Author Topic: Making a gungame map for CS:S  (Read 764 times)

I've never made a CS:S map before, so as far as making a solid map gameplay wise I'm next to clueless. Help a bro out, what do you guys like to see in a CS:S (or specifically, gungame) map?

Here's an easy first question to get you started: Symmetrical or not symmetrical?

I like it somewhat small and fast paced. Not as small as iceworld though.

a single 10 square foot room with no cover at all

Make it a bunch of symmetrical patheays at varying elevations with multiple ramps to get from level-to-level for cool vertical battles.

Make it a bunch of symmetrical pathways at varying elevations with multiple ramps to get from level-to-level for cool vertical battles.
this, also have some barricades or something to take cover behind, not many of these on several of the gun game maps i've played

symmetrical, it makes it more frantic and fast paced 

Maybe a small section of a cty street with barricades and small, one to two floored buildings, so there is some cover but not much. Fighting could take place in the buildings.

make it a slide where everybody is sliding to their deaths so they have to kill one another off as they slide and they can go faster or slower by going forward/backward

Design as you would a regular demolition map.  I like Dave Johnston's stuff on him making dust: http://www.johnsto.co.uk/design/making_dust  http://www.johnsto.co.uk/design/making_dust2  http://www.johnsto.co.uk/design

Asymmetrical would be better, I think.

Mmm, right now I'm just working on a really basic symmetrical layout. If this goes over moderately well I'll design a more intricate map, but right now I just want a quick project to try out mapping for CS:S.