Starting the Layout
This week I’ve mainly been concerned with working on my teamwork project, which fell behind a bit. I haven’t been able to get much done, however I have started work in engine for the map and created a Git repository for version control.

Using the Hammer editor, I created this basic layout, with a focus on maintaining good topology. This will be important for compiling without errors when I finish the map.
With this layout in place, I can now extrude it and create an interior. The walls and ceiling will be using the ‘skybox’ texture, which will end up looking see-through, however it is important to use, otherwise I’ll end up with bad performance when building and running the map.
In this image you can see I’ve taken the time to overlay plans of where buildings, crates and fences will go on top of the in-engine layout.
I’m not sure I’ll stick to this entirely faithfully, but it is a good jumping off point. I haven’t considered any obstacles that will go on the sites, but I think that will be something I’ll have to feel out in engine. It’s hard to imagine the sight-lines based on just a top down image.


In the image on the left, you can see that I have now extruded the layout into 3D rooms. I also added CT and T spawns, and a submarine and ship model I found on Sketchfab and Poly Haven respectively.
The truck model is one already in the CS2 files (I believe it is found on the map Overpass). I’ll be using many more assets already in CS2, as the model import process is somewhat lengthy, and I’m already pressed for time.
Verticality (or Lack Thereof)
The standard Counter-Strike map tends to feature verticality, which is something I’ve been thinking a lot about while creating the layout for this map. Planning verticality on a top down image is not something that is easy, which is why most Counter-Strike maps are not created from an image of the map, but rather trial and error in engine.
3kliksphilip (a large map and content creator in the Counter-Strike scene) created a video ‘Mapping for Fun’, in which he critiques this method of map development, and states that verticality should be something kept in mind from the start, not to be added as an afterthought.
Unfortunately, without devoting hours to trial and error, I’ve had to opt for the top down creation method, essentially creating the mini-map first and the actual map after. This won’t make my map unplayable, just a little less interesting. It’s a sacrafice I’ve had to make to maintain within scope.
