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Rocinha - Detailed Info

  • michael71510
  • Oct 30, 2025
  • 2 min read

Updated: Dec 6, 2025



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.



Map Evolution:


Block Out (Week 12)


Development after the playtest

Sewer pathway added based on playtest feedback



Photo taken during an online playtest


Block Out (Week 10)



Block Out (Week 7)



Block Out (Week 4)



First idea for the map layout (Week2)






Level Details:



Level Design and Building


  • 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


  • Create a sense of tension by mimicing the claustraphobic and maze-like environment of a favella through designing tight corners, overbearing buildings and narrow corridors


Combat Design


  • 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


  • Use the placement of buildings as obstructions to encourage a tactical approach to movement and combat


  • The placement of cover encourages players to think before moving and engage in combat in a tactical way


Playtesting and Iterating


  • Once the level is playable, conduct playrtesting with both experienced and inexperienced first person shooter players and incorporate this feedback into the development of the level.

Technical information


From a technical perspective, my goal for this project was to evolve my 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 and in multiplayer games. A genre of games I would very much like to work on 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, often found in real life slums, to design an intense and compact layout. Providing an unpredictable yet well-balanced tactical combat expereince within an authentic setting.


 
 
 

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