Hey everyone! It's been a bit since I released a map, and this has probably been one of the more challenging ones I've worked on in awhile... So, I figured I'd share some screenshots, a workshop link, and then a little blog about my difficulties and some of the new things I tried while working on this map! 😁
TARTARUS - Wingman Defuse Map
Pictures
Background
Back in the good ol' CS:GO days, I imagined a map set in a hellscape filled with more ladders than any other CS map. It is a place of torture, after all. The idea never really went anywhere because of some limitations I ran into in CS:GO, along with me semi-quitting map making after releasing Firenze. With CS2, I decided to give the concept another shot. Even though I absolutely stink at art (as you'll probably notice), I wanted to revisit the theme and see how far I could take it. I revived the map, brought back some gameplay elements from the unreleased CS:GO version like the lava section, and simplified the layout to fit Wingman mode. That way, I could release it more quickly without putting too much pressure on myself. This was never meant to be an art showcase, and my main goal was to experiment with things I hadn’t tried before, like particles, custom soundscapes, and logic events. It’s been a fun way to experiment with level designing without going too overboard.
Custom Particles
In this level, I experimented with a few particle effects to help set the mood, including a portal, a storm vortex, and falling ash. If you're interested in using any of them (they're completely free) or want details on how I created the effects, feel free to DM me.
Custom Soundscapes One of the more interesting (and painful) things I tried with the CS2 tools was adding custom soundscapes to the level. Since CS2 maps are usually set in realistic locations, there aren’t any built-in sounds that really fit lava or the tortured atmosphere of a hellish environment. To get around this, I used programs like Audacity and free sound libraries from Sonniss (https://sonniss.com/gameaudiogdc/) to splice together various effects. The result is a set of haunting ambient sounds that help bring the map to life. You can listen to one of the custom outdoor soundscapes here: