TL;DR
- CSGO’s top map makers are actively experimenting with Source 2 tools from Half-Life: Alyx
- Facepunch Studios abandoned Unity to develop Garry’s Mod successor exclusively in Source 2
- Community asset packs and prototype screenshots demonstrate significant visual improvements
- Rust’s codebase migration suggests broader Source 2 adoption beyond VR applications
- New development tools offer enhanced lighting, physics, and real-time rendering capabilities

The creative force behind Counter-Strike: Global Offensive’s iconic Cache map has been extensively exploring Source 2’s advanced mapping capabilities since the end of October, signaling a major industry shift.
While competitive CSGO continues to thrive with tournaments like IEM Beijing and FLASHPOINT 2 capturing audience attention, a parallel transformation is occurring within the development community. Beyond the surface-level esports excitement and anticipation for new operations, the Steam Workshop’s most influential creators have collectively focused their attention on Valve’s next-generation engine technology.
CSGO Map Maker Pioneers
Valve’s previously enigmatic Source 2 engine has become substantially more transparent following the debut of Half-Life: Alyx and its accompanying Workshop Tools suite.
Half-Life: Alyx’s launch introduced a significantly enhanced iteration of the Source 2 editor, providing unprecedented access for level designers and content producers to experiment with the engine’s capabilities. Although this release didn’t constitute the complete Source 2 codebase availability, it delivered sufficient functionality for the Steam Community to begin comprehensive testing and development within Valve’s highly anticipated platform. The Steam Workshop now hosts comprehensive asset collections featuring CSGO character models and environmental elements that creators can seamlessly integrate into their projects.
LEVITATION ????️
pic.twitter.com/AM9a1QC0rF— FMPONE (@FMPONE)
November 15, 2020
FMPONE, the co-creator of the renowned Cache map, has dedicated substantial resources to mastering Alyx’s Source 2 workshop environment, regularly sharing progress updates and technical demonstrations via social media platforms. In his public communications, FMPONE indicated his current concentration on virtual reality and Half-Life: Alyx development. However, the strategic migration of CSGO’s modification specialists and level designers toward Alyx’s development toolkit represents a critical advancement toward players eventually experiencing whatever enhancements Source 2 ultimately delivers to Counter-Strike: Global Offensive.

Another prominent CSGO map creator, catfood—responsible for designing de_ruby and currently collaborating with original Tuscan developer Brute on a de_tuscan revitalization—hasn’t publicly transitioned to Alyx’s engine as extensively as FMPONE. However, preliminary prototype imagery bears striking resemblance to Source 2 previews of imported and newly constructed Source 2 environments for Team Fortress 2. The most pronounced distinction emerges in the maps’ transitions between illuminated and shadowed regions, showcasing the engine’s advanced dynamic lighting systems.
Happy
#Blocktober
everyone!???? (Tuscan – Kitty)
pic.twitter.com/JF4beDBb6q— catfood (@catfood_maps)
October 3, 2020

Facepunch Studios’ Strategic Engine Transition
This development arguably constitutes the most substantial Source 2-related advancement since Valve’s Hammer Map Editor and additional Source 2 utilities launched in May. Garry’s Mod essentially consolidates Half-Life 2, CSGO, Team Fortress 2, and additional Valve titles into a unified creative ecosystem. The community has leveraged Garry’s Mod for extensive periods to generate diverse maps and gameplay variations, ranging from the Trouble in Terrorist Town modification that influenced Among Us to elaborate physics experiments involving multiple characters and propulsion systems. Following initial development work utilizing the Unity Engine when Facepunch commenced development on GM2—codenamed s&box—Facepunch founder Garry Newman declared on October 27 that the project would be developed exclusively within Source 2.

“We’ve transitioned engines once more, though this represents our final such change,” Newman stated.
This strategic direction was always part of the long-term plan, but Newman and Facepunch currently possess more extensive Source 2 access than potentially any other development entity worldwide. Facepunch stands among the extremely limited number of developers that independent verification confirms received access privileges. The development studio appears to have established close collaborative relationships with Valve, likely stemming from Facepunch’s ongoing efforts maintaining relevance for older Valve intellectual properties through Garry’s Mod development. The s&box project becomes increasingly compelling given Facepunch’s simultaneous development of Rust, the survival shooter incorporating base-construction mechanics and familiar character models, exemplified by this male avatar rendered within the Source 2 environment accessible to Facepunch.

Rust’s internal code repository has already undergone reclassification to “old_rust,” implying the existence of a “new_rust” iteration, presumably joining s&box on the Source 2 platform. According to Newman’s direct statements, s&box will not function exclusively as a virtual reality experience. Since the development team delayed substantial production until securing Valve’s Source 2 access, this indicates the engine possesses substantially broader capabilities beyond Alyx’s VR-specific gameplay implementations.
I don’t think it makes sense for us to make a VR only gmod, there are already lots of sandbox games for VR
— garry (@garrynewman)
March 28, 2020
Considering the extended development timeline, most gaming enthusiasts will maintain skepticism until witnessing tangible results.
Getting Started with Source 2 Tools
For newcomers interested in exploring Source 2’s capabilities, begin by downloading the Half-Life: Alyx Workshop Tools through Steam. These tools provide immediate access to Valve’s advanced rendering systems, physics engines, and real-time lighting capabilities that significantly outperform previous iterations.
Common Beginner Mistakes to Avoid:
- Attempting to import legacy Source 1 assets without proper conversion procedures
- Overlooking optimization requirements for complex geometry and texture applications
- Failing to utilize the new material editor for enhanced visual effects
- Neglecting to test maps across multiple hardware configurations
Advanced Optimization Strategies
Experienced developers should focus on leveraging Source 2’s enhanced performance characteristics. The engine’s improved multicore processing support allows for more complex scenes with higher entity counts. Advanced lighting techniques including real-time global illumination and volumetric effects now perform substantially better than in previous engine versions.
Time Investment Estimates:
- Basic familiarization: 10-15 hours
- Intermediate project development: 40-60 hours
- Advanced optimization and polishing: 20-30 hours per map
For comprehensive guidance on game development techniques and engine optimization, consult our Complete Guide to modern development workflows.
The transition to Source 2 represents more than just a technical upgrade—it fundamentally changes how creators approach level design, lighting implementation, and performance optimization. Understanding these Weapons Unlock systems in contemporary games often share similar underlying architecture with these new development tools.
Action Checklist
- Download and install Half-Life: Alyx Workshop Tools through Steam client
- Explore community asset packs to understand import workflows
- Experiment with basic geometry creation and lighting setups
- Study FMPONE and catfood’s Twitter showcases for advanced techniques
- Implement optimization strategies for complex scene management
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