Red Dust Alley 2
In the heart of a forgotten metropolis, Red Dust Alley emerges as a testament to post-apocalyptic survival and desolation.
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Engine: Source 2
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Steam Workshops Link:
https://steamcommunity.com/sharedfiles/filedetails/?id=3160999210
First Step: Research
I am a heavy FPS player, especially COD and CS. After playing and comparing Battlefield and PUBG, I began to create CS2 maps using a comparative approach. I tried to avoid the classic three-line map by using a map with a central circle [two middle lanes connected to each other].
Second Step: Learning Source 2
Yes in this semester, I used Unreal 5, Unity, Gamemaker, and Source 2 for four different projects. Ohman, I really like Source 2 and UE5.

Third Step: Room layout set down
This is the POI I am most proud of it. This room is more like a core fortress. Once occupied, you will have a great advantage, but no matter where you are in the room, there are still three directions where you may be attacked.

Forth Step: Bombsite and Rotating Test
Since the mechanics, such as 3C and firearms, do not require any changes, so I went directly to the TopDown Map stage. I discovered a problem at the beginning. In normal CS maps, mid-lane rotations are about 10 seconds faster than side-lane rotations, but my map was only 5 seconds faster.

Fifth Step: Adding covers and lights.
After that, since CS pays great attention to prop exchange and the defender will be more strategic, I rearranged and added more bunkers on the defensive side.

Sixth Step: Playtest and Fixing bugs

