Counter-Strike

Engine: Source
Editor: Hammer

Back when I was completely green to Level Design, I had a dream I was playing a map inspired by the opening location in 1995’s Goldeneye (007 James Bond). You know that scene, when he drives off the cliff on the motorcycle to catch the falling plane? THAT Location! The snowy facility with the long airplane runway that dropped into the mountains. An old airbase with a secret underground missile warhead construction and launching site.

With Counter-Strike being my main FPS gaming growing up, and Hammer being readily available to mess around, I figured it was the best place to get my feet wet in Level Design experience.

References & early planning:

Montruse – a prototype map

Album on Imgur of Montruse shots.

Gambit (beta)

I knew Montruse was too big for a competitive CS map – so I took the best parts of it and re-built the map from scratch using a competitive formula. DE_Gambit was the result. I learned a ton making my first couple maps in CS, more importantly – I learned how to quickly iterate on layouts and focus on the core block-out before diving into the art, a skill which would lead to hiring me on as a Junior Level Designer with Ubisoft Toronto.

de_gambit (beta)

DE_Gambit Screengrabs

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