
Mall
Overview
Project Type: Multiplayer Map | Team Size: Solo | Duration: Oct 2024 - Dec 2024 | Software: Hammer 2/Counter Strike 2
Mall is a 10-player Counter Strike 2 map. The game mode is set to defuse. This project tested my skills to rapidly iterate within a new engine and a new type of game. I challenged myself to design a tactical shooter map in a new engine, and learned that having multiple different player personas is key to understanding feedback.
Design Goals
Design the map to engage casual and experienced players.
Demonstrate an understanding of Counter Strike 2 map design.
Center the map around the mid section.
Planning
I went through multiple sketch layouts before I went to work on the engine. I focused on centering the map around the middle area.
My experience in the tactical shooter genre was mainly with VALORANT. I used the core principles of their level design, such as designing competitive spaces that deliver a unique experience, as a base for my level.
Early Design
I originally formed the idea around a mall food court in the middle. The gimmick of one large area in the center was key to my design.
When starting to work within the Hammer Engine, I used lots of online tutorials. I ended up modeling the map by using one mesh and extruding faces. This later would be a mistake in terms of rapid iteration.
I built every room to be unique in its own way. This varied from shape to props used within the rooms. I also used lighting to help distinguish parts of the map: one side has indoor lighting, and the other has outdoor lighting.
Tactical Shooter Design
Shifting spaces from Arena shooter level design, such as Halo, into tactical shooters was a big shock. I understood the basic design principles, such as landmarking for callouts, peeking angles, and defendable positions. I then went to study other existing CS2 and VALORANT maps.
The key points I had gained from studying other maps:
Counter Terrorists need to get to key locations faster.
The map needs to service every weapon.
Maps usually have a grid-like flow to key points.
Rooms need to be easily distinguishable for callouts.
Centering Around Mid
For my first Counter-Strike map, I wanted to make a unique map centered around its middle area. I took inspiration from Nuke and Dust2 when gathering research on how it should be structured.
Going with my Mall theme, I created a big central area with lots of space. I wanted to give both teams a fast but risky rotation between both sites. This was intended to create situations where rounds were decided by which team had control over Mid.
I had two ideas to help fix the issues my users ran into when playing Mid:
Condense the size.
Get rid of easy access to high ground from mid.
Condensing the size of the map encouraged short-range fights and round times, as players could find each other faster.
Getting rid of the easy access to high ground pushed players to go to either site from mid.
The first iteration of Mid had played like a shooting gallery. If both teams went mid from the start, the players who could take long-range duels ended up winning the fights. This gave newer players a disadvantage as their aim wasn’t as good compared to my experienced players.
Another big issue with Mid was that players always went towards A to control the ramp-up to it. And CTs always got to the ramp first. This led to Terrorists just taking the direct paths towards the sites.
Playtesting and Final Iterations
I only got 3 playtests for this project due to its short development time. So changes were major to the map after every playtest. The main issues that came up while testing were:
A site was harder to plant a bomb at.
Players got lost in the rooms between the sites.
Mid was too dangerous to rotate through for both sides.
From the start of the map, A site underwent many changes. Originally, I had it planned as an indoor shop filled with greenery. In gameplay, it was an open hallway with smaller rooms that facilitated long-range duels. Terrorists (the Attacking Team) often avoided the site as it was too hard to take the point. This was due to Counterterrorists (Defending Team) having lots of angles to peek at.
I opted to completely remake the site after one of my experienced players suggested an area with lots of high ground to fight over. I was inspired by the mall’s high ceilings and open ramps.
This version of A site forced players to fight over high ground before they needed to drop down and plant. The addition of lots of cover near the site but none up top encouraged players to take the lower angles as well as the high ground.
One of the most important aspects of tactical shooters is information. Players need to know where they are and where enemies are to form game plans. In the first iteration of my level, lots of the rooms had props in them to help callouts, but players still got lost when trying to find their way to sites. I ended up remaking the map with a clear flow from spawn to the bomb sites.
I took the very branching, rigid design of my previous map and condensed it so there was little space between rooms. This helped to provide clear sightlines to Mid and the bomb sites. I also cut down the number of side rooms to lessen confusion. I helped mark these side rooms through their shape language.
After I had condensed Mid, it still had the same issues as before, where players found it too dangerous to rotate through. To keep the open feeling while encouraging players to push into the space, I put a big fish tank in the middle. Why a fish tank? It allows players to see across to the other side, yet is a blocker for bullets. This created a big loop, which gave players lots of cover to move through mid. Players were very receptive of this change, as it allowed them to take mid-range firefights, encouraging less skilled players to try and fight in the middle.
What I Learned
What Went Well
Tools: I picked up Hammer and learned the essentials for level building within a week.
Gimmick: Players enjoyed the mall theme of my map and the focus on Mid.
Planning: Creating multiple iterations of the map on paper before going to engine sped up my process.
What Could Have Been Better
Playtesting: I got three playtests on the map with 6 people including me, the max lobby size is 10 people. I would have liked to get more tests with varied groups of players.
Research: I had done minimal research on Counter Strike 2 before starting this project, leading to some easy pitfalls I could have avoided.
Polish: The map itself needs a lot more iterations to smooth out some gameplay kinks.
Even Better If
Art Pass: Counter Strike 2 has a whole set of assets it uses for its own maps in Hammer. I would polish the map with their premade assets if I came back to this map.
Balance Pass: I would want to revalue every weapon’s place within the level to create a more varied sandbox where players will use every weapon.