DE_DOCK
About:
This is a "Counter-Strike: Global Offensive" map which I designed for my application to "The Game Assembly" back in 2014. What is usually common for bomb defuse maps is that they are quite large in scale. So I tried making a more compact level to see how it turned out. Objective: Bomb and Defuse: Terrorists must plant a bomb at either location "A" or "B", while the Counter-Terrorists must defend these sites. Story: A terrorist group has planned to destroy a military shipment that had arrived earlier to a small cargo dock in northern Germany. |
Specification:
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Documentation:
For this project I tried to create something different; a more compact competitive defuse map. I also wanted to create a map that was located in Germany at a dock. So I created my first draft on the layout and this is how it turned out.
For this project I tried to create something different; a more compact competitive defuse map. I also wanted to create a map that was located in Germany at a dock. So I created my first draft on the layout and this is how it turned out.
What I quickly realised during the topdown creation was that the "T" side of the map looked quite boring and didn't have much cover and paths. So what I did was re-arranged some parts of the map to make it more balanced and fun. After I had blocket out my map I playtested it with some bots. This confirmed my previous worries that the "T" side of the map could be boring which is something that I really had to fix. |
So what I first changed in the topdown was to move the upper right of the map to the left and then mirrored it. I also added an upper platform for the CT's to have more control over the right side of the B-site. In this stage I started to block out the changes that I did to the map and playtested it. During this playtest I played with both bots and real players. The results I got from playtesting and feedback was that the map was a bit CT-sided. I also got some feedback that the map was missing a lot of vertical gameplay. |
What I did to resolve the verticality issue was to add a sewer underneath the map that the players could use to flank the opponents. This would also serve as a "mid" for the map that was not present in the original layout. I also added some more cover for the T's. After that I made my first texture and prop pass on the map which gave the map a look that was more presentable. Then I playtested the map a couple of times and the flow of the map was much smoother than it previously was. But this time another worry hit me. I felt that the map was a bit too small for being as competitive as I would like it to be. But this late into the project I made the best of it. I made some small changes to the layout and then I started to detail the map more firmly. When I was done detailing my level I uploaded it to the CSGO-Workshop.
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What I learned from this project was that I still need to improve on my vertical mapping skills. The vertical gameplay in this map turned out better than my map "de_Heist" but I still feel like I need to be better at pushing the verticality in my maps a bit more. I also improved my workflow while texturing and using topdowns.
I was glad to see that I managed to create a balanced, polished and most importantly; it was well recieved by the CSGO community.
I was glad to see that I managed to create a balanced, polished and most importantly; it was well recieved by the CSGO community.