The Source Experiments Part II

The Source Experiments Part II is a collection of notable Source maps and tests I worked on between 2012-2016. The year in the brackets marks the release or end point for the project. The development time of these projects ranged from a few days to several months. Many were started, but few were ever finished in this period.
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These include:
Altstadt (2016)
Tally (2016)
Sunny (2016)
Diversion (2015)
Muskeg (2015)
Buc (2015)
Arrest (2015)
Plybox 2 (2014)
New (2014)
Versed (2013)
Wintry (2013)
Frost (2012)
Mapowyea (2012)
Woodstock (2012)
Scene test (2012)
Junkyard (2012)
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Special shoutout to everyone at Mapcore and my friends for the continued support over the years.

Altstadt is a map for Day of Infamy designed as part of the Mapcore Day of Infamy mapping contest from 2016. The main inspiration for it was an old german town with medieval fortifications around.

Altstadt is a map for Day of Infamy designed as part of the Mapcore Day of Infamy mapping contest from 2016. The main inspiration for it was an old german town with medieval fortifications around.

Coming from working on smaller maps, I underestimated the workload for such a project and development suffered from poor planning and time management.  The map was never properly finished and remained in an alpha state.

Coming from working on smaller maps, I underestimated the workload for such a project and development suffered from poor planning and time management. The map was never properly finished and remained in an alpha state.

Tally was one of my first bomb/defuse maps for Counter-Strike: Global Offensive where I managed to create a functional layout and incorporate a theme properly.

Tally was one of my first bomb/defuse maps for Counter-Strike: Global Offensive where I managed to create a functional layout and incorporate a theme properly.

The idea for it came from a typical Mediterranean town with a small castle by the sea.

The idea for it came from a typical Mediterranean town with a small castle by the sea.

It was the first project I worked on after graduating from university and spending a relaxing summer playing DOOM 2016.

It was the first project I worked on after graduating from university and spending a relaxing summer playing DOOM 2016.

The map was shelved after the Day of Infamy mapping contest was announced and I focused my efforts there.

The map was shelved after the Day of Infamy mapping contest was announced and I focused my efforts there.

Sunny was another more successful attempt at creating a Counter-Strike map. However, the layout had issues and I dropped the project in preparation for my university exams.

Sunny was another more successful attempt at creating a Counter-Strike map. However, the layout had issues and I dropped the project in preparation for my university exams.

The main inspiration for this map were the environments of Vice City.

The main inspiration for this map were the environments of Vice City.

Warehouses and industrial environments are every new creator's best friends.

Warehouses and industrial environments are every new creator's best friends.

Unfinished map.

Unfinished map.

An attempt at creating a map based on Bucharest.

An attempt at creating a map based on Bucharest.

Unfinished layout for a map that was supposed to have some inspiration from Max Payne.

Unfinished layout for a map that was supposed to have some inspiration from Max Payne.

Unfinished sequel for an unfinished map.

Unfinished sequel for an unfinished map.

Unfinished layout.

Unfinished layout.

An experiment at creating a rats maps for Counter-Strike: Global Offensive. The first Wingman map ever made?

An experiment at creating a rats maps for Counter-Strike: Global Offensive. The first Wingman map ever made?

One of my first unfinished bomb/defusal maps for Counter-Strike: Global Offensive. Creating a map more elaborate than an arena would prove to be a challenge for the following three years until things would start to click.

One of my first unfinished bomb/defusal maps for Counter-Strike: Global Offensive. Creating a map more elaborate than an arena would prove to be a challenge for the following three years until things would start to click.

Frost is an arena map for Counter-Strike: Global Offensive designed as part of a winter contest on FPS Banana. The idea was to clash two themes,  aztec temples and snowy mountains.

Frost is an arena map for Counter-Strike: Global Offensive designed as part of a winter contest on FPS Banana. The idea was to clash two themes, aztec temples and snowy mountains.

Development time for it was around 1-2 weeks.

Development time for it was around 1-2 weeks.

One of my first arena maps for Counter-Strike: Global Offensive.

One of my first arena maps for Counter-Strike: Global Offensive.

Possibly the first or second map I designed for Counter-Strike: Global Offensive. The inspiration came from a previous map for Counter-Strike: Source featuring plywood in a warehouse.

Possibly the first or second map I designed for Counter-Strike: Global Offensive. The inspiration came from a previous map for Counter-Strike: Source featuring plywood in a warehouse.

Subway scene created in Half-Life 2

Subway scene created in Half-Life 2

Junkyard is an arena map for Counter-Strike: Source designed as part of the FPS Banana junkyard contest. The map got placed in 4th spot.

Junkyard is an arena map for Counter-Strike: Source designed as part of the FPS Banana junkyard contest. The map got placed in 4th spot.

The initial test for the junkyard map.

The initial test for the junkyard map.