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Pav
146 posts

Pav
@Pav_maps
Level Designer | Environment Artist | Multiplayer Maps Spec | Freelance & Fulltime | de_jura
Hull - UK Katılım Ocak 2024
112 Takip Edilen252 Takipçiler

2025 was crazy in the best way!
Maps, projects, people, fun – ended with pure satisfaction!
Huge thanks “Visual Wizard” @vfxNev Jura wouldn’t be here without you.
2026: new secret project, I’m hyped!
Also, Splinter is coming 👀 with @FMPONE & @Itsethurs – great job so far guys!
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Final Tip! #8
Most pro FPS maps literally aim for you and you never noticed 😎
Place horizontal elements like stripes, panel lines, or tile edges at head height to give players natural aim references and help them read the map better.
Keep in mind that this is a subtle tool and shouldn’t be overused. Too many visual cues can create clutter and reduce readability.💡
This final tip wraps up my mini series, but there’s always more to explore in competitive map design. Keep experimenting, testing, and observing player behavior to refine your levels.
#LevelDesign #GameDev #FPSDesign

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Tip #7
Single-entry chokepoints make fights predictable. If attackers can only push from one direction.
Add pressure routes.
Pressure routes create meaningful attacker options and force defenders reposition. Even a minor side path, elevation change, or tight off-angle is enough to break static holds and transform repetitive engagements into dynamic, fluid fights.
Pressure routes aren’t always required. A single-entry setup can still work when it’s intentional and supports your map goals. The key is choosing the right structure for the experience you want.
#LevelDesign #GameDev #FPSDesign

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Tip #6 - Sound👂
Clear audio cues help players understand where fights happen and react faster. Giving each surface a unique material like wood, grass, or concrete creates a distinct sound identity for every zone.
This is especially important in areas where floors overlap or paths are close together, letting players quickly judge who is above, below, or nearby.
Think about small interactive elements like doors, breakable props, or objects that make noise when stepped on, as they can add extra layers of information and help players read the map and anticipate enemy positions.
Proper sound contrast improves spatial awareness, reaction time, and tactical clarity - the foundation of every great competitive map.
#LevelDesign #GameDev #SoundDesign

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Tip #5 - Shadow Advantage 💡
In level design, art should never fight gameplay.
A cool sun angle might look great, but if it gives one team an advantage, the balance breaks. Sometimes lighting shows player shadows before they peek and that small detail can change the fight. Shadows that appear too early can reveal player positions and make fights feel unfair.
Shadow advantage can work if used intentionally for tension, pacing, or tactical depth. For example, a shadow on the ground can be a useful feature letting defenders spot attackers early in certain areas and control the flow of combat.
It always depends on your design goals.
At the end of the day, art and gameplay should support each other.
#LevelDesign #gamedeveloperconference

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Excited to announce that I’ll be teaching a workshop on my hard surface painting workflow at LaGaleriaRoja this December!
lagaleriaroja.com/en/producto/on…

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Tip #4 – Make Angles Clean 💡
In competitive map design, clarity always beats decoration!
A map can look stunning, but if players can’t clearly read the fight area… the gameplay breaks. 👀
Visual clutter like trims, props, uneven geometry, or foliage - can block sightlines and make duels feel inconsistent.
Keeping angles clean doesn’t mean removing art - it means designing with intent.
Every detail should help players understand the space: where to move, where danger might come from, and how to react.
Clean geometry leads to fair fights, smooth gameplay, and strong visual language , especially in games like #CS2 or any other tactical FPS.
#LevelDesign #GameDev

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@CHERRY5pl Dzięki za pokazanie żywiego przykładu z oficjalnej mapki w CSie Czery - przedstawiłeś to idealnie :)
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A to żywy przykład "Tip of the day" - czyli cytując klasyka: "celownik tańczy jak p******any w miejscu gdzie masz się strzlać".
Wielokrotnie zgłaszany problem przez Pava podczas różnorakich testów map w ostatnich miesiącach, fajnie, że przelewa swoją wiedzę i doświadczenie w posty dla wszystkich 👍
Mam szczerą nadzieję, że komuś się przyda 💖
Pav@Pav_maps
Tip of the day #3💡 Small things really matter on multiplayer FPS maps. If you want to design a competitive map, make sure fights feel fair for both sides. That’s what makes gameplay smooth and enjoyable. #LevelDesign #GameDev
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Tip of the day #3💡
Small things really matter on multiplayer FPS maps.
If you want to design a competitive map, make sure fights feel fair for both sides.
That’s what makes gameplay smooth and enjoyable.
#LevelDesign #GameDev

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Next tip: Progressive Cover
Important note for this one:💡
Not every open area needs cover. Sometimes empty space adds tension, changes pacing, or gives players time to reset. When used with purpose, it becomes a part of good map flow - not a mistake.
#leveldesign #gamedev

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@CHERRY5pl Ciesze się że Ci się na Tatry przyda :D Co do poziomu trudności to się zobaczy jak to będzie. Ale tak, będzie tego więcej
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@Pav_maps No dobra, mam nadzieję, że poziom trudności będzie wzrastał z każdym kolejnym odcinkiem 😎
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Starting mini series - Level Design Tips 💡
Mostly from my CS2 experience, but most will fit any FPS. I wish I knew this when I started making maps
Important note for this tip:
50/50 angles aren’t always mistakes. Sometimes a “flip-coin” fight adds tension, forces teamwork, or slows down over-aggressive pushes. The key is to use them intentionally, not by accident.
#LevelDesign #GameDev

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#Blocktober 2025 🎮
Made a small CS2 map that’s fast, fun & a bit diferent
Fantasy ruins set on swamps, soft colors, and a CT van in the middle ( don’t ask why😅).
Feels like we should use spells instead of bullets? 🧙
📽️ FULL TIMELAPSE vid below
#CS2 #LevelDesign #GameDev
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Steam workshop - steamcommunity.com/sharedfiles/fi…
More info about project here - artstation.com/artwork/6LqwY5
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All projects in my portfolio need improvement. You can see them here artstation.com/proagressive
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Updated one of my old portfolio projects for #diabotical game made in colab with @Grum1x
Added some graphics, mini case study - looking at it now, I'd do some things differently 😅
Check it out artstation.com/artwork/vDObWv
#leveldesign #gamedev #PortfolioDay #FPS


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@BlazeDillon That's a loot more that I can even imagine haha. Gj! I w8 for more
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@Pav_maps Counting hobby maps, a little over 1000ish playable levels? Maybe.
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#Blocktober Day 9 (Double feature)
I’m posting every day as long as the previous post gets at least as many likes as the day it’s posted!
#LevelDesign #Gamedev #blocktober2025




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