I will create edit, port source engine maps for gmod, cs2, tf2, fivem mlo, darkrp maps


About this gig
About This Gig
I design and develop custom maps in Hammer Editor for Garry's Mod, Counter-Strike 2, and Team Fortress 2 delivering server-ready environments that look exceptional and play flawlessly.
Whether you need a fully realized DarkRP city with functional interiors, a tightly balanced CS2 defusal map, or a competitive TF2 payload layout, I focus on gameplay flow, clean optimization, and technical precision. I also provide expert map editing and seamless Source 1 Source 2 porting.
Each project includes structured layout planning, refined brushwork, detailed interiors, correct entity logic, balanced spawn systems, and advanced optimization (navmesh, cubemaps, hint/skip, AreaPortals) to ensure high FPS stability even under heavy player load.
Deliverables include a compiled .bsp ready for server or Workshop deployment, with organized .vmf source files available based on request.
If you want a map that elevates your server and keeps players engaged, lets build it properly.
Get to know Sijibomi
3D modeler for game asset, automotive concepts and hard surface design
- FromUnited Kingdom
- Member sinceApr 2024
- Avg. response time1 hour
- Last delivery1 year
Languages
English
My Portfolio
FAQ
Can you create maps for all Source Engine games?
Yes. I work with GMod, CS2, CS:GO, TF2, Portal 2, L4D2, and other Source-based games. My Hammer Editor expertise transfers across the entire Source Engine ecosystem.
What's the difference between Source 1 and Source 2?
Source 1 = GMod, TF2, CS:GO, Portal 2. Source 2 = CS2, Half-Life: Alyx, Deadlock. I can work with both and port between them.
Can you port my GMod map to CS2?
Yes. Map porting involves rebuilding the map in the target game's version of Hammer, adapting gameplay elements, and re-optimizing for the new engine.
Will my map work on servers or just Steam Workshop?
Both. I deliver .bsp files that work on dedicated servers and can be uploaded to Steam Workshop for easy distribution.
Do you include source files?
Premium package includes .vmf source files so you or another mapper can edit the map later.
How do you optimize for performance?
I use hint/skip brushes, AreaPortals, prop fade distances, func detail, navmesh optimization, and proper entity usage to ensure smooth FPS even with many players.
Can you fix bugs in my existing map?
Yes. I offer map editing services to fix leaks, optimization issues, entity problems, and gameplay balance.
Do you work with custom models and textures?
Yes. If you have custom assets (.mdl, .vtf files), I can integrate them. Premium package can include custom texture creation if needed.

