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- #COUNTER STRIKE GLOBAL OFFENSIVE MAP EDITOR PRO#
- #COUNTER STRIKE GLOBAL OFFENSIVE MAP EDITOR PROFESSIONAL#
What about when it reaches the pro level and people start exploiting things like pixel boost and getting an advantage with unique strategies?Īfter the “boostgate” episode, hopefully the pros will be hesitant to really exploit bugs and things like that against one another. It makes me happy to play my work but equally happy to make it better. Of course it’s always cool to hear that people like your map, but it’s true that after a while one has to tune out praise in order to listen for that magic moment when someone provides a specific design idea – for instance, a player saying “they should just like raise this platform up.” When I hear anything like that it makes me so happy because, hey, someone put some thought into this, and now I’ve got something concrete to consider implementing. I’m only alarmed when the amount of whining seems higher than that, that’s sort of the canary in the coalmine for me. It’s kind of like a numbers game: you accept that 20% of people on any new map will whine simply because the map is new to them and they’re in no mood to learn. What’s it like when you finally see people playing on one of your maps? I would say that the remakes I’ve worked on have been very successful, but I’m most proud of Santorini just because I can take a bit more personal ownership of it, and I think that’s something we all aspire to in our work. What’s your most successful map? Or the one you’re the most proud of? For instance, Dust2 has double doors, but should I use them anywhere in my map? There’s so many options in level design that you have to focus on what works for your own specific level and goals. What’s tricky are the ones that could go either way, or have a basis in other maps. Some ideas you know aren’t going to work.
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When you’re in the process of making a map, do you think a lot about balance and pathing? Without any of these it’s easy to make mistakes that cost you in the long run. Playtesting, a solid concept or idea (“this map will be mid-heavy!”), and attention to detail. What do you think it takes to make a good map? I hope Valve brings that franchise back soon. I don’t think that map would have been viable in competitive matches, but then again Day of Defeat: Source was generally more casual and large-battle oriented to begin with. My first level was called Anemia, and it was inspired heavily by some of the classic Day of Defeat maps, but honestly it was a lot of fun. I use Hammer (the default level editor included with CS:GO), Photoshop for making textures, and I’m going to try to do more of my own modelling in the future. I got my start making levels for the very first Call of Duty, just learning the level design editor there, and then released my first map for Day of Defeat: Source. So how’d you get started in map creation? Yahoo Esports chatted with FMPONE about map creation, working with Valve, and CS:GO in general. Snelling also collaborated with original authors Ted McIlwain on Season and Salvatore “Volcano” Garozzo on Cache. Snelling has had five levels in CS:GO, including his most recent project, Santorini, which was included in Operation: Wildfire.
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#COUNTER STRIKE GLOBAL OFFENSIVE MAP EDITOR PROFESSIONAL#
Shawn “FMPONE” Snelling is a professional Counter-Strike: Global Offensive level designer and community contributor.