

These are just some of the competitive multiplayer map design aspects. Caters to various playing styles (sniping, close quarter battles, stealth).Others enjoy, willing to download and play.Could rival the gameplay layouts of some official maps (such as Dust 2, Office, Nuke, Train and Inferno).Maps that are easy to remember, simple to learn after a few rounds of playing.Balance, where skill of the player and skill of the team is the deciding factor of winning no layout deficiencies, giving advantage to one side.What makes these maps different from the rest? What makes map layouts such as dust, dust2, inferno, office and nuke popular, while maps like chateau, prodigy and havana are forgotten. After playing Counter-Strike for a good part of a decade I began asking questions. Servers that are dedicated to only 1 or 2 maps, rotating over and over. In Counter-Strike there are certain maps that get a lot of playtime. Note: Examples are Counter-Strike focused, but any level designer that uses any form of attack/defend, assault or search/destroy type of multiplayer layout will greatly benefit from this in-depth guide.How to determine locations where two teams will meet (at the choke point).


How to define pathways that offer strategy and choices.How to design layouts from scratch using important gameplay principles.How to create competitive Counter-Strike gameplay map layouts?
