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.
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.