One of my favourite types of games to play religiously throughout my gaming experience has always been first person shooters, the fast paced action, the strategy behind the competitive play, the skill involved, I love it. My favourite first person shooter to play is Counter-strike and always has been, especially the competitive side to the game.
So instead of creating a game for my final project, I have decided to create a competitive map for the game Counter-Strike: Global Offensive. For many players de_dust and de_dust2 are the main representatives of the game, due to the popularity of the maps. The maker of de_dust2 ‘David Johnston’ actually made replications of another map made in the older version of Team Fortress 2. Around the late 90’s a whole bunch of screenshots were circling online, just as the mod “Counter-Strike” for Half-Life had been rising in its popularity.
The original de_dust map on Counter-Strike wasn’t an exact replica of that on the TF2 map, but it posed many striking similarities. But little did David Johnston know that his little map, for the little mod for Half-Life would explode and make the most iconic map in FPS history. Dust originally planned to have an indoor CT spawn, but David Johnston decided to get rid of this, as it didn’t fit the Dust theme he was going for, Dust was an outside map, with sunny exteriors.
These kinds of things are things that I should consider as I go into map making in the future with my final project, preferably I don’t want to steal a map design from an old outdated game. However, I would like to create my own map, own map style, something that isn’t “Dust”.
Not only do I have to think of the map aesthetically, but I must think of it functionally in competitive play. I could have a beautifully, aesthetically pleasing work of art that proves to have many glitches, and is very non-functional when it comes to people actually using the space for play. The types of things that I should consider that aren’t for aesthetic are: skybox limits, areas for players to hide, the bomb site layout, the balance between a site and b site, connecting tunnels (if I decide to go with a map that has an underground).
You can see David Johnston’s blog on the making of de_dust here:
It provides a great deal of insight into the backstory of how the map was produced and a brief history into counter-strike.
Johnston, D. (2003). The Making Of: Dust. [online] johnsto.co.uk. Available at: https://www.johnsto.co.uk/design/making-dust [Accessed 31 Mar. 2016].