My past mapping experience was mostly creating tight interiors rather than not vast exteriors, and so I was feeling very lost. Desperate, I shoe-horned a bend in the road leading to a downward slope, and at the end of it - an underground cavern.It didn’t work, of course. While the CT spawn area was light and airy, this giant room was gloomy, boxy and felt dead compared to the sunny exterior I’d already made. Observing it also lacked any gameplay potential, I swiftly deleted it. Dust would be an outdoor map.[...] The shallow decline into the underpass is perhaps one of my favourite aspects, both aesthetically and as a player who spent many hours armed with a Steyr Scout at the crest popping off opponents’ heads.