Quote from VayaYeah I'm looking at cover just now. I'm thinking some planters to break up the largest areas.
The timing thing. No...How would I go about that? soloing with a stopwatch? Do the timings need to be similar to be effective/good?
OK, so the first thing you need to know about designing levels for CSGO is that timing is absolutely critical to get down. The time it takes CTs to get to either site, where they physically are and what they can see at the 10s chokepoint mark. Thing like how long it takes them to get in position to watch mid, how long it takes them to rotate from site to mid, and from site to site. Same goes for the T side.
You have to factor in timing because it also plays a big role in how you design other parts of the map and what advantages you give to the attacking/defending teams.
You can get the timing down on your map in a number of ways, either via triggers and a little scripting, or by standing in the various positions you want to get the timing from and looking at the game clock, or by setting up spawns at those positions and restarting the match every time you reach the destination. You could also do it with friends/volunteers. I personally prefer not to use a physical stopwatch because I think it's too distracting if I'm trying to make sure that the absolute most efficient route isn't 200ms too fast or slow.
Another way of getting the timing down is by looking at the fastest player speed: The player can cover 256 units/second with their knife out. You can do your initial blocking based on on that number p easily.