CS GO - Rocinha
Overview
Shanty-Town or Rocinha is a custom CS GO 2 (Counter Strike Global Offensive 2) level set within the urban jungle of Rocinha, a Brazilian slum or "Favela" in Rio de Janeiro.
Rocinha was originally designed for the bomb defusal gamemode but could also be used for deathmatch.
See below for more detailed information.
Project Type
Custom CS GO map (bomb defusal)
Team Size
1
Role
Level Designer
Skills
Combat Encounter Design
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Layout Design
Environmental Storytelling
Game balancing
Engine
Source 2
Map download
Level Details:




Goals
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​My goal for this project was to evolve my level design skills from last year where I worked on my Half Life 2 level, by focusing on learning new skills in designing unforgettable gameplay and layout design in the FPS genre. A genre of games I would very much like to work on professionally in the future.
Using the source 2 engine and Hammer Level Editor, The level design draws on inpsiration from the intertwined and maze-like structure, I observed in other CS GO and Call of Duty maps set in similar locations. As well as images of the real life favelas in Rocinha (See below for map references).
The compact layout and overbearing atmosphere of a slum stood out to me as a good setting for an FPS level due to its ability to create tension and unpredictability around every corner. Providing a well-balanced and high intensity tactical combat expereince within an authentic setting.
Maps used as inspiration
De_Shanty by Mathis Wildrat
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Favela Call of Duty Modern Warfare 2 and Modern Warfare 3
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Favela Counter Strike Global Offensive
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Level Design and Building
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Composition of the layout design and combat design creates a cohesive gameplay experience which feels very similar to the gameplay and gamefeel style of playing an official CS GO map.​
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Create a sense of tension by mimicing the claustraphobic and maze-like environment of a favela through designing tight corners, overbearing buildings and narrow corridors.
Combat Design
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Within their respective roles as defenders or attacks (counter-terrorists or terrorists), the combat experience feels fairly balanced for members of both teams to succeed.
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Use the placement of buildings as obstructions to encourage a tactical approach to movement and combat.
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The placement of cover encourages players to think before moving and engage in combat in a tactical way.
Playtesting and Iterating
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Several playtest sessions were conducted with several individual players with bot teammates and enemies.
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One multiplayer playtest was carried out with 7 players (including myself) and 3 bots.
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