Good HNS boost maps are rare. Not because the mechanics are hard to build, but because level design is hard to think about. This guide breaks down the principles that separate a forgettable map from one people run for years.
Tension
The decisions you make should feel important.
Tension is created by limiting choice. One-way paths that lead toward an objective or escape force the T into a commitment - he can't change. Once he goes, he's in.
The formula: fewer choices = more tension = bigger perceived reward when the play lands.
Avoid rooms with multiple exits going nowhere. Instead, funnel the T into decision points that have real consequences. Every fork should mean something.
Simplicity
Simple maps are not easy maps. A properly tensioned path can be 3 bhops long and still feel intense.
Design tight paths that are easy to understand but hard to execute perfectly under pressure. Every route should have an obvious purpose. Complexity for its own sake dilutes the experience - if a player can't read what to do, they won't enjoy doing it.
Contrast
Contrast operates on two levels.
Visual contrast: Textures and geometry need to read clearly. Players identify surfaces at a glance while moving fast - if everything looks the same, reads break down.
Movement contrast: Alternate between complex technical sections - duckbhops, SBJ combos, wallbugs, pixel-perfect jumps - and simpler connecting routes. The breathing room makes the hard parts feel harder. Without contrast, everything blurs into one flat difficulty curve.
Camping
A good map lets the CT predict where the T will go - and counter him there.
This is the direct result of tension design. When the T's options are limited and deliberate, the CT can read intent, position correctly, and play the angle. Maps where the T can go anywhere from anywhere make camping feel like guesswork. Nobody enjoys that side of it.
Proper tension gives the CT agency, not just reaction time.
Variety of Heights
Height variation keeps movement interesting and creates natural ownage opportunities.
- Roads and stairs - flat connectors, high-traffic zones where the CT controls the sightline
- Buildings with ladders - multi-level setups, vertical commitment from the T, CT high ground
- Rooftops and hard drops - one-way vertical movement, commit or stay down
Mix heights deliberately. A map that plays entirely at ground level lacks the vertical tension that makes HNS dynamic. The T should always have a height advantage worth fighting for.

