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Expo
Counter-Strike: Global Offensive

Details

Game: Counter-Strike: Global Offensive

Type: Multiplayer, First person shooter, Team based

Level: 2 vs 2 competitive map for the Wingman game mode

Engine: Hammer

Project: Personal 

Responsibilities

  • Level design and direction

  • Art assembly and composition

  • Sound design

  • Lighting

  • Textures

  • Scripting

Introduction

The idea for the level Expo originated after I attended DreamHack Masters in Dallas, a major tournament for CS:GO. The event was held in a vast convention center that truly impressed me. Inspired by the atmosphere, I felt the architecture—with its clear lines and robust structure—would be an excellent fit for a CS:GO level. Although I had primarily focused on competitive 5 vs 5 maps before, I wanted to adapt this project for the 2 vs 2 Wingman game mode.

01

Pre-production

Vision
  • Strategic yet fast paced Wingman map

  • Emphasizing the bombsite as the focal point

  • Verticality without frustration for the player

  • Robust and solid foundation with a clear structure

  • Coherent and immersive environment

Story
  • Set in a convention center in the U.S.

  • A security exhibition revealing the latest technology in the field.

  • Terrorist faction having the goal to sabotage the event during preparation.

  • The FBI are called in to neutralize the threat.

Reference

During the pre-production phase I gathered as much reference material as possible, both on site and through different resources online such as virtual tours, floor plans, google earth and online galleries. ​

Top-down layout and playtesting

During the playtesting phase, iterating upon player feedback is critical. Something I learned through this process is that Wingman follows a different design philosophy than the 5v5 defusal mode.

The level went through several rounds of playtesting, where I varied the experience levels of the playtesters.

The Skateboard Approach

My design approach was to create a functional level early and improve it incrementally, rather than perfecting one area at a time. I used a minimal amount of detailing and broader design strokes during the early phases of development.

This method saved time and minimized wasted work, making changes easier and more efficient.

cs_metrics.jpg
Metrics

In an unforgiving game like Counter-Strike, good metrics are critical. This includes considering architectural guidelines such as structural support, wall thickness and functionality.

I analyzed what worked in excisting Valve maps and implemented a metrics-driven design process. Everything from doors, chokepoints, player models, movement, cover and distances had to be on point.

Design pillars

When designing the spaces I followed guiding principles which I used as a framework to create a great experience for the players.

  • Player agency and flow: Clear and intuitive pathing provides the player with agency, minimizing frustration without obstructing them. The main paths flow from a high point in the terrorist spawn and end at a low point in the bombsite. I like to think of it as water pouring down through the paths, offering the least resistance and avoiding backtracking for the player.

  • Great readability: Use of lighting, materials and deliberate detailing ensuring players can easily identify paths and the opposing team. I applied this philosophy dynamically throughout the level, using less detail and emphasizing lighting in critical gameplay areas and chokepoints.

  • Variety in pacing: Creating a rhythm of tension and release by alternating between tighter and more open spaces keeps players engaged. Areas like the middle, lobby, and balcony have a more spacious feel than surrounding sections, maintaining player interest.

  • Intuitive navigation: The level features distinct areas with clear identities to help players orient themselves. Key combat zones such as the arena, middle, lobby, terrorist spawn, and red each have unique characteristics while still fitting within the overall art direction.

  • Angle management: A robust and minimalistic approach to cover placement ensures intentional combat scenarios, isolating fights and keeping engagements fair. As players move through the level, I avoid presenting too many angles at once, giving them control over their encounters.

Gameplay

Mapcore FACEIT Hub

The FACEIT Hub for Mapcore showcases the best community-made maps for Counter-Strike. FACEIT is a competitive platform that hosts its own leagues for Counter-Strike, independent of Valve's matchmaking system. Expo was featured as a Wingman map for two seasons, giving players the opportunity to experience it during that time.

 

Expo was featured on the FACEIT Mapcore Hub for Wingman for two seasons. Each season generates statistics, including event charts, weapon usage, objective stats, and more, providing insights into balance and player tendencies.

Data collected shows a slightly CT-favored map (55% win rate), with terrorists successfully planting the bomb every fourth round, and the CT team defusing it every fourth bomb plant.

Further analysis reveals a significant amount of combat occurring around the bombsite, giving CTs a fair chance to defuse the bomb even in disadvantageous scenarios. The heatmap indicates that all paths are being effectively utilized.

Post mortem

Designing a functional Wingman level proved more challenging than I initially anticipated. My prior experience with creating levels for the 5v5 defusal mode influenced my perception of the complexity required for a level. At one point, I became somewhat stubborn and stuck with a layout that was overly complex and large for the game mode. I realized I needed to step back, evaluate feedback, and analyze the results of the playtests.

 

Due to the larger map size, the terrorist team rarely reached the bombsite, leading to combat encounters primarily in the central areas of the map. I addressed this by relocating the terrorist spawn closer to the objective and simplifying the pathing. Additionally, I introduced a flanking route to the bombsite, adding an extra layer of gameplay.

 

Efforts were also made to improve the timings for both teams, clarify chokepoints, and make the map a better fit for Wingman.

Another lesson learned during mid-development was the importance of not rushing into the art phase. Time is limited, and investing effort in areas that might change is not the most effective approach. Streamlining this aspect of the process could improve efficiency in future projects.

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