The Making Of: Dust (2003)

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The Making Of: DustFor many FPS players Dust - and the later Dust 2 - are the quintessential Counter-Strike maps. They&rsquo;ve been featured in nearly every major Counter-Strike tournament, and been responsible for countless millions virtual deaths, bomb detonations and defusals. But these maps actually owe their existence to Team Fortress 2 - a game that was released eight years after Dust became a staple of the Counter-Strike map rotation.<br>Time Travelling<br>It started in the summer of 1999, Suffolk, England. I was 16 years old, recuperating from end-of-year exams and enjoying my newfound freedom from school work. Half-Life was only a few months old, yet was scooping up more &lsquo;Game of the Year&rsquo; awards than there were game magazines, leaving gamers desperate to know what Valve Software were going to make next.<br>Thankfully, news broke that Valve had hired the team behind &lsquo;Team Fortress&rsquo;, a free mod for Quake that added class-based team multiplayer to the game. Like any responsible teenager, I&rsquo;d spent more hours sat staring into a screen zooming around dodging rockets, slinging grenades and capturing the flag than I had with my head stuck in schoolwork, much to the chagrin of my parents. Their next project? A sequel, excitingly titled &lsquo;Team Fortress 2&rsquo;.<br>It seemed that whilst I had been busy ambushing my future educational prospects, behind closed doors Valve had been hammering away at updating and upgrading Team Fortress for a new generation of hardware. News of Team Fortress 2 was rare and sporadic, but occasionally a tidbit here or a screenshot there would nervously peer out to an excited but nervous audience of TF fans.<br>Before too long, a handful of screenshots started their steady journey around the gaming websites of the late nineties. Two particular screenshots leapt out at me:

Two early screenshots of Team Fortress 2.The seed had been sown.<br>Meanwhile, a new Half-Life modification known as &lsquo;Counter-Strike&rsquo; had been picking up a steady stream of players. In the autumn of 1999, Minh &lsquo;gooseman&rsquo; Le and Jess Cliffe released its second beta - and it supplanted Team Fortress to become my new addiction. It came with a texture pack of urban textures (&lsquo;cstrike.wad&rsquo;) that, upon discovery, I set about making a map with - this became &lsquo;cs_tire&rsquo;, a hostage rescue map set in (of all places) a retirement home. Surprisingly, this map was deemed good enough to be included in the third beta release of Counter-Strike, and Jess subsequently asked me if I&rsquo;d be interested in making a map for the fourth beta. He was very keen to hook me up with their texture artist to help me make something absolutely and completely original.<br>Jess introduced me to artist Chris &lsquo;MacMan&rsquo; Ashton - the same artist behind the urban texture set used in my retirement home map - and we got to work creating a new, totally original Counter-Strike map. Unfortunately it was too late to save me from TF2&rsquo;s influence and I asked for these instead:

Team Fortress 2 screenshots were used to create a core texture setUndeterred by my complete lack of originality, Chris quickly got back to me with beautiful lookalikes. While not exact replicas, I selfishly became completely infatuated with them, just like I had the screenshots they were based on . I quickly bundled them all together into my own texture pack and called it &ldquo;cs_dest.wad&rdquo; - shorthand for &ldquo;Destiny&rdquo;.<br>With these TF2-alike textures I could finally make a map and pretend I was playing Team Fortress 2, but something was wrong. I felt guilt - TF2 wasn&rsquo;t even out yet and I was already trying to sap all the effort Valve had been putting into it. It was akin to snatching a duckling from under its mothers beak. &ldquo;But surely&rdquo;, I thought, &ldquo;Valve wouldn&rsquo;t mind one me making one small map for one small mod for their one and only published game? A map that maybe only a handful of people would ever play?&rdquo;<br>I marched on.<br>Copy and Paste<br>Starting the map was the easy bit - the first area boasted a long road flanked by buildings, leading to an archway and a wall dividing it in two, just like I&rsquo;d seen in the screenshots. I decorated every building and wall with ornate trims along the top or bottom, again aping TF2, as I tried my hardest to evoke the same sense of place, desolation, and scale. These features would go on to define the underlying architectural style of Dust.<br>My effort wasn&rsquo;t quite identical to the map featured in those coveted TF2 screenshots, but it was close enough, and - somewhat more importantly - it was a start.<br>The arched doorways became a hallmark of the Dust theme - a Dust map is simply not Dust without at least two or three arches dividing the map into distinct zones. Creating the first one was at the time a great test of my technical mapping ability, and I struggled for a little while before landing on a technique that...

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