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V I C T O R I A N

After having developed maps in Halo Forge for years, the idea of stepping out of my comfort zone to make a map for a entirely different type of fps excited me. Instead of seeing my very different background as a weakness, I saw it as an opportunity to deliver something truly unique to the Counter Strike Community.

The result of this ambition was a debateablely successful, but undisputabley unique experience. Victorian being a newer creation, I've yet to see it's full potential come to life through rigorous playtesting. In time i hope to learn more about the design, and what can be improved upon.

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The biggest take away from the experience for me, was a new found appreciation for how far we have come in level design software. Much of the entitlement I developed after being spoiled with modern day editors like Halos Forge, Unity's Probuilder, and even Unreal Engine's BSP system; was stripped away once I realized how much more difficult it was for the designers of old. I learned to understand why certain design patterns found their way into the the games identity: This had much to do with the limitations of the engine, even to this very day. It's for this reason my artistic vision for Victorian may never become fully realized, as the design does not lend itself to good performance in the long run. For now, the Art stage of development is considered a Work In Progress.

For a much more in-depth look at my goals and methods when designing Victorian, I refer you to my Map walkthrough provided below, where I elaborate on the map logic. 

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V I C T O R I A N

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