CS:GO Personal Project
August 2023
DE_FATBERG
Under the bustling Western European streets, down in the darkness, a terrorist group sets out to cause panic and fear to the population above. Their goal is to reach either of two key locations in the sewer system right beneath high traffic areas of the city. Luckily for the civilians above, a specialist, anti-terrorist team has intercepted their activity and aims to repel the treat.

Level Overhead
DE_FatBerg is a Defusal map design to compliment CS:GO gameplay. The goal was to create a space that feels believable while supporting strategic gameplay and offering a variety of paths, encounters and spaces to promote player choice.
Artistic Setup
For maps I usually start with the artistic/lore identity.
Making a space that feels authentic isn't just about the architecture, its the atmosphere the space lives in. While architecture is a major component of this and was factored into my design process, here's some others that are always at the forefront of my mind when working:
Scale
Scale isn't just a matter of gameplay, its a powerful tool that can subtly communicate to the player. For instance, a big part of this maps identity is about conveying the tight, claustrophobic nature of a sewer system. So I purposefully choose a slightly tighter scale than typically I would for a map like this.
Spatial Legitimacy
Its one thing to have rooms or atriums that are supposed to represent a real world place, but its another to actually connect these spaces in a way that they all logically would work together in a practical environment without compromising gameplay. That is what creates true believability.
I've referenced some of my inspirational material at the bottom of this page.


CT Spawn - North
T Spawn - South


A Site (Storage) - East
B site (Overflow Room) - West


Storm Inlet Room
Admin
Gameplay
One of my favourite aspects of CS:GO maps is their support for adaptive play. If the strategy changes, the map offers a new setup for the team to counter play.
A big focus of my map was looping flow to get players out of a tough situation with enough foresight along with balancing level dynamics around this theory.
A big focus of my map was looping flow to get players out of a tough situation with enough foresight along with balancing level dynamics around this theory.
Player choice also means a lot to me. It encourages players to interact with the game in a way that suits them, ensuring each round plays different to the last. Aspects of verticality and mixed sightline entrance ways ensure that encounter are always interesting and diverse.
Level Dynamics


Air Tight Blast Shield
Inlet Gate
I'll never offer an easy play. Players will have to earn level dynamics. Whether that be pushing into a hot zone or moving further into the map, the reward will feel earned.


Destructible thin Wall When Shot
Destructible Glass When walked into or Shot
Reference Catalogue