Dogs Den
2024 | hammer | cs2 workshop
Dogs Den is a Map for CS2 that i developed with in Source 2 with Hammer Editor.
When CS2 was announced i was looking forward to seize this opportunity to study Hammer and make some tests in it. This map is my first Study in the engine that i made while studying.
The core idea was to make a Competitive map it room for diversive playstyles, but with a huge inspiration in Stealth games and focused on Verticality .
The main inspiration for this map is the first stage of Metal Gear Solid 2 "Tanker", but other references were Goldeneye 007 "Frigate" and for the layout and bombs i got some ideas from CS:Go maps "Dust 2" and "Mirage".
(The name Dogs Den is a "Metal Gear Solid V" reference for the Diamond Dogs Base)
(The name Dogs Den is a "Metal Gear Solid V" reference for the Diamond Dogs Base)
Playtest with Bots
MAPPING PHASE
I Starting by making the Map in a grid, as i've said before my main idea was to start with the "Dust 2" layout in mind, a Box layout with a Middle lane being the main contested area for rotations, a easy and a hard to defend bomb.
I Starting by making the Map in a grid, as i've said before my main idea was to start with the "Dust 2" layout in mind, a Box layout with a Middle lane being the main contested area for rotations, a easy and a hard to defend bomb.
The player flow is my number 1 concern, ive setted up a very simple paths for the Terrorist and a alot of options for Counter-Terrostist and a clearly defined Contested Zone.
Also get that Stealthy vibe, i've wanted to give CT's Higher Grounds while T's started at the lowest point, giving them the benefit of subterfuge by using covers and staying close to walls and some quick fall back paths.
Blocking Phase
To start the greyboxing the first thing i did was to get the grid size from the map and apply it inside the Hammer Engine, this way i could "playtest" my map scale and make quick adjusts with the overall size and match time i was going to.
PLATEAUS
After i made some measure adjustments i got in the the "Plateaus Phase", were i lifted plateaus following my layout to quick test routes and the time each team used to get into the conflict zones and also time the Counter-terrorist needed to go from a Bombsite to another.
Polishing
When routes and overall size were feeling good, than i've added some more details, initial simple places to get cover, and since it is a map inspired by Stealth i've make some Guardrails and Boxes so a more stealthly approach could work for the Terrorist team. Apart from the Design part i've also put some huge cilinders to get that Oil Rig/Ship vibe put some minor details, and painted the walls orange to make a clear division between walls and floor for the next Phase.
Playtests
After the Rought Greybox was up, then i quick managed the Navigation tools to set some bot and play some rounds.
Bot playtest isn't the best, but i'm strongly against bringing players this early hen some parts of the design could be broken or bad. By using bots with cheats on i could check better when and how easy confrontations would look like and specially if the map had some big flaws in the design.
What do I Learned?
Apart from the Source 2 Hammer engine, This project made me get out of my comfort zone using only Unreal and The Sandbox. CS is very complex and very balanced, the position of a box on a bomb site changes the bomb from CT heavy to TR heavy, so I had to learn a lot about the current metas in Counter-Strike, playtest little bits of the map to check if it was a valid risk reward.
The big one, however, was to always double-check the initial scale. Even by checking times in the first phase and getting a pretty good time, I still had to make 3 overhauls in scale so paths didn't take so long, or to make the corridor not so Sniper friendly. Again, CS is a very balanced game, and every second and every meter counts, to polish this until I had a blockout that I felt was a fun map to play took a lot of iteration.
APrOXIMATED TIME Spent: 16 hours
(from maping till Bot Playtest)