I turned my Campus into a Video Game

This article showcases a Practical Project from my final year (2010/2011) as a Game Design student at Teesside University, Middlesbrough – UK.

Let’s dig in 😉


About the author

Denny Edita (a.k.a deepeyes)

Level Designer – Counter-Strike 1.6 & Counter-Strike Source

With over 8 years of experience in designing and developing competitive maps for Counter-Strike 1.6 and Counter-Strike: Source, I have built a strong reputation within the Indonesian Counter-Strike community and beyond. My maps are known for their detailed environments, unique concepts, and frequent appearances on international servers.

I specialize in gameplay focused level design with an emphasis on optimization, simplicity, and player navigation. I believe a great map should be intuitive, easy to memorize, and offer a seamless gameplay experience.

Beyond designing, I actively contribute to the community by teaching aspiring level designers. I run a dedicated website that features tutorials, tools, videos, and a discussion forum helping others build and refine their own maps for Counter-Strike.

Introduction

The purpose of this final year Practical Project is to design and develop a multiplayer map, created according to the principles and specifications of game level design. The main objective of the entire process is to support the designer’s ongoing development in this field.

The structure of the report follows the guidelines provided in the project handbook. According to this structure:

  1. The first section outlines the main aim and detailed overview of the project.
  2. The second section presents the actual design and configuration, along with analysis.
  3. The third section describes the implementation procedure in detail.
  4. The fourth and final section covers the evaluation and results.

As a personal reflection on this Practical Project, it was a valuable opportunity and an essential learning experience. It provided a wealth of insights while significantly enhancing my level design skills.

I would like to express my sincere appreciation and gratitude to everyone who supported and guided me throughout the course.

I am truly thankful.


1. Project Aims

Overview

This 60 credit project focuses on computer game level design, specifically tailored for team-based multiplayer gameplay (LAN or online) in Counter-Strike: Source (Source Engine).

The concept is rooted in hands-on experience with game editors and aims to deliver a first-person shooter map with clear mission objectives for each team.

The level will be set on the Teesside University campus. For privacy and security reasons, the design will exclude building interiors, the battleground will take place entirely outdoors.

The level will incorporate the following key elements:

  • Balanced gameplay to allow each team to develop their own tactics.
  • Simple and memorable navigation paths to support exploration and mission completion.
  • Straightforward, fast-paced gameplay.
  • A variety of available weapons.
  • Designated mission objective areas.
  • Strategic ambush locations.
  • Clearly defined spawn points.

The Idea

It all started with The Expotees catalogue, which was distributed for free on the opening day of the Practical Project module, led by the Head of the module. The catalogue featured a variety of student work from previous expos and provided valuable information on how projects would be displayed at the upcoming event.

Categories included Character Design, Animation, Game Design, Music for Games, and Game Level Design. Based on the available criteria in the catalogue, the author decided that his Practical Project would focus on Game Level Design.

While exiting the lecture building, he noticed an interesting object near the Athena Building, a large neon advertising board featuring an illustrated map of the university.

The map was presented in a perspective view, showcasing various assets and information about the campus:

Based on that, the author decided to design a multiplayer map set in the location of Teesside University. After meeting with his supervisor, they both agreed that the author’s Practical Project would focus on designing a multiplayer map for Counter-Strike: Source, based on the Teesside University campus.

Research

The game level design will be informed by analysis of existing multiplayer games that are popular among FPS gamers (both LAN and online). Research sources include popular game editors, online tutorials, and books.

Key considerations during research and development include:

  • Competitive gameplay dynamics.
  • Level design theory.
  • Architectural style.
  • Visual aesthetics.

Level Layout Illustration

A 2D top-down plan map will be created, complete with a legend. It will display all essential gameplay elements, including rooms, open areas, and objectives.

Level Design Document (LDD)

A comprehensive document will outline all necessary information and events to be implemented in the level.

Concept Development

Concept illustrations will be derived from Google Earth imagery and the interactive campus map from the official Teesside University website.

3D Implementation

Based on the level layout, design document, and reference materials, the full level structure will be modeled in the game editor to reflect the author’s intended vision.

Report

All research, development stages, problems encountered, solutions found, and the final output will be documented in a formal report.

Timetable

The project began in mid-November 2010. The map is expected to be ready for testing by January 2011.

Game and Engine

The primary objective of this practical project was to design and develop a unique piece of work that would help the student achieve his academic and creative goals. As a game design student, the author had long aspired to create a project inspired by the games he had enjoyed over the years, particularly those in the first-person shooter (FPS) genre. Through his experience with these games, he became familiar with advanced editors, game engines, and emerging technologies.

Given the limited timeframe, the author had to manage his workflow efficiently. This involved careful time management, conducting in-depth research, and capturing reference photographs of the university campus to ensure the accurate scaling of the map, just one example of his hands-on approach. This project represented a meaningful opportunity to create high-quality content for one of his favorite games, with the aim of delivering a distinctive and memorable practical submission.

Following extensive research, the author chose to enhance his expertise with the Valve Hammer Editor (VHE), the level design tool for games running on the Source Engine. His goal was to create a multiplayer map for Counter-Strike: Source, a title that has had a long-lasting influence on him as both a player and designer.

This game level design project was approached from the perspective of an experienced level designer. The objective was to develop a single, fully playable game level using VHE. This editor was selected not only because of the author’s familiarity with it but also due to its robust features and straightforward asset requirements, which made it ideal for the project’s scope and timeline.

Counter-Strike: Source (CS:S) is a first-person shooter developed by Valve Corporation. It is a full remake of the original Counter-Strike, rebuilt using the Source Engine. As in the original, players are divided into two teams Counter-Terrorists and Terrorists and compete across a series of objective-based rounds, which can involve scenarios such as bomb defusal, hostage rescue, or team elimination.

The Source Engine, developed by Valve Corporation, made its debut in June 2004 with the release of:

  • Counter-Strike: Source
  • Half-Life 2

Other notable titles built on the Source Engine include:

  • Left 4 Dead
  • Team Fortress 2
  • Garry’s Mod (GMod)
  • Vampire: The Masquerade – Bloodlines
  • Dark Messiah of Might and Magic
  • Portal and Portal 2
  • Zeno Clash
  • Vindictus

Why did the author choose Counter-Strike: Source?

The reason is that he has played it for years. He also enjoys using the editor, the Valve Hammer Editor (VHE). Compared to other editors from different games he has tried before, VHE is the most reliable for him. Additionally, it provides everything he needs to build a simple map without requiring many assets that would take a lot of time to create.

Specification and Materials

After obtaining approval, the author had to gather supporting materials. The map was designed as a defuse map. The level specification was based on the standard configuration of a defuse map, particularly for Counter-Strike: Source

  • Map Type
    • DE Map (Defuse)
  • Max Players
    • 32 (Online or Offline)
  • Map Location
    • Teesside University (Middlesbrough)
  • Map Theme
    • Real World
  • Textures
    • Custom
  • Meshes
    • Custom
  • Environment
    • Outdoors
  • Weapons
    • All

Mission Objective

There are 2 teams in this mode: Counter-Terrorists and Terrorists.

  • The Counter-Terrorist mission is to prevent the Terrorists from bombing one of the two available bomb sites. Team members must defuse any bombs that threaten the targeted areas or eliminate the Terrorist team members.
  • The Terrorist mission is to destroy one of the two bomb sites or eliminate all members of the Counter-Terrorist team.

In the author’s opinion, the map needs to be easy to memorize and straightforward.

Location

As the author mentioned before, the map is set at Teesside University. His first task was to gather information, such as blueprints or anything that would represent the area, in order to create the level.

After speaking with the receptionist at the information center, it was unfortunately not possible to obtain this. The only option was to use a picture from Google Maps.

As seen in the illustration above, the location is marked within the red square (box). It consists of 5 main buildings:

  1. Library
  2. Student Union building
  3. Grieg building
  4. Europa building
  5. Civilian houses/shops

Visual Asset

Around the middle of December 2010, the weather conditions improved for a few days. During that time, there was little activity in the area, and only a few cars were in the parking lot. I took advantage of this opportunity to gather a set of pictures with a digital camera, representing each main building, before it started snowing again.

There are thousands of them. Each picture represents a variety of information, such as measurements, dimensions, details, textures, lighting, etc.

From the information gathered:

  • The university is surrounded by residential houses, offices, and shops.
  • Most of the buildings are constructed from red bricks.
  • Each building has numerous windows covering every corner and wall.
  • The architecture is box-shaped and modern, with some buildings being quite tall.
  • The parking areas are large and can accommodate around 48 to 50 vehicles.
  • There are plenty of trees and bushes growing around the area, with approximately 40% of the ground covered in grass.

Measurement

After gathering the necessary visual assets, it was time to collect measurements, or at least estimates close enough to the real dimensions. I asked a friend to act as a model to help me compare the sizes of two windows located at the Grieg building.

His measurements were suitable to start with, he is approximately 175 – 180 cm tall, which is standard for a male body. I asked him to stand between the windows at the Grieg building. After that, the author had to convert the information from the illustration above directly into the Game Editor.


2. Actual Design

The workflow of the Hammer Editor is actually quite easy to follow. By adding a random box or block of frame directly into the editor, the user can create or rapidly manipulate an object into something different.

The Block Tool within the editor is generally used to produce simple objects such as arches, blocks, cylinders, spheres, spikes, tori, and wedges. Once the brush is ready, the user can manipulate it, e.g., stretch or deform it into different shapes, directly within the editor, without the need for scripts or code.

Character

The character shown in the illustration below is a standard character for Counter-Strike: Source.

It is essential to set a scale based on the visual asset to match the player character in the game editor. Once the character is properly displayed, the next step is to scale down the information taken from the photo of a friend acting as a model between two windows at the Grieg building, and apply it directly into the game editor (VHE).

The first thing that needs to be configured is:

“The Windows”

Why the windows? Because every building in the area is filled with a similar set of windows. Their scale provides a reference point for starting construction. By recreating the number of windows that match the original building, the overall size of the building in the editor can be accurately estimated.

There are two windows between the default character in the illustration below. By matching a picture of the model with the character, it becomes a quicker method to get a closer look at how the measurements should appear in the actual game.

By repeating this process, a more accurate measurement of each structure can be achieved. The guidance from Google Maps and the set of pictures should not be forgotten, as they work together to make progress possible.

The illustration above shows the Grieg building, which is nearly complete. It includes a character standing between two windows, mimicking the model.

Construction

After completing a building, the procedure continues with the nearest structures. The next picture shows a connector bridge. It is important to follow structures like this closely, as they serve as a sequence and guide to achieve the correct scale.

By adding multiple character players around the connector, it helps maintain an accurate sense of scale. Frequently revisiting the actual location can also help the designer memorize details or gather additional information for the asset.

After many revisions, the bridge is now successfully connected to the nearest building, the Student Union. However, considering the overall dimensions, the map was still too large to meet the project specifications. Although the map can support up to 32 players, the standard configuration for international Counter-Strike competitions is 5 vs. 5.

Based on this regulation, the author ultimately decided to cut the entire map in half.

Finally, the result of hard work is a full-scale model of Teesside University, consisting of three main buildings:

  • Grieg Building
  • Student Union
  • Europa Building

The most challenging structure to construct was the Europa Building. It has a very complex design, especially at the entrance, which connects the bridge to both the Student Union and Grieg Building. The author frequently had to revisit the location, conduct additional research, and take extra notes until the problem was finally resolved.

The rest of the buildings were easier to construct, as most of them are box-shaped. The main focus was adding accurate scale and details.


3. Procedure of implementation

At the moment, the map is dull and empty. To qualify as a defuse map, it must be equipped with at least two bomb sites and two spawn points for both teams (Counter-Terrorist and Terrorist) in order to function properly.

Bomb site

There are two bomb sites in the map:

  • Bomb Site A is the parking lot at the Grieg Building. It contains valuable crates/goods that need to be either protected or destroyed.

  • Bomb Site B is the loading bay at the back of the Student Union building. It consists of chemical tubes and toxic barrels. Some of the barrels can explode if hit by bullets or a knife.

Player spawn

There are two player spawn points on the map:

  • The Counter-Terrorist spawn point is located in the parking lot near the Grieg building. It consists of 16 available slots. The yellow box surrounding the players is a trigger that serves as a buy zone for the Counter-Terrorist team only, meaning only Counter-Terrorist members can purchase weapons within this area.

  • The Terrorist spawn point is located near the end of the Europa building. It consists of 16 available slots. The yellow box surrounding the players is a trigger that serves as a buy zone for the Terrorist team only, meaning only Terrorist members can purchase weapons within this area.

Background

The buildings at the corners of the map are made from props taken from the default prop stock in the Source Engine 2011. They work effectively to create the impression of a lifelike, more realistic environment and improve the map’s aesthetics. This effect makes the player feel as though they are in the middle of a town.

Fast paced gameplay

Despite the map being quite large (from a character’s perspective), the author found that the map is easy to explore. The player can reach the main mission objective without needing to reroute. The entire layout is very easy to memorize, even for a beginner player. The invisible barriers around the map will keep players within the boundaries.

They work perfectly to prevent a player from accidentally leaving the war zone and ending up stranded in an unknown location.

Element of surprise

  • By adding plenty of stationary trucks, players can jump in to hide. Some of the trucks are equipped with a pair of explosive barrels in their cargo area. These barrels will explode if hit by a bullet, killing anyone standing too close to them.

  • To fill the gaps within the map, this problem can be solved by adding a variety of stationary vehicles and crates of different sizes. Players can use them for cover if spotted by the enemy or to climb to higher ground. The trees on the map also provide cover, as they contain collision detection that blocks both visual contact and bullets.

Props list

List of props that currently are in use in general:

  • 8 types of Vehicles
  • 7 types of Trees
  • 2 types of bushes
  • 5 types of Crates
  • 2 types of Barricades
  • 4 types of Barrels
  • 5 types of Tubes
  • 2 type of Fences and plenty of small items which work as additional details.

Sky Box

The sky surrounding the map is made from a blue texture intended to represent a specific theme, which is a combination of a set of images.

Textures

Some of the textures in the map represent the actual materials of the structures, such as red bricks, while others do not. The purpose of this is to achieve a different look and to avoid repetitive textures.

Special Textures

  • Surfaces that are not visible to the player’s view are marked with the ‘nodraw’ texture. This prevents the engine from rendering those surfaces, effectively optimizing map performance and reducing compile time.

  • The barrier (invisible wall) surrounding the map is marked with the ‘clip’ texture. Its function is to keep the player within the designated mission objective area.

  • Mission objectives in the map are marked with the ‘Trigger’ texture. It functions as a command to activate special events when a player enters the area, such as a Buy Zone, Planting Area, or Hurt zone.

Compiling the map

To build a detailed map like this, the editor requires a powerful computer capable of handling complex lighting instructions from the latest version of the Source Engine (2011). The information below shows the specifications of the computer used by the author to compile the map:

  • Operating System:
    • Windows Vista Ultimate – Service Pack 2 – 64-bit Edition
  • Processor:
    • Intel Core 2 Quad Q6600 (4 cores) @ 2.40 GHz
  • Memory (RAM):
    • Corsair XMS2 DHX DDR2, 2 GB x2 (Dual Channel)
  • Hard Drives:
    • Seagate 80 GB
    • Seagate 1 TB x2
  • Graphics Card:
    • XFX Nvidia GeForce GTX 260, 896 MB
  • Motherboard:
    • Gigabyte X48-DQ6
  • Monitors:
    • Acer X223HQ 21.5-inch x2
  • Sound Card:
    • Realtek AC’97

Note

The compilation was run using the default lighting configuration. The author decided not to activate the HDR feature, as the map is still in the testing phase. Full lighting features will be available in the final version, which is currently under development.

Gameplay and Trial

Now that the author has completed the construction of the entire building, he needs to test how it performs in-game. The author tested the map by playing against computer-controlled players (bots) to get a sense of how the map plays. It has been run through a series of tests. By doing this repeatedly, the author is able to identify vulnerable areas that need improvement.

The map mode is a defusal type, meaning it is configured to have at least two bomb sites. Each bomb site serves as a mission objective that players must achieve. The first bomb site is located in the parking lot of the Grieg Building, and the second is at the loading bay of the Student Union.

The map is populated with a variety of props (provided by the Source Engine in the props directory) to fill gaps around buildings. These props are not only functional but also enhance detail and aesthetics. Invisible barriers (clip walls) within the map prevent players from jumping out of the designated mission area.

The author kept updating the map every time I played it. The structure of the map is not the only thing I need to build. One very important part that also needs to be achieved is:

“The Gameplay”

The map looks nice now, but that is not enough. It needs to be played in order to gather valuable feedback, which is a key element in improving it. The author has also asked some of his friends to test the map and share their thoughts.


4. Evaluation

After receiving feedback, the author gathered some insights he had never thought of before, such as adding more trees, lights, barriers, covers, and textures, as well as deciding what to add or remove. The author kept updating his map every day based on this information. Apparently, three servers (two from France and one from the USA) have added this map to their map list.

Although it’s still in a testing phase, they liked the map even more than I do. The map was heavily modified from its original design to improve gameplay and achieve better optimization.

Bomb Site Update

  • The original Bomb Site A was surrounded by fences that blocked access to the planting area. These fences limited the terrorist team to only one way of reaching the site. Because of this, the fences around Bomb Site A were replaced with a variety of stationary vehicles, providing more space for access and additional cover. However, this new configuration also gives the counter-terrorist team more opportunities to camp.
  • The planting area on Bomb Site A has been improved by adding two stationary trucks, which serve as new locations for the terrorist team to plant the bomb by jumping into the cargo bed. This creates a good opportunity to hide and protect a planted bomb from the counter-terrorists. A counter-terrorist trying to defuse the bomb would be in a vulnerable position, as they wouldn’t be able to see anything outside the truck’s cargo area.
  • Explosive barrels have been placed at Bomb Sites A and B. These barrels will explode if hit by a bullet. Players (both terrorists and counter-terrorists) who camp near these barrels will take significant damage or even die if they stay too close to the blast area. This discourages both teams from camping near the bomb sites.
  • Bomb Site A is hard to reach but easy for the terrorist team to defend. The site is located in a wide-open area where anyone providing cover can be easily spotted. However, it also gives the counter-terrorist team an opportunity to flank terrorists approaching the site. Meanwhile, Bomb Site B is easier for the terrorists to reach because it is very close to their spawn point, but it is much harder to defend. The planting area is small, lacks cover, and is surrounded by fences, giving the counter-terrorist team opportunities to hide and camp around it.

Roof Access

To address balance issues, access to the rooftops has been removed, especially for the Grieg building. If a counter-terrorist player managed to reach the roof, they would have the opportunity to observe both bomb sites and exploit this advantage to target terrorists attempting to plant the bomb.

Spawn Update

The author discovered that the spawn point for the terrorist team was too close to Bomb Site B. This allowed terrorists to reach the site too early, giving them an unfair advantage before the counter-terrorist team could respond. This situation affected the overall map balance.

To address this issue, the author moved the terrorist spawn points slightly farther from their original location.

More Cover

  • The use of various sizes of stationary vehicles clustered around Bomb Site A provides both teams with extra protection. Although the chance of being exposed remains high, players are able to fight back or retreat at the same time. A similar vehicle cluster is also used in the parking area near the Student Union.

  • The number and variety of crates has been increased for tactical purposes, such as camping, providing cover, or climbing to higher ground.

Shortcut

Players can climb on stacks of crates to bypass or escape from enemy barricades. For example, a player can jump onto a pile of crates to reach higher ground or access the bridge without using the stairs.

Dark place

Some areas are intentionally left dark without any light sources, such as the narrow space beneath the entrance of the Europa building that connects to a bridge. This location, situated in the middle of the map, can be occupied by either team.

A sniper can use it to sneak in and intercept enemy movement with a low chance of being exposed, thanks to the cover of shadows. It is an ideal spot for ambushing unaware enemies.

More Trees

Although trees are effective for enhancing the map’s aesthetics, a row of trees can also provide additional protection. This is because they have collision properties that block bullets or anything that hits them.

Why the map is good?

An experienced player who recently tested the map told the author that he was impressed with the map’s characteristics. He found that the map is highly competitive. The tactics to dominate the game continue to evolve each time he plays. The design and features keep expanding, providing more opportunities for players to explore various ways to win.

The result of cooperation between players and designers has created a mutually beneficial combination, allowing both sides to continue developing a great product.

Conclusion

As an experienced level designer and the author of this final year practical project, he discovered that cooperation between designers and players is crucial for developing a good map that provides a sense of satisfaction for both sides. As a result, players will continue to engage with the map and, in fact, will promote it to attract more competitors.

This kind of experience is invaluable for a designer looking to further develop their work. Although the map is still in its beta version, development continues to move forward to achieve the best possible result.


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