ALBERT NAUMOV
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INTRODUCTION
I created my first game level in 2007 and uploaded it to a mapping community website called twhl.info. The feedback I received was harsh!
This spurred me on to carry on and improve. The one star ratings were slowly growing into two, three and even four star ratings. I entered mapping competitions failing them all, until I finally placed third in twhl.info 'Competition 28 - Map a Dream'.
This motivated me to improve further and win first place in the following twhl.info 'Competition 29 - Map something historical'.
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I soon shifted my focus to the larger Counter-Strike community, releasing levels on gamebanana.com that received around 1,000 - 4,000 downloads each. I started building a small fan base that loved my interesting fantasy themed levels, they always wanted to know what I was making next, many even helped me test and improve my work! To this day it is still possible to find Counter-Strike servers that play these levels.
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In 2013 I stopped creating levels for the outdated Counter-Strike, moving to CS:GO, which had just released.
I released 6 levels, one of which receiving 18,000 subscribers. Since then, I've shifted my focus to UE4 development.
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The gallery below contains images of my favourite levels.​
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PROJECT SPECS
Tools Used:
Valve Hammer Editor, GCFScape, HLMV, Wally, Sprite Explorer, Compiler, Photoshop
Duration:
1-3 Months Each
Purpose:
Personal Projects, Commissions
Restrictions:
Max 2000 Polygons seen at once,
All levels optimized for maximum of 32 players.
TROPHIES
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Competition 28 - Map a Dream - 3rd
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Competition 29 - Map Something Historical - 1st
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Competition 31 - Texture Pack - Industrial - 2nd
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Based on the popular platforming game Crash Bandicoot, this particular map is set in arctica, where the Counter-Terrorists will have to traverse a harsh and slippery environment, accompanied by TNT and Nitro Boxes, as well as devious traps controlled by the Terrorist team. Players: 32 (29 Counter-Terrorists vs. 3 Terrorists controlling traps). Difficulty: Easy (Medium with traps). Distance: 2-4 minutes. Success: 6,000 Accounted Downloads, played on hundreds of servers.
35hp style knife deathmatch map based on the previous crash bandicoot instalment.
Another image of deathrun_bandicoot, this links to the original upload, whilst the other links to the updated verison.
Set inside a destroyed facility inspired by the various locations from Half-Life 1, the level contains many residual portals, which the counter-terrorists have to navigate through to reach the terrorist. Players: Max 26, with 1-2 Terrorists. Difficulty: Medium & Hard (Requires BHop and LJ skill). Distance: 2-5 minutes. Success: 1,600 Accounted Downloads.
This map pack contains two remakes 'deathrun-sk-icarus' and 'deathrun-sk-havana' improved / reimagined versions of both levels, and a new map 'deathrun-sk-occult'. Players: Max 24, with 1-2 Terrorists. Difficulty: Hard. Distance: 1-4 minutes each. Success: 1,000 Accounted Downloads.
Deathrun_JungleRuins (Counter-Strike) - 2012 Another deathrun level inspired by various jungle ruins throughout Cambodia. Players: Max 32, with 1-2 Terrorists. Difficulty: Easy (Medium with traps). Distance: 1-2 minutes. Success: 800 Accounted Downloads.
This large bomb/defuse level was created for TWHL Competition 32 - Re-Invent a CS Classic, and won 3rd place. Players: Up to 32. Success: 2,200Â Accounted Downloads.
The level is imagined to take place in Havana where the player has to jump and run across several ledges, platforms and rooftops within the map to eventually reach the teleporter that will lead them above the map where the terrorist is, whilst avoiding any traps the terrorist activates Players: Max 24, with 1-2 Terrorists. Difficulty: Medium (Hard with traps). Distance: 1-3 minutes. Success: 1,300 Accounted Downloads.
Climb_Occult tasks the players with scaling a massive magical tower full of mystical obstacles, just make sure not to slip, you'll be climbing quite high off the ground.​ Players: Max 32. Difficulty: Hard. Distance: 3-7 minutes. Success: 4,400 Accounted Downloads.
The level was originally created as a HL1 story level for TWHL Competition 31 - Texture Pack - Industrial and won 2nd place. It was then repurposed into a counter-strike zombie mod level, which gained some popularity. Zm_frostbite takes place on a dark snowy day, on the upper levels of a secret cliff-side military facility. Zombie infection has broken out so the majority of the facility locations are closed or blocked off.​ Players: Max 32. Success: 1,200 Accounted Downloads.
The success of my first deathrun map - deathrun_icarus set me on a path of creating multiple deathrun maps one after the other, all of which were played by thousands of people across the world. This one in particular was a re-imagined version of deathrun_icarus, which had traps for the terrorists to use to halt the CT's progress, based off player feedback. Players: Max 32, 1-2 Terrorists. Difficulty: Hard. Distance: 3-5 minutes. Success: 2,100 Accounted Downloads.
This map was made / created by me, Skals, for the 29th TWHL competition "Map something historical" which this entry won. I had decided to map the Cuban bay of pigs, a majour historical location during the Cuban revolution. Players: Max 32. Success: 1,600 Accounted Downloads.
The map is basically a run and jump map where the terrorist activates traps to attempt to halt the ct's progress. Players: Max 32, 1 Terrorist. Difficulty: Hard. Distance: 2-3 minutes. Success: 3,200 Accounted Downloads.
My first deathrun map, I created this before I made deathrun_icarus but did not release it as it was over the limits of cs servers, the limit for entities in a cs map was 900 and this map had over 1000. Still, my fellow developer Stojke released it in my stead, and it had some success. Players: Max 24, with 1-2 Terrorists. Difficulty: Medium (Hard with traps). Distance: 3-5 minutes. Success: 2,500 Accounted Downloads.
A standalone Half-Life modification, created for TWHL Competition 28 - Map a Dream, this mod won 3rd place. Difficulty: Easy-Hard (Can select difficulty) Duration: Up to an hour of game-play. Success: 3,000 Accounted Downloads.
A four level saga for the Sven Co-op mod inspired by Half-Life, the player wakes up on a space station finding out it has been overrun by aliens. Duration: Up to 30 minutes of game-play. Success: 1,000 Accounted Downloads.
A Half-Life level which I based the BDAW mod off of. Success: 500 Accounted Downloads.
Flat-Life was a Half-Life mod released in 2008, I was responsible for creating two multi-player levels and several single-player levels included in the mod. On Moddb the mod has received 57k visits to date.
All of these are game levels Albert Naumov legally created between 2007-2012. Whilst some of them contain custom textures and models, most of them use either content default to the games, or textures created by others. These have all been accredited in the upload pages.