In summation, Crown went through several distinct creative processes. First, imaginary geometry was moved from Volcano's brain, in order to paper, to the editor. Next, we refined our fundamental grey box map into something which reflected not just our own initial visions of Overhead, but also a practical map-because you always notice reasons for a grey box you hadn't considered before really making it. Thirdly, we examined this grey box. Fourthly, we tried to meld our grey box into a plausible approximation of The country of spain by using default assets or even by creating what was needed. Finally, we tested and refined some more.
Then there were a map. Then there were Crown-the real, playable level. You can download it within the Steam Workshop and play it now, and you can learn about the inspiration for Crown's design in part one of Building Crown.
In the final article of this series, we will discover professional play testing, and also the iterative process that happens when Volcano and I walk about our map.CSGO M4A4 Skins We will examine our approach to playtests, the expectations we have, and how we talk through changes to the map. Our goal would be to give you insight into each step of the process of the creative process of creating a Counter-Strike map.