A reminder that the current issue of PC Gamer UK has a tutorial on the making of Dust PCG, explaining the planning process up to building a simple defusion map. The next issue has the second half, building all the way up to the map as you see it now, plus a small surprise for mappers wanting to improve the map…
Also, anyone who hasn’t seen it should see this now. It’s a timeline produced by Valve, showing how the CS:S incarnation of Inferno grew from a small baby to something of mediocre attractiveness, and then to something which was totally beautiful. On the page, hit one of the areas (this one is quite good), and leave the page to load for a few minutes. You can then move the mouse of the timeline at the bottom (the red dots), to look at that area on each day of the map’s development. It’s worth examining the images and trying to work out why particular changes were made.