STAGE ONE
The Maps inception
I wanted to create a level for CS: GO with a tomb-inspired feeling. I started the project by collecting images for references.
LAYOUT SKETCH
After collecting enough reference images I sat down and created a first draft of what the map could look like from a top-down perspective on paper. This included drawing spawn positions, sites, corridors, sightlines, faster rotations, and all the relevant information I needed to get started in the engine. This sketch would evolve throughout the entire project
STAGE TWO
Blockout
First block out of the map using simple textures and blocky geometry. This step was to ensure the play area is coherent and it informs the player what the environment is trying to be.
Workflow during a blackout for me is systematically focusing on one area to make sure it has the base geometry before moving on to another room. Simultaneously as I'm doing this step I'm constantly playtesting
SITE A
Wanted to incorporate mid with A and with the two top corridors both teams have a valid reason to contest over mid.
Both T and CT have safe space rotations and it is to ensure they can quickly rotate back to their spawn and either rotate to B or mid without anyone ever seeing them
Both lookouts will expose the player giving it a high-risk high reward area to be in.
SITE B
B site at first glance will look attractive for the T but the room only features half cover and in order to properly have control over B you need to have control over the bottom long and mid.
There is elevated lookout geometry for both teams on site but these are also exposed and provide nothing other than an element of surprise
STAGE THREE
Prop placements
After updating the top-down draft as well as creating a blockout with added textures I now have a base for my map. From here on I begin adding in props, vegetation, and navmesh, and finalizing the cube map. I progressively playtest while adding in props to get a feeling of whether the props fit the environment or not.