✕ close
Valorant Map Jam · CS:GO Hammer Editor · 2023

A Valorant Map Built in Four Weeks

This map was created during a level design jam hosted by The Design Den on Discord. The challenge: make a playable Valorant-inspired map in four weeks, blockout only — no props, materials, or textures beyond dev textures.

With no engine requirement, I chose CS:GO via the Hammer Editor to best approximate Valorant's gameplay style. This let me test and iterate based on a closely matching tactical shooter experience.

Project Details

EngineCS:GO (Hammer Editor)
ToolsHammer++ Editor
FormatValorant-inspired
Duration4 Weeks
StatusComplete · Blockout
4Weeks to Complete
2Bomb Sites
2Mid Layers
1Giant Tilted Cross
Project stats
Map Layout

Top-Down Overview

Annotated Top-Down · Faith
Faith top-down map
Annotated top-down — choke points, ult orbs, and major cover marked
Mid Lane Design

A Map Within a Map

Most elite maps in this genre feature a dedicated middle to facilitate rotations from bomb site to bomb site. I wanted to design a conflict zone that players could play around as if it were its own smaller map — one that also allowed either team to rotate between sites in a variety of ways.

Mid on Faith has two distinct layers, each serving a different purpose for the player.

Mid Lane Goals

PurposeRotation hub + conflict zone
LayersTop mid + Bottom mid
VerticalityTwo-level design
LandmarkGiant tilted cross
Top Mid

Rotation Layer

Top mid is open and intentionally exposed — designed primarily for rotations. The openness actively discourages players from holding it as a position; it's a thoroughfare, not a stronghold. Move through, don't stay.

Bottom Mid

Conflict Zone

Bottom mid is where the majority of combat is supposed to take place. It's tighter, more contested, and allows both teams to rotate between bomb sites under pressure. This is the heart of the map's moment-to-moment gameplay.

Mid features a giant tilted cross — visible from every point on the map. The upward-tilting arm points toward A site; the downward arm points toward B. Players always know where they are.

Planning

Sketches & Layout

Initial Sketch
Faith sketch 1
Annotated Top-Down
Faith top-down
Early sketch alongside the final annotated top-down layout
Choke Point Design

Design the Fight First, Then the Site

This map had two major goals. The first was a dedicated mid. The second was well-designed main choke points into the bomb sites.

I started each bomb site by crafting the main choke point first, then designed the rest of the area around that conflict zone. Maps are not fun if the main conflict zones are not fun.

My goal was to give the attacking team the challenge of taking bomb sites through the choke points, while giving defending teams a clear focal point to hold their turf.

Design Approach

OrderChoke first, site second
A SiteDefense-favoured
B SiteAttack-favoured
BalanceAsymmetric by design
A Site

Double Doors

A site's choke point features a set of double doors — a larger entrance made narrower by the door geometry. Defense has a notable advantage here: the pinched entry limits attacker options, and there are three main defensive positions to hold from. The doors may eventually become penetrable with more iteration.

B Site

Wide Entry

B site's choke point is wider and deliberately favours the attacking team. The entrance is broader but longer — a different kind of challenge. The defending side has fewer positions to hold from, creating a fundamentally different dynamic to A site and keeping each site feeling distinct.

A site is defence-favoured · B site is attack-favoured — intentional asymmetry
Layout Reference

Annotated Map

Early Layout Sketch
Faith sketch 2
Final Top-Down with Annotations
Faith annotated top-down
Notebook sketch vs annotated final layout — choke points marked in red
Reflection

Post Mortem

Faith was a focused four-week sprint that forced me to think tactically from the start. Working within the constraints of a jam — blockout only, dev textures only — stripped everything back to pure spatial design decisions.

Using CS:GO and Hammer instead of Valorant's engine was a deliberate choice that paid off. The tactical shooter feel translated well, and iterating inside Hammer gave me tight feedback loops I wouldn't have had otherwise.

The biggest lesson was the importance of designing the fight before designing the space. Starting with the choke point and building the site around it meant the most critical player interaction was always the foundation, never an afterthought.

The tilted cross landmark in mid also reinforced something I want to carry forward: players should always know where they are. Orientation isn't just UX — it's a design value.

Key Takeaways

ProcessChoke first, site second
Tool ChoiceMatch engine to genre
OrientationLandmarks are essential
AsymmetryA ≠ B by design
ConstraintsBlockout-only sharpens focus
4Weeks, Start to Finish
2Distinct Site Dynamics
1Core Design Rule
Post mortem highlights