cs_mass

Counter Strike: Global Offensive - Personal Work

Description

WORK IN PROGRESS

A hostage rescue map for counter strike global offensive. Located around and inside a large church the CTs must rescue hostages being held at the rear of the church. The map has 3 routes, a lower route that goes under the church and branches out into 2 exits, a centre route which goes through the church itself and a right route which goes along the exterior of the church. I have utilised several elements from older counter strike maps such as office and dust2 and kept a low amount of noise within the map, this is to allow a pure focus on gameplay.

 

I worked with a 3d artist to create the unique assets for this map, providing a reference sheet and lots of reference images.

Layouts of early versions

One of the earliest layouts, the routes were fairly simple, a mid, left and underground path.

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The right path flank was opened up more to prevent choke points when entering the rear garden area.

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The church was resized to have more accurate proportions which helped with the timings which were too quick before. The CT entrances to the underground path were changed to be more open to ensure easier entry and exiting. One of the T entrances to the underground was moved away from their spawn.

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One of the latest versions of the map, it has a new rotation connecting the right path to the underground path. One of the CT underground entrances was removed.

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Gallery

CT spawn

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Underground CT entrance

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Access to mid path for T.

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CT spawn

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Scrap Heap

Starcraft 2 - Personal Work

Description

A medium sized 1v1 map for Starcraft 2. I was watching lots of ESL Starcraft 2 and decided to try and create a map that is slightly different from the maps in the current rotation. To this end I decided for a none raised main and secure expo. I decided to use several elements of some of the 1v1 maps in rotation for the centre of the map.

 

For the look of the map I wanted to create something different from the general 3 styles employeed in official maps, I therefore utilised the meshes from one of the single player maps from Wings of Liberty.

 

Scrap Heap is available to play on the EU server.

Gallery

This image shows how open areas are in the map, locations of bases and the height variation across the map.

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The map features a none raised main and a fairly secure second only accessible by a small cliff section. The third is also closely located and once occupied covers the cliff to the second.

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This image shows how open areas are in the map, locations of bases and the height variation across the map.

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Frozen Tides

Starcraft 2 - Personal Work

Description

A medium sized 1v1 map for Starcraft 2. This was the second map I made and was part of a contest that Team Liquid were hosting. This was built off my latest understanding of Starcraft 2 and its latest expansion. I used the contest as a mechanism to get feedback from the community and went through multiple iterations for my final version.

 

Frozen Tides is available to play on the EU server.

Gallery

This image shows how open areas are in the map, locations of bases and the height variation across the map.

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The map was designed to have relatively fast times to the enemies base but has more expansion space than my previous map.

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Frozen Tides - gold central
Frozen Tides - gold central

There is another single gold base at the bottom of the map right between both players mains, this base is also highly vulnerable to air making it a hard base to hold.

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This image shows how open areas are in the map, locations of bases and the height variation across the map.

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Dod_Trenches

Day of Defeat: Source - Personal Work

Description

A small fast paced control point map. The goal was to create a balanced action packed environment during a time when smaller maps were prefered in Day of Defeat.

 

Set in a small trench system outside an ammo dump, the allies and axis must fight over the 5 control points throughout the map. The exterior has a trench and bunker system amongst a pockmarked landscape. The interior has two bunkers connected by a large underground command and storage area.

 

It went through dozens of iterations and was tested by the community on various popular servers.

 

I also made a day time varient that was designed for improved readability.

Gallery

The original design included just the exterior routes through the level. This required the teams to fight over control of the central bunker.

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Later versions included an interior connection between each teams first bunker. Final versions expanded this to a large storage area.

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The background had moving search lights, AA fire, background audio and planes passing overhead.

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The original design included just the exterior routes through the level. This required the teams to fight over control of the central bunker.

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