← Back to Projects
Work in Progress

Counter-Strike 2 - de_embassy

A competitive Counter-Strike 2 map focused on readable routes, balanced encounters, and iterative level design.

Level DesignCounter-Strike 2Source 2Competitive MapWIP
RoleLevel Designer
EngineSource 2
GenreCompetitive FPS
TypeWork in Progress
CS2 - de_embassy

CS2 - de_embassy

de_embassy is a competitive Counter-Strike 2 map currently in production.

The complete case study will document the map's design goals, layout iterations, encounter balancing, playtests, and final results as production advances.

Mission Name
The Cost of Culture
Map Name
USC (University of Southern California) Villard Museum
Genre
Tactical Shooter
Type
Ready or Not Mod
Iterations
6+
Playtests
4
Tools
Unreal Engine 5.7, Ready or Not Community Mapping Framework
Role
Level Designer, Environment Designer, and Mission Designer
History Use
Historical and architectural research used to make the map's layout, circulation, material language, and mission context credible.
Map Name
de_embassyName might change
Game
Counter-Strike 2
Genre
Competitive FPS
Type
Work in Progress
Engine
Source 2
Tools
Source 2 Hammer Editor
Role
Level Designer
Design Focus
Competitive layout and readability

Pre-production

Competitive Foundations & Map Research
WIP · Pre-production

An initial direction, not a locked production plan

This section defines the starting method for de_embassy. The competitive layout will be researched, prototyped, and tested before the map's historical identity is developed.

A pure competitive level design challenge

My usual process begins with history, place, and narrative. For this project, I am deliberately leaving that comfort zone: the first objective is to build a multiplayer map from layout, timings, sightlines, rotations, utility, and risk-reward decisions.

Learn the language of Counter-Strike maps

I will study the maps already shipped in Counter-Strike 2: lane structure, mid control, access to bombsites, CT and T timings, choke points, rotations, cover, utility opportunities, and the landmarks that support fast communication.

Understand what players value—and what frustrates them

Community discussions and competitive feedback will help identify recurring expectations: fair engagements, readable spaces, useful strategic variety, clear callouts, and rotations that create decisions without making outcomes feel arbitrary.

Add historiography after the layout proves itself

The map will begin as a functional competitive space. Once its routes and encounters work through playtesting, I will introduce historical and historiographical elements that give the embassy a credible identity while reinforcing navigation instead of dictating an untested layout.

Core objective: build and validate a coherent competitive multiplayer map first, then use historical research to strengthen its identity and readability.

This page will evolve with the map. Future updates will document the reference analysis, first paper layouts, timing tests, blockout, playtests, and the historical direction selected for the environment.

Pre-production

Narrative Foundations & Mission Design

Building the mission from established lore and real-world research

This short summary presents how Ready or Not's established lore, museum research, and the 2015 Bardo National Museum attack informed the fictional premise and tactical objectives of The Cost of Culture. The complete reasoning and bibliography are available in the PDF.

Short summary

The narrative opportunity

The Hand appears in Neon Tomb and Relapse, but its political and cultural motivations remain mostly in background documents. The project asks what a mission shaped directly by the faction's stated ideology could look like, rather than repeating a generic active-shooter scenario.

Location and research

The fictional USC Villard Museum is modeled on the exhibition spaces and circulation of the USC Fisher Museum of Art. The 2015 Bardo National Museum attack is used as a structural research reference: a cultural institution can become an ideological target for what it represents, independently of the collection's monetary value.

Fictional mission premise

A Hand cell attacks the museum during a temporary exhibition of Yemeni cultural artifacts, intending to seize pieces it presents as displaced heritage. The extraction fails; the surviving guests and staff are taken hostage, and explosive charges are placed throughout the museum.

Mission design translation

The premise becomes three simultaneous objectives: Bring Order to Chaos, Rescue All Civilians, and Defuse Bomb Threats. The museum's galleries, atriums, logistics spaces, and warehouse are designed to keep these pressures connected, forcing the player to prioritize instead of clearing one problem at a time.

Historian Skills Used for Level Design: My background in history allowed me to cross-reference Ready or Not's established lore with museum research and real-world sources on the Bardo National Museum attack. I used that research to identify a narrative opportunity, build a credible fictional premise, and translate historical context into overlapping mission objectives, spatial constraints, and tactical pressure rather than treating it as simple decoration.
Context: The Hand and this mission scenario are fictional. The Cost of Culture is an unofficial, non-commercial fan project. The real Bardo attack is used only to explain the design reasoning, not to claim an equivalence with the fictional faction.
Goal & Design Constraints

Designing inside a shipped game and a real building

This section defines the working brief for The Cost of Culture: the goal the mission must achieve, the fixed constraints inherited from Ready or Not and the USC Fisher Museum of Art, and the documented liberties used to make the level tactically playable. The complete reasoning is available in the PDF.

Short summary

Goal

Create a mission that could plausibly ship inside Ready or Not itself, using the systems, scale, pacing, and visual language already established for The Hand. The museum must feel grounded in the architecture of a real Californian university museum while supporting the layered hostage, suspect, and bomb-threat gameplay of the mission.

Constraints

The project is governed by three starting conditions that must remain visible in the final layout.

Constraint 1 - The base game Ready or Not's existing AI, objectives, weapons, voice lines, equipment, and faction presentation are fixed. The mission must also remain within the dense, mid-sized close-quarters scale established by Neon Tomb and Relapse.
Constraint 2 - Real-world architecture The USC Fisher Museum's evacuation plan fixes the main galleries, central atrium, stairs, and exits. Californian public-building rules also guide corridor width, outward door swings, and dead-end limits, while the real facades and courtyard define the material and circulation logic.
Constraint 3 - Tactical readability Each space must preserve its function, adjacency, and plausible scale, while sightlines, lighting, partitions, display cases, and cover are adjusted to create readable breach-and-clear encounters.

Documented Liberties

The liberties are deliberate adaptations, each limited by architectural plausibility or the existing modding toolset.

Liberty 1 - Programming the building for a hostile scenario A second interior atrium, a logistics and warehouse zone, collections storage, and an expanded upper gallery were added where the real plan was silent or too small. Every addition remains plausible for an accredited university museum.
Liberty 2 - Faction presentation within existing assets The Hand is not redesigned. Existing models, voices, and equipment are recombined through suspect placement, improvised-explosive dressing, and museum-specific dialogue to give the mission its own identity within the limits of the tools.
USC Fisher Museum of Art - main entrance facade.
Aerial view used to understand the building mass, courtyard, and campus integration.
Posted evacuation plan used as the spatial backbone for the ground-floor layout.
Rear courtyard facade - material palette and punched-window reference.
Level Design Document - Gameplay Intentions

Designing a replayable tactical mission

This document explains the gameplay purpose behind the museum's spaces, routes, sightlines, and variable threats. The floor plan stays fixed, but team decisions, pressure, and viable approaches change from one operation to the next.

Short summary

Core design intention

The Cost of Culture is an objective-based mission built for repeated play rather than one fixed narrative sequence. Every recurring feature has a tactical purpose: it alters movement, exposure, coordination, or threat prioritization so that the same museum can produce different operations.

Gameplay intentions

Vertical flashbang routes High ceilings above gallery partitions let players throw utility over cover without opening a direct line of fire.
Speed versus exposure The courtyards connect both wings quickly, but expose the team to windows and firing angles across several floors.
Spawn-equidistant threats Bombs remain at comparable effective distances from each starting point, preserving the rush-then-clear rhythm whichever route is chosen.
Committed routes One-way doors remove easy retreat and make route knowledge, forward commitment, and recovery from a bad choice meaningful.
Distributed crossfire Courtyard windows create several overwatch positions instead of one predictable choke point, forcing teams to read multiple angles.
Vertical threat visibility A bomb and the director's office share a two-way sightline, enabling callouts while adding pressure from above and below.
Coordinated multi-angle assault Openings support split teams, synchronized flashbangs, and simultaneous breaches that reward communication over single-file entry.

Replayability & difficulty scaling

Variable populations and bomb counts change the threat picture without changing the building. Higher difficulties can introduce three simultaneous charges, forcing the team to split attention and prioritize routes under pressure.

8–11Civilians
9–15Suspects
1–3Bomb threats
Layout Iterations

From the first museum plan to the final layout

Compare the three stages of the layout across both museum floors. Room functions remained broadly consistent throughout production, so the Room Types button on every version links to the single reference overlay created for Version 01.

Final Layout · Floor 0

Playtest-driven final layout

After several playtests, I refined Version 02 by correcting corridor widths to make them more realistic, removing unnecessary doors, and reworking several rooms to make exploration more enjoyable. The room functions remained broadly unchanged, so the Room Types button links back to the Version 01 reference overlay rather than repeating the same information.

Room Types reference: The Version 01 overlay defines the museum's functional program used throughout the project. Versions 02 and Final change the scale, routes, corridor widths, doors, and room proportions, but the purpose of each space remains broadly the same. To avoid repeating nearly identical information, their Room Types buttons open the matching floor of the Version 01 overlay.

Level Design Breakdown

The complete breakdown structure is ready and will be filled section by section as the mission develops.

First Layout & Blockout Iterations
WIP · Section 01

Content will be added during the next production pass.

First Golden Path & Tactical Blockout Tests
WIP · Section 02

Content will be added during the next production pass.

Museum Recreation
WIP · Section 03

Content will be added during the next production pass.

Internal Playtest & Route Readability
WIP · Section 04

Content will be added during the next production pass.

First Major Gameplay Iteration & Objective Systems
WIP · Section 05

Content will be added during the next production pass.

Level Timeline & External Playtest Route
WIP · Section 06

Content will be added during the next production pass.

Early Flow Validation Playtest
WIP · Section 07

Content will be added during the next production pass.

Level Art Blockout Preparation & References
WIP · Section 08

Content will be added during the next production pass.

Level Art Blockout in the Level
WIP · Section 09

Content will be added during the next production pass.

Major Playtest Iterations & Design Fixes
WIP · Section 10

Content will be added during the next production pass.

Advanced Level Timeline - In-Level Route
WIP · Section 11

Content will be added during the next production pass.

Final Level Design Guidance Polish & Validation Playtest
WIP · Section 12

Content will be added during the next production pass.

Mission Walkthrough

Complete museum mission walkthrough

This walkthrough follows the complete tactical route through the USC Villard Museum, from the briefing and initial entry to the final objective sweep. Use the chapters to jump directly to the main spaces, encounters, and mission beats.

What I Learned
WIP · Section 14

Content will be added during the next production pass.

Next ProjectReady or Not - The Cost of CultureView case study →