DE_Quaint

 DE_Quaint

 DE_Quaint

2018 

2018 

Engine

Valve CSGO

Hammer Editor

Game

Counter Strike

Global Offensive

Developed For

Final Year Project

Platform

PC

Development Team Size

1

Timeframe

18 Weeks

13/08/18:16/12/18

Overview

Strengths


  • The map has multiple routes for terrorists to attack from
  • These routes can be assessed and countered by CTs
  • There are many tactics that can be employed from the three main meeting points as detailed in my design document
  • The theme of the map is sold through recreation of reference imagery
  • A UK setting is unique for CounterStrike Global Offensive and helps the map to stand out

DE_Quaint was created as the first half of my Final Year Project at university. I set myself the deadline of December 16th so I could enter it into a community competition. I iterated the map 36 times experimenting with the layout and playtesting throughout. I then proceeded to develop the detailing for another 12 versions. This totaled at 48 versions overall.


During detailing I also made tweaks to the gameplay to add the finishing touches. Once completed I wrote my final design document and produced an overview video for the level that shows the progression of my key areas throughout the project.

Weaknesses


  • I didn't end up adding in any custom props that would have really sold the UK setting
  • Optimisation was a struggle. It never drops to unplayable levels, but it is low for the size of the map
  • The bridge being a slope means that there are some headshot angles that can lead to hard to see enemys
  • With the map being so small and there not being many high walls, flashbangs thrown high enough hit a large section of the map

Achievements

The level was created as my Final Year Project. Overall I achieved a grade of 95 / 100 for my project and design document.

DE_Quaint was entered into the R/CSMapMakers community competition and came 10th / 47 which I was happy with when considering the other work entered.


Competition thread.           Results thread


Full Competition Results.    Contest Workshop Collection.

Early Development Impressions


A professional level designer gave their impressions of an early version of the layout. FMPONE has created multiple maps that have been featured in CSGO so I am very grateful for his feedback.


The layout changed significantly from the version he looked at to the final release, however most of the elements he liked survived the transition.

Competition Judge Impressions


During the judging process some of the judges streamed their first impressions of the entries. I managed to catch my map being reviewed by TheWhaleMan.


They are a community level designer who focuses more on environment art than layouts so his feedback on my environment was both informative and very helpful.

MapCore Thread.


I also posted a thread onto MapCore to ask the opinion of other level designers. This thread can be seen at the following link.


The general feedback I gained was that I had too much happening in the level. With the crashed cars, drained canal and smashed scenary. Although I don't see a huge problem with this, it is definitley something I want to keep trying to weave clearer narrative elements into my environments. This feedback has made me more aware of this issue in my designs and is something I will keep in mind when developing the detailing of my next project. 

Overall my map gained the following results.


Detailing: 34 / 50


Gameplay: 35 / 50


Polish: 39 / 50


Total Score: 108 / 150


Weighted Score: 354 / 500


Percentage: 71%


Final Placing: 10th / 47