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WIP in WIP, post your level screenshots!


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Posted (edited)

Maps are designed with that in mind, with some lanes or choke points having a width to allow them to be blocked off entirely by a smoke. Other areas however can be wider to prevent being completely smoked off or require at least two smokes. 

When designing a map for cs it's important to keep in mind how certain utilities can affect the map control. Once you know how they work, you can start to design your areas with more intent and account for some situations.

Edited by Radu
Posted (edited)

I've finally finished all the chambers for my MG obstacle course map. Now I'm currently adding more details. I've decided to stick with the simple floating space platform theme, but I also decided to add trees and plants to make the map have more of a space terrarium vibe. You can see some of this in the screenshots I attached.

I also made a teaser showing off what I've done so far. Yes, you can make it rain bananas if you know where to look:

Finally, what's the current deal with dynamic lights in CS:GO? From what I've read, it seems like CS:GO was especially terrible at that type of lighting, but apparently around 2017, the engine was updated to better handle that. I've managed to create not so terrible looking toggleable light on this map using a light and light_spot combo (thank you cs_mansion), but have CS:GO mappers found a better way to have light switches?

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Edited by sn0wsh00
toggleable light notes

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