Seaside
Seaside is a bomb defusal map set at a decrepit port. It has been featured in Valve's Operation Payback and Operation Bravo.
The visual style is intended to take advantage of the frequently used warehouse themes but with a coastal flavor.
This map features three main paths to the bombsites with connections between them. There are many opportunities to take shortcuts by leaping over hazards or obstacles. There are also several areas for long distance combat at every bombsite but are balanced by these shortcuts.
The water is a major hazard in this map and players need to be aware of their movements on some tight bridges.



Downtown
Downtown is a hostage rescue map set in an urban environment. This map was featured in Valve's Operation Payback.
I was interested in designing a map that took place at street level. The scenario in this map has the attackers storming a currency exchange and rescuing hostages held in a vault.
This map features a large street which serves as attacker territory. Attackers are also in control of an alley that has a ladder to a upper entrance to the exchange. Defenders have control of the exchange building including a large lobby which is their strongest defensible position. Attackers can use their upper floor access to break control of the lobby as well as enter the vault from above and reach the hostages.
Defenders have a number of fallback positions that they can use to force the attackers into closer quarters. However, each new area is more prone to flashbang or grenade attacks and has less cover.



Meteora
Meteora is a bomb defusal map set at a Greek monastery. It features close quarters combat with some sniping opportunities.
A major theme of the map is Z-fighting and there are many differences in elevation to challenge players. Defenders will not always have the high ground and judging placement and movement is the key to success.
The map is small in size so teams will have opportunities for some quick rotations and responses to enemy attack. However the attackers also have this ability and can quickly switch up their focus to gain an advantage.



Cambodia
De_Cambodia is a bomb defusal map set in a jungle. This map is designed to have fast paced rounds and quick flanking routes. Players who enjoy using sniper rifles will find long sight lines available to them in the jungle and top lane trench. Short range weapon players can use quick flanking routes to move around the map and flank snipers and enemy positions.
Attackers have 3 main paths: The village to the B bombsite, the upper trench, and the jungle to the A bombsite. Gaining control of the trenches can help attackers gain extra paths into the bombsites as well as the ability to circumvent enemy lines. Defenders also have this ability which give the trenches significant strategic importance. The map uses two path crossing lines: one that is available to attackers that goes under the trenches, and one available to defenders that crosses through the trenches. The size of the map ensures that if a team loses control of a lane, the other team will take advantage of the crossing lines to flank and collapse the other lanes. The map is also designed to be rather small which facilitates quick play in all lanes and creates urgency.
This map has proved to be quite popular and has been played on many servers worldwide.



Kunar
CS_Kunar is a hostage rescue map set in the Kunar province of Afghanistan. Gameplay is designed around a central fighting zone of which defenders must maintain control. There is another flanking path to the side which players can use to avoid the central zone and create pressure on the defenders.
Kunar was designed with the Counter-Strike map cs_militia in mind. In that map, there was a similar scenario where the defenders held a position of strength across an empty area. The burden of the attackers was to defeat enough defenders to slip across the area and into a house. There was a separate underground path that led to the rear of the map with a quick ladder that emerged in the center. Typically the gameplay in the map stagnated and neither side gained any ground.
The goal of the design of Kunar was to create a similar experience without the stagnation. To accomplish this, defender positions are given less strength and the attacker have greater opportunities to break through. There is also less extra space to help players find eachother and facilitate a quick end.



Belukha
Belukha is a bomb defusal map set in an abandoned base deep in the Russian mountains. This map features close-quarters gameplay and corridor fighting. Players hold ground by defending and pushing on spaces between rooms in the form of halls and doorways.
The design goals of this map were to create opportunities for players to control rooms in the map and attempt to clear enemies out of other rooms. Most high value areas are separated by a small hallway without cover which forces players to shoot across the space into the next room. This causes tension in the map since one team cannot take a room without weakening the defenders in the other. There are several paths to the bombsites in the map and all are partitioned in this way. Some have longer sight lines than others and players naturally gravitate to the ones that suit their playstyle or current weapon.
The map is inspired by the old buildings in the S.T.A.L.K.E.R. series which I found to have a nice mix of room and corridor fighting. For a multiplayer experience, the visuals are considerably brightened and each hallway directs players towards objectives.



