Level Designer | Environment Artist | Multiplayer Maps Spec | Freelance & Fulltime | de_jura

Joined January 2024
35 Photos and videos
Pinned Tweet
15 Feb 2025
Counter strike map in Poland🇵🇱 taking part in @Mapcore @FACEIT Big Adventure maping contest! 💪💪💪Check it out. Workshop link in comment. #poland #cs2
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Apr 12
de_splinter is out now 🔥 Our CS2 defusal map is finally live! Started during Mapcore maping contest(coaline) 🎬 Trailer: youtu.be/8MRj3w90ov4?si=mGsl… Thanks to @FMPONE and @Itsethurs for amazing art and help 🙌 Link to map below. #CS2 #CounterStrike #gamedev
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Apr 11
Tomorrow. @CounterStrike 🇨🇦
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16 Dec 2025
2025 was crazy in the best way! Maps, projects, people, fun – ended with pure satisfaction! Huge thanks “Visual Wizard” @vfxNev Jura wouldn’t be here without you. 2026: new secret project, I’m hyped! Also, Splinter is coming 👀 with @FMPONE & @Itsethurs – great job so far guys!
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20 Nov 2025
Final Tip! #8 Most pro FPS maps literally aim for you and you never noticed 😎 Place horizontal elements like stripes, panel lines, or tile edges at head height to give players natural aim references and help them read the map better. Keep in mind that this is a subtle tool and shouldn’t be overused. Too many visual cues can create clutter and reduce readability.💡 This final tip wraps up my mini series, but there’s always more to explore in competitive map design. Keep experimenting, testing, and observing player behavior to refine your levels. #LevelDesign #GameDev #FPSDesign
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18 Nov 2025
Tip #7 Single-entry chokepoints make fights predictable. If attackers can only push from one direction. Add pressure routes. Pressure routes create meaningful attacker options and force defenders reposition. Even a minor side path, elevation change, or tight off-angle is enough to break static holds and transform repetitive engagements into dynamic, fluid fights. Pressure routes aren’t always required. A single-entry setup can still work when it’s intentional and supports your map goals. The key is choosing the right structure for the experience you want. #LevelDesign #GameDev #FPSDesign
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13 Nov 2025
Tip #6 - Sound👂 Clear audio cues help players understand where fights happen and react faster. Giving each surface a unique material like wood, grass, or concrete creates a distinct sound identity for every zone. This is especially important in areas where floors overlap or paths are close together, letting players quickly judge who is above, below, or nearby. Think about small interactive elements like doors, breakable props, or objects that make noise when stepped on, as they can add extra layers of information and help players read the map and anticipate enemy positions. Proper sound contrast improves spatial awareness, reaction time, and tactical clarity - the foundation of every great competitive map. #LevelDesign #GameDev #SoundDesign
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11 Nov 2025
Tip #5 - Shadow Advantage 💡 In level design, art should never fight gameplay. A cool sun angle might look great, but if it gives one team an advantage, the balance breaks. Sometimes lighting shows player shadows before they peek and that small detail can change the fight. Shadows that appear too early can reveal player positions and make fights feel unfair. Shadow advantage can work if used intentionally for tension, pacing, or tactical depth. For example, a shadow on the ground can be a useful feature letting defenders spot attackers early in certain areas and control the flow of combat. It always depends on your design goals. At the end of the day, art and gameplay should support each other. #LevelDesign #gamedeveloperconference
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6 Nov 2025
Tip #4 – Make Angles Clean 💡 In competitive map design, clarity always beats decoration! A map can look stunning, but if players can’t clearly read the fight area… the gameplay breaks. 👀 Visual clutter like trims, props, uneven geometry, or foliage - can block sightlines and make duels feel inconsistent. Keeping angles clean doesn’t mean removing art - it means designing with intent. Every detail should help players understand the space: where to move, where danger might come from, and how to react. Clean geometry leads to fair fights, smooth gameplay, and strong visual language , especially in games like #CS2 or any other tactical FPS. #LevelDesign #GameDev
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4 Nov 2025
Tip of the day #3💡 Small things really matter on multiplayer FPS maps. If you want to design a competitive map, make sure fights feel fair for both sides. That’s what makes gameplay smooth and enjoyable. #LevelDesign #GameDev
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30 Oct 2025
Next tip: Progressive Cover Important note for this one:💡 Not every open area needs cover. Sometimes empty space adds tension, changes pacing, or gives players time to reset. When used with purpose, it becomes a part of good map flow - not a mistake. #leveldesign #gamedev
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28 Oct 2025
Starting mini series - Level Design Tips 💡 Mostly from my CS2 experience, but most will fit any FPS. I wish I knew this when I started making maps Important note for this tip: 50/50 angles aren’t always mistakes. Sometimes a “flip-coin” fight adds tension, forces teamwork, or slows down over-aggressive pushes. The key is to use them intentionally, not by accident. #LevelDesign #GameDev
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20 Oct 2025
#Blocktober 2025 🎮 Made a small CS2 map that’s fast, fun & a bit diferent Fantasy ruins set on swamps, soft colors, and a CT van in the middle ( don’t ask why😅). Feels like we should use spells instead of bullets? 🧙 📽️ FULL TIMELAPSE vid below #CS2 #LevelDesign #GameDev
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16 Oct 2025
Updated one of my old portfolio projects for #diabotical game made in colab with @Grum1x Added some graphics, mini case study - looking at it now, I'd do some things differently 😅 Check it out artstation.com/artwork/vDObW… #leveldesign #gamedev #PortfolioDay #FPS
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16 Oct 2025
All projects in my portfolio need improvement. You can see them here artstation.com/proagressive
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Forgers! I have this old infection map that has been passed around for ages, it has a very strong foundation but unfortunately never crossed the finish line. Is there anyone who might want to help get this completed? Bonus if you think it could get done for the spooky season!
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30 Aug 2025
#sneakpeak DE_SPLINTER 🪵 During the last @Mapcore contest, one project caught my eye: Coalline. Ultimately the project was abandoned prior to the deadline, but I'm working with the original author, @Pav_maps and an old friend, @Itsethurs to bring it to life for @CounterStrike
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20 Aug 2025
Im happy to share my @Splitgate map designed for 4v4 Takedown mode. If you find any bugs/problems just let me know :) Map code: FJU-UOY-Z9Z Jeta #MapMonday
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