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.