de_warehouse: Made for Counter Strike Global Offensive
I began conceptualizing a level for Counter Strike by examining the map layouts of some of Counter Strike's most famous levels. I had decided that I would begin by creating a map layout of my own before pitching it for critique. I found this very easy to do as one grid space on the concept map would easily correspond to one grid space in the HAMMER editor. I designed version 1.0 with the "Defuse" game type in mind because it allows for the Terrorist team to have options as to where they want to attack. I created the initial prototype sketch without a concrete idea of where I wanted to place the Terrorist and Counter-Terrorist spawn points as well as the bomb drop locations. After consulting with a friend that is very skilled in Counter Strike, he suggested that I make some changes
The two changes that I made on the original version include altering the shape and size of the room that would become the "A" bomb point. I added a small area protruding from the rear of the room so that the Terrorists would have more access to cover in that area. I also added a drop down from the hallway that connects the CT spawn to the B area so the Counter Terrorist team would not have the added advantage of easily being able to move from A to B at any time.
After creating this layout in the HAMMER editor without adding any props, I ran this layout several times with bots to see if it was extremely unbalanced in any way and I received the following results:
After creating this layout in the HAMMER editor without adding any props, I ran this layout several times with bots to see if it was extremely unbalanced in any way and I received the following results:
I feel that the results from these tests have shown that there is no inherent unbalance in the layout of the map. With this new knowledge, I proceeded to start populating the level with assets and lighting.