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CSGO LEVEL

Role  - Level Designer

INTRODUCTION

 The aim of this project is to produce a bomb disposal level for CSGO. The aim of this project was to increase my knowledge of two different things, to increase my knowledge of the design process for multiplayer FPSs as well as increase my knowledge of other game engines by using Hammer to produce the level.

GENRE

multiplayer FPS 

RESPONSIBILITIES

  • Research how to design an effective level for the CSGO game mode

  • Research on how to use CSGO SDK (Hammer) effectively

  • Concepting theme of the level

  • Gathering image references for the level

  • Designing and documenting the level

  • White boxing level into the engine

  • Meshing out and set dressing the level

  • Playtesting and adjusting the level

TOOLS

  • CSGO SDK (Hammer engine)

  • Photoshop

  • Pen and Paper

  • Microsoft office suite

LEVEL DESIGN PROCESS

RESEARCH FOR THE LEVEL

For this project, I had to do 2 types of research

The first was the typical visual research for the theme that I wanted to replicate for the level. To inform layouts looks, etc. I wanted to create a map that followed a theme that I had not seen that much in existing CSGO maps that being a more decaying urban area.

The second was looking at official CSGO maps and identifying different aspects of the levels the observations that I found were as follows

  • Counter-terrorist spawn is closer to bomb sites A and B than the terrorist spawns

  • Best maps make use of 3 main lanes/pathways with smaller sub-paths that connect the 3 main ones

  • The verticality of these maps is somewhat limited to two levels of play

  • However, this is not limited to the height but rather just the amount of play levels that exist

DESIGNING THE LEVEL

Using the information I gathered, I applied the rules to my designs. I also used the theming of the level to inform certain aspects, such as having cars dotted around as sightline blockers but also having tighter, closer quarter sections and interior sections of buildings. I started by mapping out the map’s main channels on paper while adding sub-routes. I then went about neatening it up and removing channels I felt were redundant or would negatively affect the main channel’s use.

LEVEL PRODUCTION

Once the designs were completed, I learned how to use the CSGO hammer and went about white boxing the level into the engine. When it was done, I went about playing the level to make the sure level flow and level balance was correct and felt right for what I was going for.

Once I was happy with the level I went about meshing out the level, adding textures and making the level feel grimy and run down.

SCREENSHOTS OF THE FINISHED LEVEL

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