Counter-Strike: Global Offensive, the competitive FPS game played by hundreds of thousands of gamers, but let’s be real, if you’ve ever played the game how many times have you played de_dust2 even though you queued for de_cache or de_inferno aswell?
Dust2 was “never originally supposed to happen” (Dave Johnston) let alone become one of the most played, most recognised and even one of the most balanced maps. David Johnston only created a few maps for the Counter-Strike series, two of which are still played in the professional scene and still part of the “active duty map-pool” (Dust 2 and Cobblestone), and both maps have been part of the game since 2001!
Come now and a huge name in the CS:GO community is FMPONE, Level Designer and Environment Artist, only recently he updated the graphics for de_nuke and confirmed major aesthetic updates for de_cache, whilst also getting a brand new map de_santorini into the game and potentially into the ‘active duty map pool’. Showing the CS:GO community that it’s not all for the old maps, and that a good map still has the potential to be released into the active duty. The “Operation Coins” also serve a purpose for map designers to also potentially have their maps added into the game, even if its only temporarily (during the operation), and also forcing people to play the maps to complete the missions, meaning that no map gets left behind.
This got me wondering, how hard is it to design a competitive map that has a good balance in-game, is fun to play, and also looks good, whilst not copying the layout of dust2, So for my assignment, Instead of creating an entirely new game I will attempt to design and build a map for competitive CS:GO, to be played at any rank or skill level with accessibility for all players. May AWPs drop and T-Side heads pop…