot of room to tactics, already part of cs culture and different. They should bring it no matter what. - train Idk why they took it off from the beggining. It's already reworked. We already have heavy ct-sided maps on the pool, so makes sense. But train is train... take off vertigo instead lol. - cache they made a big campaing with the new cache and it's dead now it's already reworked: small adjustments and good to go - cbble New cbble is trash, but they didn't put any efforts with the its rework. Imo, it isn't a rework at all. They just destroyed the map and it looks just the same regarding aesthetics. They changed what they shouldn't and didn't change what they should lol. I think they don't like cbble at all. Old cbble was one of the best csgo maps ever, to play and to watch. So they should put real efforts in it at least so we can have it as an option. - season where is season? - mirage needs rework asap - vertigo we need to give that vertigo now is a good and competitive map comparing it to what it was in the past. but if we compare vertigo with the other maps available (specially the heavy ct-sided oines) it is a very weak map indeed. - overpass the only map that was in the initial map pool that is an original from csgo. years passed and it needs a rework. very boring to play/watch right now imo. but a good and competitive map that they should bring from times to times. And many other cases like anubis (new maps) and tuscan (old maps) that are viable. I just don't understand valve. The ONLY argument that makes sense is that if they pick the popular map pools suggestions, the color palette would be very warm indeed. But it's their job to correct the maps' arts lol.
2023-01-13 00:50
0
And sold it to Valve, absolute W
2023-01-13 00:44
0
#79
 | 
Brazil setsz
damn this open mid is better than the window
2023-01-13 00:47
0
#80
NiKo | 
Japan Kiriji
He went to the toilet, took a shit and got an Anubis
2023-01-13 00:49
0
#82
 | 
Poland BAN_ANIME
actually interesting, thanks for insight
2023-01-13 00:57
0
anubis lore
2023-01-13 01:33
0
#87
 | 
Norway Snaids
Very cool, thank you HLTV and thank YOU, Roald, for creating this beast of a map
2023-01-13 02:30
0
#89
Faceit level 6  | 
Russia rokku751
This map is terrible for pro scene. Why not update and bring back such good maps as Train or Cache?
2023-01-13 04:04
0
1 reply
because u need brain to do that, and u need brain to play pro-CT maps; as for new maps, u don't have to think, just rush sites... my view is that all the changes are not for the pros, they are for general public, losing interest in the game
2023-01-13 10:22
0
no, thks shit map
2023-01-13 05:42
0
I have a question: why do so many maps have a middle Eastern setting? With train and cache, we had USSR references with nuke and overpass german settings... Does Valve fit the cliche?
2023-01-13 07:04
0
2 replies
nuke usa
2023-01-13 07:18
0
1 reply
it was german. few years ago Valve just changed the location :D
2023-01-13 07:22
0
#93
 | 
Estonia void1337
fix fps problems when looking towards water
2023-01-13 07:12
0
I don't understand the hate this map gets, it feels very smooth to play and it gets better the more you play it in my opinion. csgo players are crying about no updates and when they actually get em they just cry more
2023-01-13 08:55
0
spastic movements over a dead game
2023-01-13 10:13
0
1 reply
#125
Old school: User been here for more than 10 years  | 
 | 
Finland FlNLAND
dead meme
2023-01-13 18:19
0
#108
 | 
Poland malymaly
That's a cool matchmaking map for casual players. it will probably take some time and adjustments to make it suitable for pro scene. The same way it was with Ancient.
2023-01-13 10:25
0
#115
 | 
Ukraine Sneako
I love this map so much. He did a great job
2023-01-13 10:53
0
#126
 | 
Czech Republic buznogej
Someone could "explain" why the B entrance collision boxes still haven't been fixed and you can't throw nades there properly without them bouncing off of thin air.
2023-01-14 01:40
0
common W ac origins
2023-01-16 17:00
0
#135
donk | 
Poland NHZb
TOP 3 in my best maps, i love Anubis <3
2023-01-18 09:50
0
Swap A and B names plz!
2023-01-19 00:24
0
#138
Faceit plus user Faceit level 4  | 
karrigan | 
Germany Pummel
POG map - comments closed.
2023-01-19 17:31
0
retake very hard map needs improvement
2023-01-20 08:18
0
#140
Faceit level 6  | 
jabbi | 
United Kingdom alexmorten
as a massive history buff, especially Egyptian history I love this map. it looks so beautiful so props to the creator for that. And I'm not one of those picky history guys who will point out all the inaccuracies lol, its designed to look amazing for the average cs player and i think we can all agree that it does.
2023-01-20 21:28
0
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