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	   <title>CS:GO SDK Creating Advanced Bomb Site Zones to Trigger Fire and Dust</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/011-csgo-09.jpg" width="550" height="304" />
<br /><br />

In this tutorial we'll take the standard bombsite zones we created in last tutorial and add visual and functional entities. We'll add environment fire and dust cloud to trigger when the bomb goes off. This will make the explosion a lot more interesting.<br /><br />

<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-creating-advanced-bomb-site-zone-trigger-entities.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-creating-advanced-bomb-site-zone-trigger-entities.php</link>
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	   <title>CS:GO SDK Creating Standard Bomb Site Zones For Defuse Map</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/011-csgo-10.jpg" width="550" height="335" />
<br /><br />

In this tutorial we will set up a standard bomb site zones for a defuse map. We will also define the bomb site zones with visual cues using overlays.<br /><br />

<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-creating-standard-bomb-site-zone.php">Continue Reading</a> <br /><br />

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</description>
<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-creating-standard-bomb-site-zone.php</link>
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	   <title>CS:GO SDK Inserting Hostages and Creating Hostage Rescue Zones</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/010-csgo-00.jpg" width="550" height="284" />
<br /><br />

In this tutorial we will insert hostage player models and create hostage rescue zones. Also we will define the rescue zones with visual cues using overlays.<br /><br />

This tutorial is for the new, updated hostage rescue rules. Only 2 hostages per map and 1 hostage needs to be rescued. CTs have to pick up the hostage and carry them to the rescue zone.<br /><br />

<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-hostage-rescue-zones.php">Continue Reading</a> <br /><br />

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</description>
<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-hostage-rescue-zones.php</link>
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	   <title>CS:GO SDK Creating Buy Zones and Inserting Player Starts</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/009-csgo-00.jpg" width="550" height="262" />
<br /><br />

We are now going add gameplay entities into our CS:GO map. In this tutorial we will insert player starts for T and CT side. As well as add buy zones for each team to purchase weapons and gear.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-create-buy-zones-insert-player-starts.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-create-buy-zones-insert-player-starts.php</link>
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	   <title>CS:GO SDK How to Compile and Run Your First Map</title>
	   

<description><![CDATA[
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<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/008-csgo-00.jpg" width="550" height="311" />
<br /><br />

It is now time to run our map in-game. Up to this point we have created bsp geometry, placed prop models, textured our simple map and inserted lights. Lets compile and run the map in-game.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-08-compile-run.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-08-compile-run.php</link>
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	   <title>CS:GO SDK Texturing: Applying Textures and Principles for Optimizing Early</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/007-csgo-12.jpg" width="550" height="377" />
<br /><br />

It is time to get rid of our developer textures and make the simple room look like an environment. This requires to texture bsp brushes. There are hundreds if not thousands of textures available for you to use in Counter-Strike: Global Offensive.<br /><br />

In this tutorial I will cover how to texture your geometry, how to replace textures, how to apply and align your textures as well as how to start optimizing early and use nodraw texture.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-07-apply-texturing.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-07-apply-texturing.php</link>
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	   <title>CS:GO SDK Adding Lights: How to Light Your First Room (Lighting Basics)</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/006-csgo-00.jpg" width="550" height="237" />
<br /><br />

It is time to illuminate our simple map. To do that we need to insert light entities and tweak their properties for color and light intensity. There are a few bugs and errors we need to address. I will also cover how to problem solve some common light issues.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-06-adding-lights.php">Continue Reading</a> <br /><br />

</p>

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</description>
<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-06-adding-lights.php</link>
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	   <title>CS:GO SDK Adding Prop Models: Using Models In Your Map</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/005-csgo-00.jpg" width="550" height="316" />
<br /><br />

Your final map will be a combination of BSP geometry and prop models. The shell of your map is going to be made up of brushes, then more detailed geometry are 3d models placed in your map.<br /><br />

There are 3 basic prop model types that you will be dealing with. Static, physics and dynamic. In this tutorial I will show you how to add all three model types. What the difference is between these props and how to manipulate them in the editor so you can detail your map.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-05-adding-prop-models.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-05-adding-prop-models.php</link>
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	   <title>CS:GO How to Create Your First Room - BSP Brush Geometry</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/004-csgo-00.jpg" width="550" height="309" />
<br /><br />

Complete tutorial focusing on bsp brush geometry for beginners in CS:GO SDK.<br /><br />

A lot of key concepts covered in this tutorial. Creating your first room. Expand to second room and add hallways. Using developer textures and how to avoid having compile error leaks. Using player reference model for scale and why you shouldn't use make hollow feature.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-04-bsp-brush-geometry-creating-first-room.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-04-bsp-brush-geometry-creating-first-room.php</link>
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	   <title>CS:GO SDK Player and Architecture Scale, Dimension, Proportion</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/003-csgo-00.jpg" width="550" height="270" />
<br /><br />

Essential principle to any map creation, is keeping your world to scale and proper proportion. Walls, hallways, windows, doorways have to look just right to make your map realistic. If one of architectural elements looks too big or too small, the illusion of the world is gone. No matter how beautifully lit and textured it is.<br /><br />

Before starting your map in CS:GO, you need to know key unit dimenions for characters and architecture. This includes character crouching, standing, width. Wall heights, depths, stairs height and depth, windows, doors etc. You can't fix this in the later stages of your production, without remaking and reworking your geometry. So you must make sure that when you build your first wall, your first doorway or your first window, that they look correct.<br /><br />

In this tutorial we are going to cover all the necessary dimensions that you need to know in order to keep your map to correct scale and proportion.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-03-scale-dimension-proportion.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-03-scale-dimension-proportion.php</link>
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	   <title>CS:GO SDK Navigation and Interface Basics in 15 minutes</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/002-csgo-02.jpg" width="550" height="335" />
<br /><br />

Navigation and interface basics of Hammer World Editor. Before you can start creating maps, you need to know what the interface requires you in order to navigate around the editor.<br /><br />

CS:GO editor is the same for most Source based games. It is very simple to navigate and get used to the functions within the editor. <br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-02-editor-navigation-interface-basics.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-02-editor-navigation-interface-basics.php</link>
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	   <title>CS:GO SDK Download, Install, Launch Level Editor</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/csgo-tutorials/images/001-csgo-02.jpg" width="550" height="370" />
<br /><br />

Counter-Strike series has always been one of those games for me, that set me on the path to level design. I've spend considerable amount of time in early 2000's playing Counter-Strike 1.3 - 1.6. More then I care to admit.<br /><br />

I didn't get much mapping done for Counter-Strike. But playing one of the best online shooters, did make me very perceptive at multiplayer team based level design. The layout, pacing, timing of objectives and choke points. Counter-Strike did this so well, that it requires its own study.<br /><br />

So when CS:GO was announced I couldn't wait for it come out. Not because I wanted to get back into playing. But because after L4D1/2 I wanted to get back into Source based mapping.<br /><br />

Mapping for a game that I love playing and which I still consider to be the best online multiplayer based gameplay out there. If you want to study level design for online multiplayer shooters. Counter-Strike is it.<br /><br />

So, here is to mapping in Counter-Strike: Global Offensive.<br /><br />

In the beginner series, I will cover all the basics that you need to get started with CS:GO. So if you have never mapped for Source based game before. This is where you should start.<br /><br />

Within the next 8 tutorials, we'll go through the basics and a bit of intermediate techniques. At the end of the tutorial series, you should be very comfortable in CS:GO Hammer Editor, in order to continue creating your own custom map.<br /><br />

Lets start.<br /><br />

Below you will find the links to all the tutorials within the basics beginner series.<br /><br />

In this first tutorial we'll cover how to download, install and launch Hammer World Editor for CS:GO. We'll go through few extra steps to properly set up the editor so everything works when we launch it.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-01-download-install-launch.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-sdk-beginner-01-download-install-launch.php</link>
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	   <title>GDC Level Design in a Day - Q/A Session</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/wold-members-tutorials/sylvain_douce/images/leveldesign-day-q-a-01.jpg" width="550" height="327" /><br />
image: Official GDC Flickr (www.flickr.com/photos/officialgdc/6961974633/)
<br /><br />

This is the transcript of the Q&A session from the Level Design in a Day tutorial that occurred at GDC about two years ago. A broad range of topics were discussed; from portfolio and getting your foot at the door, to balancing and branching issues. Enjoy!<br /><br />

Note: Matthias Worch served as the moderator and presented these questions to the panel.<br /><br />

Q and A panel consisted of:<br /><br />

Coray Seifert: Senior Game Designer Arkadium<br />
Ed Byrne: Game Designer Uber Entertainment<br />
Matthias Worch: Lead Designer Lucas Arts<br />
Joel Burgess: Senior Designer Bethesda Game Studios<br />
Neil Alphonso: Lead Designer Splash Damage<br />
Jim Brown: Lead Level Designer Epic Games<br /><br />


<a href="http://www.worldofleveldesign.com/categories/wold-members-tutorials/sylvain_douce/gdc-level-design-in-a-day.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/wold-members-tutorials/sylvain_douce/gdc-level-design-in-a-day.php</link>
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	   <title>How to Have the Best Level Design and Game Environment Year</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/level_design_tutorials/images/009-yourbestyear-00.jpg" width="520" height="265" />
<br /><br />

How do you have the best level design and game environment art year? <br /><br />

I used to set vague goals, work on a couple of projects per year that I didn't finish; I didn't work on level design and game environment art consistently and deliberately enough to make a difference. I didn't set projects that supported my level design goals, I never created working lists, I worked on multiple projects at a time, I didn't plan out my work, I took too many days off and did not push myself.<br /><br />

Because of that I was stuck at the same skill level for a long time. Actually, I thought I was getting worse.<br /><br />

In this blog post I will share what has been working for me and what I would recommend you do to get better at level design and game environment art.<br /><br />

I sat down to write a fairly short article, but in the end I could not stop adding more information. The following article ended up being 3,000+ words. So grab your favorite drink and lets dive in on how you can have the best level design and game environment year!<br /><br />


<a href="http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-have-best-level-design-game-environment-year.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/level_design_tutorials/how-to-have-best-level-design-game-environment-year.php</link>
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	   <title>How to Start Your Own Level Design or Game Environment Challenge (8 Ways)</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/level_design_tutorials/images/006-selfchallenge01.jpg" width="520" height="288" />
<br /><br />

Level Design and Game Environment challenges are one of the best and fastest ways to improve your own work. When I started my own self-imposed challenges back in 2008 it proved to be the key element that helped me become better in a very short amount of time. <br /><br />

In 2009 we started group challenges on World of Level Design forums. I quickly began to see how under specific guidelines, constraints and defined focus, others began to excel. During these challenges I began to see how fast designers evolved their own work and became better.<br /><br />

During every challenge there are many who miss the opportunity to join and many who want to have another challenge right after to keep the momentum going. That momentum is important. But if you can't wait for another challenge to start, you can create one to follow on your own. In the following tutorial I will outline few key elements to help you in creating and starting your own self-imposed challenge.<br /><br />

So, how do you create your own self-imposed challenge? Here are 8 ways to do so.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/level_design_tutorials/start-your-own-level-design-game-environment-challenge.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/level_design_tutorials/start-your-own-level-design-game-environment-challenge.php</link>
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	   <title>What Level Editor and Game Engine Should You Use - (How to Choose)</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/level_design_tutorials/images/013-choosing-game-engine-level-editor-00.jpg" width="550" height="321" />
<br /><br />

There has never been a better time to start designing game environments and level designs. More game engines and level editors are becoming readily available for free or small price of the game to anyone who wants to learn how to level design. But with more choices, comes indecision. Especially if you are just beginning your journey into level design and game environment art.<br /><br />

What game engine should you start with? What level editor do you choose to work with? What is the difference between a game engine and a level editor? How do you download level editing tools and game engine to work with? Is UDK better then CryEngine 3 SDK or is Unity 3D the way to go? Which Source Engine game should I start mapping for? What is the difference between game environment artist and level designer?<br /><br />

Where do I start? <br /><br />

In this tutorial I want to help you choose which level editor and game engine you may want to start with. I will cover the basics and then go more in-depth to help you choose the "right" game engine and level editor.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/level_design_tutorials/what-level-editor-game-engine-should-you-use-how-to-choose.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/level_design_tutorials/what-level-editor-game-engine-should-you-use-how-to-choose.php</link>
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	   <title>15 Recommended 3D Game Engines</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/level_design_tutorials/images/012-game-engines-00.jpg" width="550" height="287" />
<br /><br />

If you ever wanted to take your skill further into game development and game design, you will need to begin exploring the world of game engines. Game engines will provide you with the framework that game designers use to create games.<br /><br />

Not every game engine is available to download to try without paying for a license first. However there are many free game engines, open source engines and non-commercial versions that you could work with and download right now.<br /><br />

In this blog post I will provide you with options and links to few game engine, their features and download page so you can make a better decision on which one is right for you.<br /><br />

So, for those who are interested in going a bit further into game development, to explore new technologies to showcase your game environments in or just curious behind game engine technology; here are 15 suggestions of game engines you can get your hands on right now.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/level_design_tutorials/recommended-game-engines.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/level_design_tutorials/recommended-game-engines.php</link>
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	   <title>12 Recommended Level Design Editors for Download</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/level_design_tutorials/images/011-level-design-editors-00.jpg" width="550" height="250" />
<br /><br />

There are a lot of level design editors (map editors) available. From original Half Life and Team Fortress to more current games such as Counter Strike: Global Offensive, Crysis 2, Call of Duty: Modern Warfare and Skyrim.<br /><br />

If you have been following World of Level Design, I primarily focus on level design and environment art for first-person shooter games. But level editors are just tools to get your ideas into players hands. Many of the level editors I list have been used for other game genres. From racing to 2D top down shooters to puzzles and third person action games.<br /><br />

Following is a list of level editors you can download and begin using. In this article you will find editors that I either I have used in the past, continue to use or recommend to use.<br /><br />


<a href="http://www.worldofleveldesign.com/categories/level_design_tutorials/recommended-level-design-editors.php">Continue Reading</a> <br /><br />

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<link>http://www.worldofleveldesign.com/categories/level_design_tutorials/recommended-level-design-editors.php</link>
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	   <title>Game World of Counter-Strike: Global Offensive</title>
	   

<description><![CDATA[
<p>
<img src="http://www.worldofleveldesign.com/categories/game_worlds/counter-strike-global-offensive/csgo-de-aztec-12.jpg" width="550" height="344" />
<br /><br />

In 2001 I was addicted to Counter-Strike. It dominated my life for a year and a half. I am ashamed to admit how many hours I've spent playing this game. At the same time I started mapping for it as well. I've started a lot of maps, which most did not see the light of day. I released only one fy map. Small, all out deathmatch set on top of a building's rooftop. That was the extent of my mapping for Counter-Strike. With few dozen maps started, I suffered from never finishing any of them. But I did have a lot of fun figuring out Hammer level editor, creating what I could and playing the game.<br /><br />

My Counter-Strike mapping passion has not gone away. I continue to think of map ideas and how I would implement them in Counter-Strike. When Counter-Strike: Source came out in 2004, I didn't get to play the game very much nor did I spend any time mapping for it. I missed the boat. Later in 2008 I satisfied my Hammer Source level design urges with L4D1/2 mapping. But I always wanted to dedicate more time to Counter-Strike level design without going back to Counter-Strike: Source that was released in 2004. When I heard there is a new version of Counter-Strike coming out in 2012 I was very excited. Now that the game is out you will be seeing full blown tutorial series on how to create full maps using Counter-Strike: Global Offensive.

But before the series goes live, lets spend some time looking at the world of Counter-Strike: Global Offensive.<br /><br />

Below you will find official maps from the game in screenshots. There are over <strong>280+ screenshots</strong> I took in-game to show you the world of CS: GO. <br /><br />


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	   <title>Game World of Max Payne 3</title>
	   

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The world of Max Payne 3 includes variety of locations and inspirational environments to look at. From luxurious apartments and clubs to the slums of Brazil, it has a bit of everything. Each environment is extremely detailed and tells a story. I've been a Max Payne fan since the first game that came out in 2001. I still have the original box to the game with a limited addition bonus mouse pad. <br /><br />

In this article you will find over <strong>350+ screenshots</strong>. You can use for inspiration, reference game environment locations, prop placement and to help generate ideas. <br /><br />

I also provided a download to high-res screenshots. <br /><br />

The environments include:<br /><br />

-Luxury<br />
-Public Places<br />
-Industrial/Abandoned<br />
-Urban<br />
-Police Station<br />
-Slums  <br /><br />


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