Tag : csgo

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?



  • 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.


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?


  • 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.

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