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Showing results for tags 'cs:go'.
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Small 2v2 map called «Alsaleh Factory» (My fourth try! for «Asymmetric» multiplayer level design) Modes: TDM, Skirmish (Note: Some 3D models in the level are premade Unity assets from «POLYGON») CS:GO Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2153733778 See more images here: https://www.artstation.com/artwork/J9lX0a
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Small 3v3 map called «Double House» (My third try for «Asymmetric» multiplayer level design) Modes: TDM, Skirmish (Note: Some 3D models in the level are premade Unity assets from «POLYGON») UPDATE: Playtest video added. See more images here: https://www.artstation.com/artwork/q9ANRP
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- cs:go
- level design
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The following is portion of a massive guide on designing levels for CS:GO, written by Exodus. They represent the current edition of the guide, as of October 30th, 2019. The full contents of the guide are shown in the index directly below. This article consists of portions that should be applicable to many different games and editors. Please follow the link at the end of this article to read through the original guide. Index 1. Prologue 2. Layout 2.1 Meeting points/Battlefronts 2.2 Chokepoints 2.3 Staging Areas 2.4 Bombsite entrances 2.5 Post plant areas 2
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- natural cover
- detailing
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An updated version of Cache was released recently. Check out this site for more info: http://cache.fmpone.com/ Follow Shawn Twitter: https://twitter.com/FMPONE Website: https://www.mapcore.org/ Website: http://cache.fmpone.com/ Follow Salvatore Twitter: https://twitter.com/SalGarozzo Website: http://www.garozzo.net Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
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- function
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- function
- form
- aesthetics
- camping
- wallbanging
- trick jumps
- mechanical skill
- boosting
- stacking
- verticality
- crossfires
- crossfire
- central dividing line
- choke points
- choke point
- line of battle
- player skill
- strategic depth
- dust 2
- de_cache
- cache
- cs:go
- volcano
- salvatore garozzo
- fmpone
- shawn snelling
- readability
- readable environments
- minimalism
- artistic vision
- skybox
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Legend has it that it's possible to build a level for the Source Engine within 3ds Max. We've had no concrete evidence of this alleged possibility...until now! Shawn Olson provides video proof, along with a fantastic demonstration. Seeing is believing, my friends. I am now a believer, and this video will turn you into believer as well. 😉 Follow Shawn Youtube: https://www.youtube.com/channel/UCG88MBHdmCudBrYETGdCOeg Website: http://www.wallworm.com/ Twitter: https://twitter.com/shawnmolson Follow Next Level Design
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Follow 3kliksphilip Youtube: https://www.youtube.com/channel/UCmu9PVIZBk-ZCi-Sk2F2utA Twitter: https://twitter.com/3kliksphilip Website: http://www.2kliksphilip.co.uk/index.html Follow Next Level Design Join the Forum: http://www.nextleveldesign.org/index.php?/register/ Follow us on Twitter: https://twitter.com/NextLevelDesig2 Discuss on Discord: https://discord.gg/RqEy7rg
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Choke points are areas of the map where the attacking team meets resistance from the defending team before reaching the objective. Choke points are also called control points or bottlenecks. The attacking team (Terrorist in defuse maps and Counter-Terrorist in hostage rescue maps) must fight through the choke point to reach the objective or retreat and try a different route/strategy. Choke point areas are specifically designed to enhance gameplay. They are used to control flow, pacing and balance within the map. Whether you are playing Dust (Underpass c
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- alex galuzin
- world of level design
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In this tutorial I'm going to show you how to take your top down map layout sketch for Counter-Strike: Global Offensive map and begin blocking in BSP in Hammer level editor. We will create a floor plan of the map in order to test gameplay timing of choke points, objectives and path routes. This process has to happen before creating the shell of the environment, add any detail, props, texture or light the map. In this tutorial you will learn: How to take your top down layout sketch and BSP block-in your map. How to time your choke points and
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- world of level design
- bsp
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NOTE: The following tutorial is focused on Counter-Strike defusal (DE) gametype BUT the technique and principle behind it can be applied to many other games with similar gameplay mechanics. A top-down layout is a schematic design or a floor plan of your map. It could be created in Photoshop, Illustrator, Google Sketchup or AutoCad but using software for layouts is unnecessary. Best and most practical way of creating top-down layouts is pen and paper. Hand drawing layouts are not complicated. You do not need to know ho
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Mirage is a classic CS 1.6 map, with a layout nearly as well-known as that of de_Dust. Many might think that a map with a layout as memorable and effective for long-term gameplay as Mirage would have taken months to design, but in this short documentary about the map and its creator, it's revealed that the map was designed in one go. It helps to understand that the map's creator is both a seasoned level designer and a competitive CS player, who's been around a block(out) or two - give the video a watch to understand why it, like other community-made maps in the CS universe are still updated an
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- bubkez
- 3kliksphilip
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How to create competitive Counter-Strike gameplay map layouts? In this tutorial you will learn: How to design layouts from scratch using important gameplay principles How to define pathways that offer strategy and choices How to set up choke points How to determine locations where two teams will meet (at the choke point) How to balance your layout How to structure flow and pacing Note: Examples are Counter-Strike focused, but any level designer that uses any form of attack/defend, assault or search/destroy typ
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Using CS:GO and Overwatch as the main foundations upon which to builds his case, Flusher shares his views on what makes a good competitive FPS map in this video: Here are the main points of discussion: Level Design is tied to Game Design Mobility and Perception (or Movement and Lines of Site) Loops Timing Management Skill Opportunities Follow Flusher Flusher on Youtube: https://www.youtube.com/channel/UCSFm1rKp0SlfwFRowlFyq9Q/ Flusher on Twitter: https://twitter.com/FlusherTheDude?lang=fr
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- lines of sight
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For a long while Dust was the world's most-played Counter-Strike map and it's still the one for which I am best known. Yet few players realise it was the product of thievery and luck... For many FPS players Dust - and the later Dust 2 - are the quintessential Counter-Strike maps. They’ve been featured in nearly every major Counter-Strike tournament, and been responsible for countless millions virtual deaths, bomb detonations and defusals. But these maps actually owe their existence to Team Fortress 2 - a game that was released eight years after Dust became a staple of the Counter-St
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- dust
- dave johnston
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YouTuber 3kliksphilip has put together a whopping 13-part series of videos which chronicle the development of his CS:GO map de_sparity In it, you'll see the approach that was taken. You'll see challenges that arose, and how they were tackled and resolved. You'll learn about how he set priorities, and what was learned from the project. And much more. It's a really well put together series, and worth your time.
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In this Blog post, Curtis Gaunt analyzes some well known maps from FPS games, and shares his thoughts on why they work (or don't). The post focuses primarily on designing to fit the mechanics of the game. For the purpose of this post, I will be examining the level design at a basic level and ignoring all of the finished assets and props that give it life, and looking strictly at the layouts that the players can move and interact in within the level. He continues on by doing case studies of 3 maps: Dust II (Counter-Strike), Temple of Anubis (Overwatch), and Sovereign
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- temple of anubis
- dust 2
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