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CS GO map: Feral

PROJECT INFORMATION
 

Platform: Windows.

Role: Level Designer.

Tool used: Hammer Editor.

Team Size: 1

OVERVIEW

Feral is set in an abandoned warehouse site somewhere in a valley. It is a close-range killing arena map where there are places for all types of weapons to shine. The layout of the map is similar to that of team deathmatch maps. There are no bomb sites. The objective is to get in there and get the most kills to conquer feral.

RESPONSIBILITIES

Concept, BSP building, prop and texture placement, lighting, players spawning, pathing, pacing.

BLOCK PHASE

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LEVEL LAYOUT

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GAME MODES


-Classic.
-Deathmatch.

 

LEVEL DETAILS

Feral is a multiplayer arena-style level for CS:GO. There are two spawn areas for Terrorists and Counter-Terrorists. There are no bomb sites. The objective is to go for the most kill and conquer Feral.
 

LEVEL DESIGN AND BUILDING
 

-Creating the level concept and layout.
-Modifying the box arena map layout and adding more gameplay options.
-Designing and building new BSP level geometry and applying the required textures to fit the theme.
-Adding game models according to scale.
-Making a skybox for the level that matches the theme of the level.
-Adding lights where necessary and adjusting the skylight accordingly.

LEVEL GALLERY

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Counter-strike  Global Offensive Screenshot 2020.06.26 - 11.48.34.17.png
Counter-strike  Global Offensive Screenshot 2020.06.26 - 11.48.44.46.png
Counter-strike  Global Offensive Screenshot 2020.06.26 - 11.46.56.98.png

COMBAT


-Placing cover in different ways to ensure interesting gameplay and thus provide ways for micro and macro player choice.
-Placing Spawn Points for Terrorists and Counter-Terrorists.
-Adding verticality and providing more ways to engage and adapt to different playing styles.
-The arena-like layout and different pathways make way for all weapons to shine.
-Balance the layout to ensure both sides have equal opportunities for attack and defense.

 

PLAY TESTING AND ITERATION
 

-Conducted playtests with players experienced and inexperienced with multiplayer
first-person shooter games to get overall feedback of the level which helped in iterating and thus improving the level.

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