A first attempt creating a CS:GO map with Hammer Editor.
Project I did in my spare time. The purpose was to learn the basics of Hammer tool editor and multiplayer FPS level design. I made an aim map for Counter Strike Global Offensive
This is a solo project I did in my spare time while studying full time. For a long time I have wanted to create maps for CS:GO as this is one of my favorite games. But because I am new to Hammer Editor I wanted the first project to be simple and short where the purpose was to learn the basics of the tool. Therefore I decided to make a basic aim map. Overall i'm happy with the result and a bonus was that a lot of players downloaded the map. I wish I could have worked a little more on the enviroment surrounding the map.
It took about 1 month from opening Hammer Editor Tool for the first time, to publishing the map on steam.
From a micro perspective the goal of this project was to learn the basic Hammer Editor. However, from a bigger perspective I wanted to grow as an developer, meaning I wanted to become better at actually completing a project. To help with that I spent some time with preproduction. Before the project started I wanted to set up boundaries, some stricter than others, so I would not end up aimlesly doing stuff without a clear purpose.
The boundaries I put on myself for this project was:
Must be an aim map.
Must be for a specific weapon.
It can only be 1 map.
Only use models from the editor.
Can spend maximum 1 month.
The end goal was to release on Steam workshop and most importantly, I MUST release it regardless of the quality after 1 month.
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->More space, more safe spots
What I learned during this project:
The basics of Hammer Editor.
Some Multiplayer FPS level design principles.
How to analyze other CS:GO maps
How to publish on the Steam Workshop.
How to playtest and iterate with the Hammer Editor
I'm very happy with this project. I kept myself to the boundaries that I setup. I learned a lot, even more than I expected. I did not expect anyone except my friends to play the map but it turned out to be so much more. I wish I could have worked more on the background enviroment surrounding that playable area. I also wanted to work more on overall theme and setting for the map. I'm happy how smooth the gameplay felt, which I achieve through looking at the best aim maps and a lot of playtesting.