My project
In the framework of my last university course, the objective was to complete a project over a period of 8 weeks, dedicating approximately 40 hours per week to it. Therefore, I decided to work on Hammer/Source 2 to create a level for Counter Strike 2, thus going through all the stages of developing a competitive map.
During this project, I learned to use the engine, which I had never used before. I figured out how to upload the map and make it work with CS 2. This included integrating various elements like doors, ladders, spawn points, and buying zones for both teams.
My objectives
Despite the challenge of creating a map in just 8 weeks without any prior experience with this game engine, I decided to do so to push myself to another level, as I had never experimented with creating a competitive map before. Eight weeks was already a challenge because a competitive map requires a great deal of precision to ensure it is enjoyable and fair for players. My objective was to promote boosting/teamwork within the map and the use of grenades.
Teamwork (design intent)
My initial design intent was to promote teamwork among teammates. By using different spots in the map thats give the avantage if its use like boosting spot that give avantage both in defense of attacks and a other avatantage by boosting is that it gave faster rotation for the teams that use the different spots.
My goal was to make it easier for team players in general. Because in my opinion, Counter-Strike 2's maps lack this aspect of the game, even though it is a team game.
Here is another exemple of teamwork
Meaningful grenade placement (design intent)
Another intention in my design is the use of grenades. I wanted each grenade to be used as an important resource to win the game, so I added windows, ramps, and corridors allowing players to use these grenades to defend or to attack the sites more effectively.
What I've learned
During this project, I learned the importance of details and playtesting more than ever. In this project, I had to playtest, playtest, and playtest again. There's really no secret to it. But attention to detail is super important, especially as I had to ensure that every angle made sense and was fun to play, and that there were no areas that favored one player too much, especially in a game as precise as Counter-Strike. I also learned that it's important to know the game for which you're making a map; not all games will have the same details or place objects in the same way.
The map is available on Steam.