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  2. Hostage Rescue Maps

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Hostage Rescue Maps

Tutorials
Mapping » Textures

Gameplay Considerations

Introduction (Page 1 of 2) by satchmo · 23,076 views · comments
Gameplay is perhaps one of the most overlooked aspect of mapping. Unless the mapper pays a conscious effort in planning for good gameplay when designing the layout of the map, the resulting map can be significantly flawed. And this type of error cannot usually be fixed with a few additional brushes. Typically, the mapper has to abandon the project and start over from scratch.

Needless to say, I emphasize the importance of considering gameplay from the start. Ideally, even before we load up Hammer, we should have a pretty good idea what the genreal layout of the map is going to look like. Having a lot of hiding/camping spot isn't enough. A good flow and optimal connectivity to the bombsites are also paramount.

Bomb Defusion Maps


Since the counter-terrorists must prevent the terrorists from planting the bomb, it is important to measure the distances from CT spawn and T spawn to all the bombsites. It would be unfairly setup if the terrorists can get to the bombsites and plant the bomb before the CT have a chance to arrive at the bombsites.

Generally speaking, the CT spawn must be closer to both bombsites than T spawn. I considered the possibility of more than two


Page Index
  1. Introduction
  2. Hostage Rescue Maps
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