Level Designer






SUMMIT
Summit is a Defusal Wingman map. Wingman is an adaptation of the classic 5vs5 CS:GO game mode, where just 4 players play against each other (2 vs 2) in smaller maps with lesser rounds, economics, and time and just a single bombsite. Therefore it lacks the dynamics a Classic map has and games will be more fast-paced.
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It was my goal to find a balance in which the player has enough playstyles to choose from, but won't be overwhelmed at the same time and still be able to predict enemy behavior and so on. I wanted to create a map that allows the two players to cooperate together and try out different tactics.
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Furthermore, I experimented with picking a real-life location (Taktsang Palphug Monastery / Tiger's Nest) and see how I can turn this actual place into a playable space for CS:GO.

Approach for the Attackers (Terrorists)
The objective for the Terrorists is to either kill the entire enemy team or plant the bomb and defend it until it explodes. The Terrorists spawn south and the Counter-Terrorists spawn north closer to the bombsite in the center.
The Terrorists have three initial options:
A: mid - long-range angles,
B: (mostly) long-range angles,
C: short-range angles
The different routes support all the different weapon types in the game.
Pink: underground provides a change in tactic, but doesn't give more options to reach the objective.
The door is only accessible from F and will on start be locked from G.
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The map is designed in a way where one attacker could support his teammate from a more safe long-range position while the other player progresses through the map towards the bombsite or stick together and try to get control over one of the three areas in the map and use the advantage of two versus one.

Approach for the Defenders (Counter-Terrorists)
The positioning of the defenders is separated into three different zones for three different playstyles.
Zone 1: an early long-range encounter with the attackers (positions A & B).
A lot of covers, but predictable positions and little map control.
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Zone 2: mid-range weapons.
Direct on the objective, always covering all entrances towards it and much space to maneuver.
Allows for possibilities to fall back to Zone 1 or advance to Zone 3.
In return, this zone feels dangerous to be in when being the only defender left.
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Zone 3: short to mid-range advanced positions.
Low cover and many counter positions make it risky.
Can be rewarding when pushing successfully, gathering information, and map control.

My lessons:
- Create a more casual environment within a competitive game.
- Use a real-life location and turn it into a fun and balanced playable space.
- Find a fitting workflow (research, 2d drawing, 3d sketch, playtesting until ready and have an artist (Michael 'jakuza' Jako) work on it and give an eye on the Level Design during this progress.
- Do some environment art, an extra detail pass, and a lighting pass to bring more life into the map.