Balloon - CS:GO map
Multiplayer Level Design
Introduction
I have made CS:GO maps for 5 years. During that time I have learned a lot. I have had the fortune of having one of my maps (Mutiny) officially included in the game which was an insightful experience.
With this project I wanted to take everything I've learned from past maps and create a map with clean and simple layout that is easy to learn.
Project Breakdown
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Counter-Strike map for the Bomb Defusal game mode
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Developed on my spare time
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Created using CS:GO SDK (Hammer)
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Current state - Blockout
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Focus on simplicity and angles
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Playtested on Mapcore
Overview
Design and Balance
Four-square layout
Like most great CS:GO maps, I used what Valve calls a “Four-Square” layout, also known as Three Lane.
This type of layout contains main routes towards the objectives placed on each side of the map. It also contains an intersection in the middle of the map that can be fought for by both teams to get more map control and more options.
Choke points
Having a good amount of choke points is essential to a good layout. The goal is to allow for multiple strategies when playing as the Terrorists while not having so many that Counter-Terrorists (CTs) can’t comfortably hold them all with a full team of 5 players.
Balloon has 4 initial choke points and 5 if Terrorists (Ts) have control of Mid.
Most common places to hold as a CT have more than one possible choke point to watch. This rewards communication and a more dynamic play style for the CTs.
Retakes
In a scenario where the bomb is planted, it is important for CTs to have multiple options when rotating between the bomb sites.
To allow for strategic depth and dynamic gameplay I have made retake-paths branch out close to the bomb sites. This allows CTs to move between different entrances and use mind games to outsmart their opponents.
Sightlines
I have strategically blocked sight lines across the map to not overwhelm the players with too many angles to check at the same time.
Having a variety of long and short sight lines also allows for different weapons to shine, not making a single play style too overpowered.
Breakdowns
Bombsite A
Bombsite A is placed on a small square with an ancient water pump and a carpet shop.
The site is built to be held by two players: One playing from the elevated platform and one playing from site or from inside of the shop.
Terrorists have two entrances placed relatively far apart. The split set up allows for crossfires and puts an emphasis on communication and teamwork.
Bombsite B
Bombsite B is located around ancient ruins carved into the mountains.
One player should be able to hold B site. They can either play from site or push up close to the main entrance.
It is common to have one CT located in the connector room looking towards mid. From that positions it is also possible to assist on B site if Ts push through main.
Mid
Mid is where the ancient ruins meet the buildings of the town.
CTs can choose between going down a one way drop to push up close, or stay on the elevated platform to more easily fall back. It is also possible for CTs to support from Connector and Second Mid.
If Ts take over mid, they will gain additional paths to the bombsites and the possibility to boost players into CT Spawn gaining them a lot of
map control.
Iterations
Overall
I have playtested the map with full teams several times. The iterations shown to the right are based on feedback I've received from those playtests.
The initial version of the map was very big, open, and had too many long sight lines. The scale of the map also caused rotations between the bomb sites to take way too long.
A site
On A site, CT players initially felt like there was no way to fall back if they missed their first shot. The site has also been modified to allow for more crossfires and teamwork.
B site
B site has changed the most. It was too open, and the choke points felt undefined and uncomfortable to hold.
Mid
The biggest challenge with mid was to make it work with Upper A. The goal was to separate them but keep mid as a viable alternative for rotations.
Pre-production
Choosing a theme
The first thing I did was to choose a theme. When researching different locations I found Geröme: a town in the region Cappadocia in Turkey.
The town has:
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bright clean walls that makes for great readability.
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ancient ruins contrasted with more newly built houses that allows for distinct areas.
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a beautiful backdrop with hot air balloons filling up the sky.
Early Sketches
Before I started with the blockout, I sketched out the bombsites and the overall layout in my sketch book.
The map has changed a lot since those sketches but they laid a solid foundation. A lot of the initial ideas can still be seen in the current version of the map.
Reflections
Every map I make is a learning experience, and there are things that I definitely will take with me when I make my next map.
I should have considered timings more. The timings to where the teams met worked as planned, but I forgot to test the time it took for Terrorists to rotate between the bombsites. Fixing that issue took a lot of time that could have been cut down in the early stages of the blockout.
I also realized the importance of creating crossfire opportunities for the Counter-Terrorists. Communication and teamwork is very important in CS:GO and crossfires are a perfect way to reward that playstyle.
This is the first 5v5 map where I feel really satisfied with the layout. I also feel like I met the goals I wanted to as the map has kept a focus on simplicity and nice angles throughout.
My next step with the map will be to look for people who wants to help with the art. Eventhough my focus has been on the level design, I have considered the visuals when choosing the theme and areas to include. My final goal with the map is to have it included in the game, and making the map visually pleasing is required to accomplish that.
Thank you for reading!