A collection of some of the maps I have made, showing the progress of my level design skills.
Also includes a couple of in-progress and unfinished projects I'd also like to show off.
Most of these maps are for the custom Counter-Strike gamemode "Zombie Escape", of which in CS2 I founded and ported a lot of maps for Source2 Zombie Escape.
This is my planned second-half to the CSGO map I made of the same name. Currently I am working on this in my free time when I have motivation to work on it. It uses Source2 features that were not possible in CSGO. This map is very much still in the planning phase, with a bit of detail here and there.
This map was intended to be a sequel to my previous castle-themed map SANCTUARY. A lot of time was spent learning Source2 mapping and mesh manipulation techniques. So where it may be unfinished, it vastly helped me improve my skills.
HELLFORGE was an unfinished project I made a lot of progress on. Unfortunately development stopped when Counter-Strike 2 was announced, on the flashy new Source2 engine. So progress was halted / cancelled.
SANCTUARY was a map I created for the Mapeadores Zombie Apocalypse Mapping Contest (2022), winning the runner up prize for best aesthetics. It wasn't created to be the best in gameplay, but to showcase some nice visuals.
The largest Source map I had worked on. DYSTOPIA was a massive undertaking showcasing both interesting gameplay elements and a visually stunning environment to walk around in. This was the first part, the second part will be in Source2.
Desert Bus, a map based off the game of the same name. Taking 8 hours to complete. It's nothing special really, I made it for a fun side project for an April Fool's mapping competition. I would like to revisit this one day and fix it up.
An entry and the 1st place winner of the Mapeadores Prey Inauguration Contest. A lot of time was spent on the visuals and gameplay of this map. It played very well during online test sessions and was a judge favourite submission for the contest.
This is the self-proclaimed smallest CSGO Zombie Escape map ever. This map fits in to a measley 860kb, all gameplay and assets included. This was made for a small Halloween mapping contest. The gameplay is decently exciting for a map this small.
Solgryn was my return to mapping after a very long time away from the engine. It was entered into the CSGO ZE Mapping Contest 2020. The visuals are okay, the gameplay is half-baked, but I learned a lot about level design during this project.
LOLXD is the first map I put out for the Source Engine back in 2016. I was very young and new to the engine, so it's a very simple map. With a unique retrowave visual style and creative gameplay, it is still played years later.
I made a few areas for Mapeadores Museum. The map being a collective project between 16 mappers, it saw a variety of creative maps submitted. The map was a great experience on working in a team with a lot of members (relative to the project size).
This map was my first map collaboration when I was learning the Source Engine. I learned a lot from the other members of this project. What I created was very rudimentary, but one day I would like to return and revamp my early work.