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DE_Sewage

Sewage is a Counter-Strike: Global Offensive (CS:GO) wingman map that showcases my expertise in level design. This project aimed to deliver a meticulously balanced and enjoyable gameplay experience while exploring the dynamics of verticality and strategic control of high ground. Immerse yourself in the role of the CT squad as you strategically eliminate terrorist threats lurking within the intricate sewers of New York City.

Role(s) and Responsibilities:

Level Designer

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Level Design

  • Drew up a pixel map idea for CS:GO Wingman

  • Learn how to optimally utilise CS:GO SDK to produce efficient block outs and playable areas.

  • Built the level in-engine including ambient sound, lighting, post processing and then texturing and adding props.

  • Play tested the level 4 times, each time making improvements and changes to the map based on balancing for CT and T sides.

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Block Out and Testing

Working with the CS:GO SDK for the first time proved to be an enriching challenge, as I delved into the intricacies of the editor. This experience enabled me to create a well-executed blockout of the level, serving as an ideal foundation for testing the timings and visualizing the layout in a 3D format. Building upon this initial blockout, I proceeded to refine and enhance it by introducing walls and a ceiling, further shaping the environment.

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To gain a deeper understanding of the level dynamics and identify potential areas for improvement, I conducted testing within CS:GO using bot players. However, I recognized that relying solely on bot behavior was suboptimal, prompting me to enlist the assistance of friends for more comprehensive playtesting sessions. After approximately 30 minutes of collaborative playtesting, valuable insights emerged, leading to several key observations and necessary modifications:

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  • The initial distance for the T side was deemed excessive. To address this, I reconfigured the spawns by removing the spherical area and widened the first corridor to relocate the spawns.

  • The placement of the bombsite did not facilitate enjoyable and engaging post-plant

  • engagements, as it was positioned too far into a corner. Consequently, I repositioned the bombsite to a more central area within the upper half of the map, enhancing gameplay dynamics.

  • The exposure of the stairs hindered attackers from safely accessing high ground positions. To rectify this, I introduced a protective wall to provide cover while ascending the stairs, ensuring a more balanced and strategic gameplay experience.

  • Defenders faced challenges when transitioning from the elevated platform to the lower ground, resulting in predictable movements and less engaging encounters. To mitigate this issue, I reconfigured the ladder area, transforming it into a more flexible and traversable space, enabling defenders to navigate more effectively.

 

Throughout the iterative process, I created approximately five different blockout versions and conducted four distinct stages of testing with my friends. This iterative approach, coupled with valuable feedback, culminated in a final layout that surpassed my expectations. The resulting layout, showcased below and featured in the final show reel video, reflects a meticulous attention to detail and an unwavering commitment to achieving an outstanding gameplay experience.

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Planning

The research and planning phase of this project involved a thorough and detailed approach, surpassing any previous undertakings. I dedicated ample time to conducting extensive research on existing CS:GO maps and exploring the nuances of character metrics within the game. Specifically, my focus was on analyzing the timings required for each team to reach crucial choke points or objectives within the maps. Through this research, I discovered an average time difference of 2-4 seconds, with the CT (defenders) reaching the objectives first. Additionally, I meticulously documented critical factors such as players' jumping capabilities, fall damage thresholds, and grenade explosion radii.

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During the planning phase, I adopted a systematic approach. I began with a basic line drawing to establish the initial map layout (as shown on the left). Once satisfied with the overall layout, I proceeded to develop comprehensive plans that included movement timings, intensity levels for different map areas, and a cohesive asset concept for each area.

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Continuing from the initial planning, I created a highly detailed top-down view of the map. Drawing inspiration from carefully curated mood boards, I strategically incorporated elements of verticality to promote engaging encounters between the opposing teams. To align with the sewer theme, I incorporated a central sewage system running through the level. The more detailed map includes an overlay of the original layout design, demonstrating my commitment to adhering to the planned structure.

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Meshing and Lighting

During the course of this project, I encountered a notable challenge in the area of asset placement and texturing within the editor. Adjusting to the prop and texture system proved to be a time-consuming endeavor. For instance, to incorporate a wooden box, I had to follow a multi-step process, involving the placement of an entity, switching the entity type to "prop_static," and selecting the desired prop from an extensive list of options. Although this process was lengthy, I am immensely satisfied with the outcome, particularly in terms of the attacking side and the central portion of the map. These areas seamlessly align with the level's intended theme and exude a polished and professional aesthetic. Regrettably, I experienced some disappointment with the defender side, as I struggled to maintain the same level of inspiration due to the time-consuming nature of adding each prop. While the defender side remains thematically consistent, I would have preferred to infuse it with greater detail and intricacy.

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In regard to lighting within the editor, the process bore similarities to my previous experience with Unreal Engine, which facilitated a smoother transition. I utilized point lights to achieve the desired lighting effects, strategically placing them throughout the level and incorporating props to enhance the overall visual composition, employing a methodology akin to how I approached meshing other elements of the level.

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Overall, despite the challenges encountered during the asset placement process, I am proud of the cohesive and visually appealing result achieved, particularly in the attacking side and central areas of the map. Moving forward, I aim to further refine my skills in asset integration and strike a harmonious balance between efficiency and the meticulous attention to detail required for creating highly immersive and visually captivating environments.

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