CSGO Map Design

Map Design with Source SDK
Project Overview
Over the course of 2020 and 2021, I designed and built several CSGO competitive maps using Source SDK. Starting with a test project to learn, I eventually designed three maps: de_annicenti, de_florence, and de_reduction. Over the course of building these maps, my design and planning improved as well as my understanding of Source SDK and CSGO map making.
Notable Parts of Project
Map Design
Significant and extensive planning and design work was required, thinking about angles and timings as well as fun factor and replayability.
Map Building
Maps were built in Source SDK: pathways and buildings had to be designed for gameplay while also taking load times and learnability into account.
This map was built for competitive in the purest sense. Rather than taking time for aesthetics, the map was built purely for gameplay design. The map plays with height differences and a mix of long range and short range.
de_reduction
Competitive Map - 5v5
2021
This map was built for the wingman game mode. With small streets, hidden pathways, and a small Italian village aesthetic, Annicenti comforts you on your quest to defeat your enemy under the pale Mediterranean sun.
de_annicenti
Wingman Map - 2v2
2021
Wanting to experiment with long angles and limited map crossing pathways, Florence seemed like the perfect city to model. A wide river separating two sides with a couple bridges in between, de_Florence is a map that transports you both literally and figuratively on its cobbled streets. With long and tight angles, elevated positions and a few nifty ways to get an advantage, Florence will have you running for your life in Renaissance style.
de_florence
Competitive Map - 5v5
2021