Dm_Administration
Introduction
Gameplay
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After creating De_Downhill I decided that my next map would be less conventional, I decided to make a deathmatch map with a destructible environment.
This is a gameplay montage taken from two rounds of DM_Administration, one round being a Free for all the other being a Team deathmatch.
Why deathmatch?
- Deathmatch is far less restrictive compared with defuse and hostage game modes since it doesn't require set spawn points or balanced timing.
-It's less competitive, so it isn't as frowned upon to play around with different concepts like destruction.
Why destruction?
-It's underutilised in CSGO, mainly due to it being uncompetitive.
-It will gradually evolve the layout of the map throughout the round to keep the layout fresh and interesting.
-As a rule, I would need to keep it consistent, for example, all wooden objects must be breakable so players are never in doubt of what is and what isn't breakable
How I put together Layout
Since I was making an unconventional map I tried a more experimental, less regimented approach to level design than I would usually use.
-I created a bunch of arenas that produce interesting combat encounters, then linked each arena
-I want to also focus on the destruction slowly opening up the map, so the map plays well with both all destructible elements intact and all with all destructible elements broken
Development Process
V1
-I created the base layout comprised of a series of arenas that linked together
-I played around with some different forms of destructible cover
V2
-I added an extra wing consisting of 3 new arenas
-I added more destructible objects to existing arenas
V3
-I redesigned the wide majority of the new wing to make it more open
-I changed the flow of the level by blocking some areas and adding destructible walls to open up others
-I rethemed some of the older arenas to differentiate them from one another
-I also added some scripted sequences
Conclusion
In the beginning, I wasn't convinced that it was going to work, players would mainly stick to one arena and would rarely be caught in other areas. However, after expanding the map and adding/replacing a whole bunch of destructible blockades and cover, players would now properly circulate the map.
Having destruction and scripted sequences was a key part of what made the map fun and replayable, without it I don't think I would have enjoyed playing/creating it nearly as much.
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I'd say it turned out far better than I expected for such an unconventional creative process and premiss.
If you want to try this map for yourself, it can be obtained by clicking the download map button, that will take you to the Steam workshop page and then you need to click the subscribe button!