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Choke Point In Game Design

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CS:GO 6 Principles of Choke Point Level Design - Alex Galuzin

Choke points are areas of the map where the attacking team meets resistance from the defending team before reaching the objective. Choke points are also called control points or bottlenecks.

The attacking team (Terrorist in defuse maps and Counter-Terrorist in hostage rescue maps) must fight through the choke point to reach the objective or retreat and try a different route/strategy.

Choke point areas are specifically designedto enhance gameplay. They are used tocontrol flow, pacing and balance within the map. Whether you are playing Dust (Underpass choke point), Office (Side Hall choke point) or Nuke (Outside choke point), each of these areas are manually crafted. The architecture, cover placement and timing are used to channel each team to attack or defend.

In this blog post I will cover 6 principles of choke point design and choke points used in most played official maps.

You will learn:

  • 6 principles of choke point level design in Counter-Strike maps
  • Examples and how-to application
  • Ideas for choke point design
  • Use of distance for gameplay style options

014-csgo-choke-points-01.jpg

Source: https://www.worldofleveldesign.com/categories/csgo-tutorials/csgo-principles-choke-point-level-design.php

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Article Preview: Alex Galuzin of World of Level Design provides an in-depth look at 6 principles of choke point level design, with plenty of example images. Among the subjects covered are placement, timing, and play styles.

Choke Point In Game Design

Source: https://www.nextleveldesign.org/index.php?/content/articles/csgo-6-principles-of-choke-point-level-design-alex-galuzin-r141/

Posted by: isaacschumake.blogspot.com

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