Central containment chamber

introduction

You play a character who has telekinetic powers and has to stop a violent and dangerous force from infecting the entire building.

The level takes place in a big brutalistic building.

PLANTING AREA INSIDE ORANGE RECTANGLE

Breakdown

  • 8 Weeks / half-time

  • Made using Unreal Engine 5 and Blender

  • Template ONLY for movement with ALS

  • Telekinetic power made with blueprints


Playthrough


level overview


Level design breakdown

CHOKE POINTS

One of the most notable choke points on the map is located near the drop.

If the ''T'' team drops down (see Drop on map) considering the fact that they cannot return back up from the drop, their most efficient route to the site will be through choke point number 1. As they are inclined to take the fastest way to the site. 

When a player is trying to cross this choke point, they are exposed to almost the entire site.

You could argue that there are more relevant choke points, namely the one next to the balcony, the stairs leading down to the site. This choke point is arguably not that restricting though so I choose to count it out

information

Area of focus

  • Combat spaces

  • Creating a brutalistic environment

  • Verticality

  • Guide the player

HIGH GROUND

One of the main focuses of making this map was to incorporate high ground. The map has three high grounds, with one being the most notable, called Heaven (refer to map layout).

This high ground is important as it can provide advantages by offering map awareness and a clear view of the site.

The high ground was made accessible to both T's and CT's to ensure balancing. If only the T's had access to it, they would have a significant advantage that would make the game unfair. For example, the CT's would have to run around the map to even get close to the T's, which could be very time-consuming when time is vital on a defusal map.

BOMB SITE

The sites are the most iconic part of any Counter-Strike game. This particular site was created in favor of the T's to balance out the map. Additionally, I noticed that many Wingman maps made it challenging for the T's to have success of planting.

My aim was to create a way for the T's to plant on the site quickly and easily without losing the round immediately. This also helps to balance out the paths for the T's to reach the site, as they aren't necessarily in their favor, making it map faster-paced.


Iteration

ITERATION 1

Most of my iterations were mostly section-wise. 

I changed how Heaven, the high ground (refer to the picture to the right) was and balanced it.

What I did was to make it available for CT's to contest the high ground to make it a fairer playing field. I also expanded the section near the ladder room.

While also putting a cover on that high ground so the T's could get there without being seen immediately.

Iteration 2

One notable improvement I made was creating a drop room that allows T's to approach the site from a different angle.

To balance out the three T's entry points, the drop room was designed so that the T's have to make noise when dropping down, giving the CT's information about the enemy's location. You could say Risk and Reward.

This allows the T's to loop around the map as well.


REmake to cs2

Remake in new engine

To update the older version from CSGO to CS2, I had to examine the old build and ensure that every scale matched in the new engine. This ensured a 1-to-1 scale from the older version.

The process was fast and easy due to the upgraded tools, which had no steep learning curve and were quite similar to the previous version.

Iteration

After playtesting with others to ensure that the level felt consistent with the previous one, I noticed that moving the box (refer to the picture) slightly to the side would make the level more engaging and fun. This adjustment would change the sightlines and also allow players to see more of the level, which could encourage them to plan their route to the site or consider different approaches.