de_Azur

Level Designer, Level Artist

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Development Info

Responsibility

Game: Counter-Strike Global Offensive

Genre: Tactical First-Person Shooter

Engine: Source (Hammer)

Developer(s): 1

Game Mode: Defusal Wingman (2vs2)

  • Digital Map

  • BSP Blockout in Hammer

  • Environment

  • Lighting

  • Playtest with community & Iteration

Downloads

The documentation

The map

Overview

Level Summary

"de_Azur" is a multiplayer 2v2 "demotion" map for CS:GO.

Set in the "Côte d'Azur" in the south of France, the map challenges player in close-quarter combat.

Level Progression

"A" Bomb Site

Design Goals

T Spawn

CT Spawn

Blue Base Right Corridor

Level Design

Design Overview

  • Create a fun capture the flag map for two teams of 3 players.

  • Integrate the elevator velocity mechanic to give player more path choice.

  • Design a map that allows players with different playstyles.

Balance & Symmetry:

Allowing the player to access different place with the elevators. Players can use an elevator to go where it leads, but they can also use the momentum of it to jump much higher.

Freedom of movement: 

Allowing the player to access different place with the elevators. Players can use an elevator to go where it leads, but they can also use the momentum of it to jump much higher. 

Overview Maps

Topdown

Process

2D Digital Map in Photoshop

High-Level Circulation

An early thing I did in photoshop...

Postmortem

What went right?

  • Quickly gathered references from the web and personal ref to have a concept.

  • Balanced pickups around the level.

  • Transform a blockout level into a coherent theme.

What went wrong?

  • Place meshes without obstructing players paths proved to be a challenge in this level.

  • lack of playtester limiting the amount of playtests, and iteration.

What have I learned?

  • I learned that playtests are mandatory to allow more design iteration and make a better level.

  • Placing meshes change the feeling and can change the gameplay of the map, and should be carefully done in order to not distance the map from what it was designed for.