A Counter-Strike: Global Offensive mapmaker has actually somehow crafted an aim map capable of procedurally producing approximately 30 million special layouts.

Released on the Steam Workshop recently, each new round of modder Orel’s “Rogue Inferno” goal map provides up a completely new arena to shoot it out in using Inferno’s props and textures. A beginning space lets you pick whether you want a map to be in proportion, half-symmetrical or otherwise, while there’s even a cumbersome seed picker for conserving your favourite setups.

As Orel’s vid notes, this isn’t strictly the very first procedurally created map in CS history. Counter-Strike: Source’s infamous Havana featured entrances that toggled on or off with each new round, a feature that was fairly reviled for making the map annoying to play.

Rogue Inferno isn’t built as a fully competitive map like Havana. But its procgen aspirations are also much, much grander, moving entire walls and floorings with each brand-new variation. I’m no stranger to Source’s mapping tools, however even I’m floored by the ingenuity that needs to’ve been required to wrangle the aging engine into countless prospective arenas.

It’s likewise a hell of a sales pitch for a goal map, too. Why trouble downloading dozens of new maps to keep your accuracy exercises fresh, when one map will provide you all the variations you require? Who understands– possibly, concealed amongst the countless map designs, there even exists a map greater than de_Dust2.