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Source SDK tips?

  • ken0x
  • December 4, 2013 at 7:38 AM
  • ken0x
    • December 4, 2013 at 7:38 AM
    • #1

    Hello mapcore community,

    This is my first post so excuse me if i come across a little nervous when asking a question such as this. But I've recently been working very hard at becoming a level designer and i am able to grasp the concept of building, brushes, decals and so on. But i find the one thing i'm constantly struggling on is getting better at map layout and map flow. I feel that I have one part of the map like a bombsite or a spawn point done in my head, so i start working it out in Source but then seem to fall short on how i want the rest of the map to flow or even just end up looking. If anyone could help me out with either teaching me some tips and tricks on how to get a good map flow going that would be wonderful. Also if anyone could link a video or blog or something that can help me better understand on how i should be laying out my entire map and and getting inspiration to make a certain type of map that would be wonderful. Thanks very much for whoever reads this.

    P.S - I'm a huge Counter-Strike and Half:Life fan, so i'm usually building maps for one of those games.

    Thank you all for your time.

  • Squad
    • December 4, 2013 at 4:49 PM
    • #2

    It's not easy to explain what makes a good defusal layout for CS, but there are some basic guidelines you should follow.

    Take a look at de_cache, it's a great map and you can learn some things from its layout:


    [Blocked Image: http://www.garozzo.net/images/cache/cache11.jpg]


    Notice the 8-figure, it's something you can apply to nearly any (good) defusal map out there.


    You can find some more info and tips about the level on the authors site.

    An article about CS layout theory on TWHL.

    What VDC has to say about what makes a good layout

  • ken0x
    • December 4, 2013 at 7:49 PM
    • #3
    Quote from Squad

    It's not easy to explain what makes a good defusal layout for CS, but there are some basic guidelines you should follow.

    Take a look at de_cache, it's a great map and you can learn some things from its layout:


    Hey thanks man i appreciate the help!

  • KOLARI
    • December 4, 2013 at 8:21 PM
    • #4

    I am not a pro level desinger but here are some points I would like to make.


    You should take a closer look at some popular CS maps like Dust2, Inferno, Cache and Mirage (Nuke and Train have a bit more unique layout and Inferno too). You might notice that there are usually 1-3 different ways for Terrorist's to get into the bombsite, I would suggest you to stick to that when making bombsites.


    Usually CS maps have 3 main routes, two which lead to each bombsite and middle (take a look at Dust2 layout for example). Between these routes should be a few connectors that make rotating possible. But don't make too many of these connectors or the map will become too complex and frustrating for players because of the possible flanks, fakes, etc.


    You should also make it so that CTs can't switch between bombsites too quickly or else it might be too hard for T's to plant the bomb. You can check how much time it takes to switch between bombsites on the maps I mentioned. You want to make it so that CT's can retake the bombsite from atleast 2 different routes, check Dust2 for example once again.


    Pay close attention to where your chokepoints (where the teams meet) are. You don't want your chokepoints to be in the bombsites, make it so that CTs arrive at the bombsites before terrorists would. Look at those maps I mentioned and try to figure out what makes a good chokepoint and what doesn't.


    Also, you might want to keep your map clean from too many hiding places. For example when terrorist arrives at a bombsite, you don't want him to be an easy target for CTs because he needs to check too many hiding places where CTs might be.


    Well, these are a few things you should consider when making a bomb/defuse map. Hostage maps are a bit different but you can find similatiries on popular hostage maps and figure out what makes them good. Playing the game helps too for making good maps.

  • ken0x
    • December 4, 2013 at 8:37 PM
    • #5

    Thank you very much for your input KOLARI, much appreciated! I'll definitely look closer into what you had to say about the popular maps such as Dust 2 and Inferno.

  • Squad
    • December 13, 2013 at 2:34 AM
    • #6

    Here are a few more interesting links:


    World Of Level Design: CS:GO How to Design Gameplay Map Layouts

    Ben's Small Bible of Realistic Multiplayer Level Design


    Both cover examples that either are about CSGO, or could be applied to it.


    Here's a forum post at Interlopers that has a few other articles that are probably worth checking out: http://www.interlopers.net/forum/viewtopic.php?f=2&t=15171

  • ken0x
    • December 13, 2013 at 7:17 AM
    • #7
    Quote from Squad

    Here are a few more interesting links:


    World Of Level Design: CS:GO How to Design Gameplay Map Layouts

    Ben's Small Bible of Realistic Multiplayer Level Design


    Both cover examples that either are about CSGO, or could be applied to it.


    Here's a forum post at Interlopers that has a few other articles that are probably worth checking out: http://www.interlopers.net/forum/viewtopic.php?f=2&t=15171

    Display More

    Dude i really appreciate all the help you've given me! Thank you so much.

  • Squad
    • December 13, 2013 at 11:22 AM
    • #8

    No problem! I'll post more when I find it

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