This independent study helped us learn the current FPS map and try to build our own map. The design of this map is based on two elements: visual and sound.
Draft of the level
When designing the map, we divided it into two parts: above-ground and underground (also known as the bomb A and bomb B sites). We assigned the features of these two parts with visual and sound.
This draft is the above-ground design. The idea of this part is to build several sites in the map where players can see each other's movement in the game but can't directly attack each other (we're putting bulletproof transparent material in the map). Under this circumstance, players will analyze the information from what they see in the game and predict their enemy's next move to plan their strategy.
This one is the underground setting. The topic in this area is sounds. To emphasize the topic, the visuals of the players in the area will be slightly restricted. We put the minimum amount of light in the basement for navigation, also making the players notice the advantageous place in this area. The rest of the place is relatively dark, so the players have to notice the sounds of the other players to predict their enemy's location.
Level Greyboxing
the underground part (sound area) of the level
the above-ground part (visual area) of the level
Level Break Down - Why do we do this?
Part I : Visual Area
Terrorist side
moving path:
It is just like Counter-Strike's tradition; the terrorists need to take a longer distance to reach the bomb side (the counter-terrorists(CT) need time to prepare), so as shown in the picture, before the first engagement happens, terrorists can approach 1/3 of the above-ground area. For the high-ground points close to the terrorist side, since CT can control the A site earlier, the function for those points is for terrorists to pin and observe the movement of CTs at/near site A.
Counter-Terrorist (CT) side
moving path:
Since the CTs can reach the bomb site earlier, CTs can cover most of the above-ground area and utilize this advantage to build their defense line. Those high ground points are the benefit to CTs when they try to camp and wait for terrorists to come.
The prediction of players' pathways from Terrorists and CTs
The prediction of players' engage area at the above-ground area
The prediction of players' behavior and their interaction with the environment:
Since this level is about using visuals to observe the movement of the other players, the element height is utilized a lot in this area. Based on the color gradient, we can see the height of each platform in the level and partially notice the relationship between each platform. The height also introduces the advantage spots to the player; to take advantage of those spots, players are able to solidify their control on certain parts of the map or provide themselves some break points for strikes. So, what will the combination of players' strike path, height, and advantage points bring to us? The potential engagements that happen on the map. Based on the visualized engagement prediction, we can further understand the interaction between terrorists and CTs while in the game, and it also provides us with some information about what to adjust to the map.
When terrorists reach this high ground, they can camp at the observation spot to observe the situation inside bomb site A. Because of the perspective, they can have a direct strike into bombsite A. This can give terrorists the advantage of restricting the activity of CTs on the site. When terrorists need to go into bombsite A, they can utilize the right-side tunnel to decrease the risk of getting shot while they move.
This is a view of the 'back door' and the terrorists' tunnel from the CTs' perspective. The tunnel has a door that can provide the terrorists with further branches to turn their strike direction. The CTs can camp at the corner on the 2nd floor or stay at the bombsite A's glass chamber to oversee the back door area.
On the CT's side, they can go directly to bombsite A and camp there, or they can choose to cross the middle corridor or use the high platform at the right to reach the other side of the map and make an ambush. We put some bricks and boxes next to the wall to give the CT a faster method to reach bombsite A. They can utilize those structures as a shortcut to move to bombsite A.
Terrorists can quickly enter this area by going through the small chamber at the left of their spawn point. When players get out of the chamber, there is an advantage observation point for terrorists to quickly observe bombsite A and also check if some CTs have invaded this area and set up an ambush. The pole in the middle of the area is set as a cover for the terrorists to avoid getting directly shot by CTs from bombsite A or the highest middle ground.
Part II : Sound Area
There are three ways for CTs to get to this area: 1. using the entrance at the back of their spawn point to directly go down and enter the basement through the gate at the left. 2. go to the highest platform in the middle of the map and use the ladder to go to the highest platform in the basement. 3. go through the middle corridor and use the big ramp down the basement. Terrorists can also utilize methods 2 and 3 to go down Sound Area or take the long big ramp at the back of their spawn site. For the same reason, terrorists will arrive at Bombsite B later since they have to take a longer distance to reach those methods.
Even though this area is mostly flat, there are still some places where players can utilize the height to gain an advantage. For instance, when players get to the basement through the ladder, they can stay at the highest platform in this area to get a view; they can see the basement layout here and shoot their enemies at the top. But they still have to consider something: there is barely any cover-up there, so there is some risk for the players staying there.
Base one the advantage observation points, height of different platfoms, and players' strike path, we can have a prediction image of the protenetial engagement area.
Game View
The platform allows players to stay and get an advantage over other players. Players can get there by using the ladder, whose entrance is at the highest platform above ground
The big ramp that connects the center corridor to the above-ground, players can use this corridor and ramp to switch their movement between bombsite A and B
One corner of the basement. We are using limited lighting for this area, so the players can not entirely rely on their eyesight anymore but must pay more attention to the sounds that other players make
This is the entrance of the ladder that brings players to the highest platform in the sound area. Since this place is also the highest platform in the above-ground area, no matter whether it is to get the advantage point or fight for the right to use the ladder, players will always fill this place with engagement
Gameplay Test Video