
The Counter-Strike community has always had a strong tradition of custom mapmaking. But with the release of CS2 and the move to Source 2, a new wave of creators has emerged, and one map just stood out above them all.
de_grail, a competitive bomb defusal map created by catfood, has officially taken first place in the Mapcore x FACEIT CS2 Mapping Contest. This wasn’t just a win for aesthetics or creativity, the map represents a new benchmark for what’s possible in Source 2, and it’s already had praise from pros and fellow mappers alike.

de_grail is a classic-style defusal map set in a fictional European fortress or monastery setting. While its visuals lean into gothic and historical influences, the gameplay is pure Counter-Strike.
Built using CS2’s Hammer editor for Source 2, the map features two distinct bomb sites, layered mid control, and a flow that feels instantly familiar to players without ever being repetitive. One bomb site favors tighter, vertical hold angles and the other offers wider spacing and more open fights, giving teams plenty of tactical variety.

The contest was hosted by Mapcore, one of the most respected communities for level design, in collaboration with FACEIT and supported by Valve. It opened for submissions on January 15, 2025, and closed on April 15, with winners announced through gaming news on May 9, 2025.
Entrants were challenged to build a fully playable CS2 map from scratch using the new Source 2 toolset. Judges evaluated entries based on:
The panel included veteran level designers, FACEIT staff, and members of the Mapcore community, some of whom have worked directly on Valve titles. Out of dozens of high-quality submissions, de_grail was chosen as the overall winner.

Here’s a look at what made the new CS map, de_grail, stand out from the competition.
De_grail’s layout is one of its strongest assets. Each bomb site offers unique strategic possibilities, with mid control offering multiple viable approaches without overwhelming players. Rotation times feel well-tuned, and timings between CTs and Ts allow for contestable map control on both sides.
It’s the kind of layout that rewards teamwork, but also allows solo players to make intelligent flanking or utility plays.
While some competitive maps prioritize readability to the point of visual blandness, de_grail threads the needle. The setting, a European fortress or monastery, is instantly memorable without ever getting in the way of gameplay. Color contrast and lighting are carefully calibrated to ensure enemy visibility. Materials like stone, wood, and iron give the map weight, but nothing distracts the eye from player silhouettes or movement.
It's a rare blend of visual drama and gameplay clarity, which is why so many players and judges noted its potential for long-term playability.
Many Source 2 maps still suffer from performance issues or poorly optimized lighting and geometry. de_grail runs smoothly across a range of systems and avoids the usual pitfalls of overly complex brushwork or costly lighting effects.
It’s clean and tournament-ready, something that’s not easy to achieve in a game engine still being explored by the community.

For taking first place, catfood received:
The contest was backed by Skinport, CSGOHub, Mapcore, and FACEIT, with a total prize pool of $20,000.
Other finalists included:
| Map | Creator(s) | Placement | Prize |
|---|---|---|---|
| de_grail | catfood | 🥇 1st Place | $7,500 |
| de_kami | Quoting | 🥈 2nd Place | $4,500 |
| de_rhapsody | Squad & Lyght | 🥉 3rd Place | $3,000 |
| de_ridge | – | Honorable Mention | – |
| de_mist | – | Honorable Mention | – |
The response to de_grail has been overwhelmingly positive. Reddit threads, Steam Workshop comments, and CS2 mapping forums have praised its competitive viability and visuals.
Its performance in custom lobbies and FACEIT matches has led to growing calls for official matchmaking inclusion. While Valve hasn’t commented on any contest maps being added to the competitive pool, de_grail is clearly the kind of map that could hold its own alongside the likes of Inferno or Mirage.
This contest wasn’t just about celebrating talented mappers, it was a clear demonstration of what the Counter-Strike community is capable of with the right tools and support. With Source 2 now in full swing, de_grail proves that the new engine is thriving. It shows that competitive, well-optimized maps can absolutely be built by independent creators outside of Valve.
What’s especially exciting is how far the quality bar has risen. Community mappers aren’t just meeting expectations; they’re often now exceeding them. The lines between “official” and “community” content are becoming harder to define, especially when maps like de_grail feel good enough to sit alongside Valve’s own lineup.

For now, de_grail is available on the Steam Workshop and already in rotation on many custom servers. FACEIT has begun featuring it in some community hubs, and it’s likely to continue appearing in pickup games and scrims.
Whether Valve adds it to official matchmaking remains to be seen, but it’s a strong contender. Even if it never enters the ranked pool, its success will inspire other mappers to pursue equally high levels of gameplay design. More importantly, it’s a sign that CS2’s creative scene is alive and thriving. de_grail is a blueprint for the next generation of community maps.
The de_grail win is a milestone for the entire CS2 community. It proves that Source 2 is fertile ground for high-level mapmaking, and that the custom scene is not only alive but evolving quickly.
It doesn’t matter if you’re a mapper, a pug player, or just someone who appreciates smart level design, de_grail is worth loading up. And if it’s any sign of what’s to come, the CS2 mapping future looks bright.