Tag : architecture

Taking Designs to the CSGO Level
Taking Designs to the CSGO Level

Are you an architect-in-the-making? Or maybe an architect who wishes to design something new and fun?

Then try designing gameplay maps for Counter-Strike: Global Offensive!

Step 1: Design the layout.

After deciding what type of game you want your map to be—whether a hostage rescue map or defuse map—you have to begin figuring out the layout of your gameplay. For this, you’ll need your drawing or sketch pad. Start by sketching out your layout ideas, note down every single gameplay theme and the locations you wish to create too.

Questions to ask yourself during this step:

  • How many main routes or paths will my map have?
  • How many connecting paths will it have in addition to the main ones?
  • Where should the choke points be?
  • What are the locations where I wish the choke points and spawn points should be?
  • How will I enable this map to support short game type for close quarter combats and long game type for snipers?

csgo-maps

Reminders:

  • Focus on collecting data; don’t pressure yourself to come up with a map layout. Do that later.
  • Collecting photos for reference would be advantageous.
  • Simply sketch ideas and write down details that come to mind.
  • Your sketches don’t have to be impressive at first
  • Let the ideas come to you naturally.
  • It’s best to have two to three main paths leading from the spawn point to the hostage or bombsite locations. Don’t go beyond three. CSGO maps from Valve only have two or three, after all.
  • When designing main pathways, focus on the attacking team first.
  • When developing defuse maps, think about the attacking team and how they’ll attack the bombsite.
  • When developing hostage rescue maps, think from the side of the counter-terrorist (CT) side, which turns into the attacking side.
  • All main pathways should lead to the map’s objective. Otherwise, the paths would be useless.
  • When designing choke points, also known as bottleneck or control point, remember that they should be placed even before the attacking team can arrive at the map’s objective. If there are three main paths, there should be three choke points too.
  • Timing is everything when designing a choke point. Both teams better reach the choke point at the same time.
  • When designing connect path routes, which offer players choices for strategy, I recommend you focus on one connecting path between two main paths. Keep it simple at first.
  • Once your main paths have been defined, it’ll be a lot easier for you to design the connecting path routes.

Step 2: Combine all designs.

Now it’s time to take your main path layout and start filling in the connecting paths. When doing this step, concentrate on the attacking team. Focus on how you could add strategy using connecting routes. Do the same for the defending side. Modify if you wish.

casual-map-csgo

Questions to ask yourself during this step:

  • Where is the attacking team?
  • Where is the defending team?
  • How many paths will my map offer for the attacking team?

Reminders:

  • Not all main routes have to be connected.
  • Don’t add connecting paths through the choke points.
  • Don’t spend a lot of time reworking on the paper layout. You’ll still have to create that in your editor, which takes a lot more time.

After everything, trust me—you’ll end up with a gameplay layout that’s well designed, offers flow, balance, and strategy.

Visit https://gamdom.com/ for more info about CSGO.

Sawing Your Own Architecture

When you hear “architecture,” what comes first into your mind?

Is it the building’s structure? Is it the building’s design? Is it the building’s foundation?

Or better yet, is it how a table saw works?

You see, there’s more to sawing than what it seems to be – especially if it involves you sawing your own architecture. And by this, it means that anything you create in real-time for the sake of creating something new that can impact other people’s lives in the best way possible is considered sawing. Take for example, creating something new for home purposes.

You also see, there’s more to architecture than what it seems to be – especially if it involves you sawing your own architecture. And by this, it means that anything you fix in real-time for the sake of fixing something old that can still impact other people’s lives in the best way possible is considered sawing. Take for example once again, fixing something old for home purposes.

The way you gather raw materials and the way you prepare every single tool you will use is considered the foundation of architecture. The way you prepare raw materials and the way you handle every single tool you will use is considered the design of architecture. The way you handle raw materials and the way you finalize every single tool you will use is considered the structure of architecture.

And that’s because sawing your own architecture means you unleashing every bit of creative potential in your body to strengthen what others can use for years without worrying about it being destroyed in only a matter of days. Because at the end of the day, sawing your own architecture reflects on who you are as a person and what you are as a creator of something new that will impact other people’s lives in the best way possible.

And that’s also because sawing your own architecture means you unleashing every bit of innovative potential in your mind to fortify what others can still use for years without worrying about it being destroyed in only a matter of weeks. Because at the end of the day, sawing your own architecture reflects on what you are as a person and who you are as a fixer of something old that will still impact other people’s lives in the best way possible.

What about you?

What do you think about sawing in general? What do you think about architecture in general?

What do you think about sawing your own architecture?

Share your thoughts with us by commenting below!