Gameplay Trailer
Summary
A bomb defusal map inspired by Valorant, with a weapon factory themed high in the mountains. Having 2 sites, one of which is underground and a long range middle that has access to a working elevator, for quick rotations.
About the level
- Developed in my free time
- Unreal Engine 5, Source 2, GIMP
- Traditional 3 lane map
- Long to close engagements
Inspiration
- Valorant maps (Icebox and Fracture)
- Counter Strike maps (Train, Nuke and Mirage)
- Raven's Peak

Layout Overview
The Challenge
The goal for this piece was to develop my own Valorant inspirated map. I also wanted to introduce this unique style to Counter Strike to see if I could design a map that uses components from another game while supporting Counter Strike's core gameplay.
I settled on a 3 lane map design that incorporates barriers, a prep phase and a working elevator.
This level was not to go beyond the blockout phase, as I wanted a strong focus on the level design and to ensure the map is balanced properly.
Full Gameplay
Playtester Point of View (POV) Gameplay
Pre-Production
Starting with pencil and paper, I would sketch out my initial ideas until a comfortable layout was formed. I would then polish it using GIMP, updating it throughout the development process.

Paper Sketch

Digital Sketch
Development Process

A Site Timelapse

B Site Timelapse
Blocking
Following the initial digital sketch, I would start blocking in Unreal Engine 5 using the cube grid tool.


Later, I would move over to Counter Strike 2's Hammer Level editor so I could test and develop the level around functional gameplay.

Playtesting
Originally, when taking the elevator down it would open up to a window into the B site and a long hallway. This would change after playtesting because:
- Players were left too exposed coming down the elevator
- The hallway itself was barren and provide no cover
Playtester providing feedback
Now players are given cover within the elevator and open to a secured room that leads to the B site.
This would be the process in implementing balance changes to the layout.
Scripting
To recreate Valorant's prep phase and establish a working a elevator I would use the scripting tools provided in the Hammer Level Editor.

Prep Phase

Elevator
Prep Phase
To set up the prep phase a logic auto competent was need to send commands to the server. Initial commands make barriers solid, allow players to move and buy items anywhere. After 10 secs it will display a countdown that will lift the barriers and stop players from buying.

Prep Phase Logic
Elevator
For the elevator a logic relay was needed to send out multiple outputs when a button is pressed. When pressed, all other buttons will lock for 3 seconds and move the elevator to the set position. After the 3 seconds all buttons will unlocked. The same sequence will happen for each button.

Elevator Logic
Design Philosophy
Blending
When blending two different first-person tactical shooters had to make sure utility made sense. For instance, players don't smoke through walls in Counter Strike. Knowing this I would try to create spaces or openings for utility.


Choke points
Choke points were fairly straight forward but I notice that defenders who run with knifes equipped (Increases movement speed) make it late to the B Main choke. While defenders at the A Main choke got there far sooner then attackers.
Planned solutions are to increase the prep time to offer more time, adjust barriers and add a window that overseas the A Main choke similar to Breeze in Valorant.

B Main Chokepoint (Playtester POV)
A Main Chokepoint (Playtester POV)
Rotations
The most common issue expressed during playtest was the long rotation times for defenders. Taking around 20 seconds to rotate from A to B site without the elevator.
Future plans involve bringing the B site closer to the defender spawn and introduce a ladder system that leads to the site, instead of having a long narrow corridor.
Additional Level Breakdown
A deeper look into my design thought process can be found in my videos called "I made my own VALORANT map (Factory)", "Making changes to my VALORANT map (Factory)", and "Factory (Blockout) Version 3"
Final Thoughts
Overall, the map turned out fairly well and serves as a good baseline for what I'm trying to accomplish. I'm very satisfied with the elevator, seeing it function properly feels rewarding.
There's a list of things that I'd like add in future updates. Minor changes include making the barriers blue, allow players to shoot the button to activate the elevator, and move the A plant zone to the back of site. With more major changes, such as adding a secondary vertical angle in middle for attackers similar to belt on Icebox or a heaven position to the B site for defenders.
As my favorite game genre, I learned how fun and challenging it is to design a map for a tactical shooter. Eventually, I plan to share Factory in it's final form soon.