Introduction

This map was created during a level design jam that I took part in over at “The Design Den” on discord. The challenge was to make a playable Valorant inspired map. We had four weeks to complete this challenge. The focus was only on the blockout stage of the design, we were not allowed to use any props, materials, or textures of any kind besides the dev textures. There was no specific engine or editor that I was forced to use, so I decided the best way to properly test/iterate on a Valorant map was to utilize Counterstrike: Global Offensive via the Hammer Editor. 

Utilizing the Hammer Editor and CS:GO would give me the closest gameplay style as Valorant. This way I could test and tweak things based off of a similar style of gameplay.

Level Design

This map had two major goals. The first one was to have a dedicated middle of the map. The second one was to have good and well designed main choke points into the bomb sites.

Mid

Most of the elite maps in this genre have a dedicated middle of the map to facilitate rotations from bomb site to bomb site. I wanted to design a point of conflict that players could play around like it was it’s own smaller map. This conflict zone could also allow either team to rotate between bomb sites in a variety of different ways.

I wanted to use mid to play around with verticality. There are two layers to mid. Top mid is open and is meant to be mainly for rotation purposes and is intentionally open to discourage players from being there unless it’s to rotate between bomb sites. Bottom mid is where the majority of the conflict is supposed to take place. This is also where rotations can occur.

Mid also features a giant tilted cross. This is meant to allow the players to always orient themselves throughout the map, because it is visible at any point in the map. The part of the cross that is tilted up is pointing towards A, and the downwards side is pointing towards B. 

Main Choke Points

Both bomb sites have a crucial choke point. I started each bomb site by crafting the main choke point first, then designed the rest of the area around that conflict zone. Maps are not fun if the main conflict zones are not fun. My goal was to provide the attacking team with the challenge of taking the bomb sites via the choke points, and also provide the defending teams a main point of focus to defend their turf.

A bomb site’s choke point features a set of double doors. These walls are not currently able to be shot through, but maybe with more iteration would eventually be that way. It is a larger choke point, but becomes smaller due to the double doors. Defense has a larger advantage on this bomb site due to this pinched entrance, but also because there are three main spots that defense can sit.

B bomb site’s choke point is wider and provides more of an advantage to the attacking team than A’s does. It is a wider entrance, but features a longer entrance. The defending team only has a few places on B bomb site to sit and hold this choke point.

Tools

  • Hammer++ Editor

  • Counterstrike: Global Offensive