Level and System Designer
de_Testtown
Counter-Strike 2 Map

Project Goal
The overall goal of the project was to familiarize myself with the Hammer editor of Valve's Source 2 Engine. This project was also a chance to learn how to create a map for a tactical shooter. Having played the game for over 1000 hours, it was a chance to see how well I understood the flow of Counter-Strike's map design, as well as a chance to apply my multiplayer-level design knowledge.
Platform: PC | Engine: Source 2 Engine | Development Time: 6 Weeks | Team Size: Solo Project
Team Name: N/A | Play Time: 25–50 minutes | Role: Designer
Project Breakdown
The map, de_Testtown, was my attempt to create a map for the competitive 5 versus 5 mode for Counter-Strike 2 using the Hammer editor. The Hammer editor is Valve Corporation's proprietary level editor used for games such as Left 4 Dead 2, Counter-Strike: Global Offensive, and Counter-Strike 2. The design goal for the map was to utilize verticality in traversal and combat. However, due to time limitations and layout changes, the result did not meet expectations but the experience did provide new insight into mapping and appropriate use of verticality.
Clear, Accurate Visibility

Clear, long sightline from Attacking Side to A site.
Only small change in height for the platform towards the back of site.
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Calibrate the length of hallways to engagement distance. Players should not engage at a distance whose aim is unreliable.
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Brighten the hallways so that darker player models do not blend into the shadows.
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Avoid excess areas that do not serve a direct purpose, such as needless extensions to hallways.
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Minimize visual and physical obstructions and allow for a more natural flow of movement looking and going from point A to point B.
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Account for visibility changes when using verticality. Players on higher ground will have different sightlines when looking down to ground level.
Simplicity is better than Mediocre Complexity
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Keep routes from spawn to lanes simple while giving the most complexity and sightline variances closer to the sites.
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Limit the decisions the players will have to make in areas with less action, such as near spawn.
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Guide players with the natural flow of their movement and vision. Players playing the map for the first time should still be capable of running from their spawn to either site without having to stop and look around for the path.

Paths towards A site.
Top path leads directly from Attacker spawn to A site, but is a long corridor that requires utility.
Bottom Path leads from middle lane that can be used to attack A site from two angles.
A Good Theme Helps Solidify Ideas
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A solid theme creates a boundary for the size and visuals of the map while also directing the layout using references.