- May 6, 2016
- 5
- 0
I'm a moderately experienced mapper with experience in a few different aspects of the source engine. I assumed that TF2 level design would be much easier than that of CS:GO; however, the entity work is headache-inducing (although, thanks to A Boojum Snark for making things a bit easier). What level design flaws should I avoid; or, in general, what should I do and not do to get my maps in a fun, attractive state?