

Fruteira
Description
Fruteira is a tiny map made for Wingman, Fruteira is designed for various different playstyles, Slow and Steady Sneaky rotations to blasting guns & rushing mentality. The map is tiny so ecounter occur frequently for hyper quick Rounds, The map is perfect for 1v1 , 2v2, maximum 3v3
The Map consists of a three floored house with a backyard turned A site, 2nd floor bedroom with a balcony facing pharmacy and A. Bedroom Staircase up to the rooftop to snipe camp or jump down from. 1st & 2nd floor exit to pharmacy and Roman statue that lead to A, Opposite of A is a new bikeshop with bikes...
Project Summary
Game Type: First person Shooter - FPS
Genre: Competive Shooter, FPS,
Platform: PC,
Role: Level Designer,
Development Tools Used: Source 2, Miro,
Team Size: 1
Steam Workshop : link
Gameplay
Fruteira isn’t meant for traditional 5v5 competitive play but is designed for smaller scale game modes like Wingman (2v2) and Casual (3v3). While technically playable with more players, the map’s tight design makes it best suited for smaller teams, larger matches feel overcrowded and chaotic.
The layout supports a variety of weapons, the narrow interiors and chokepoints favor shotguns and SMGs, while rooftops and open sightlines support rifles and snipers. Balancing for multiple playstyles was key.

Video
Core Design
Fruteira is a compact 1v1–3v3 CS2 map built for intense, fast paced tactical play. The design centers around a three story house with access to a rooftop, courtyard, bombsite, and adjacent bike shop. Despite the tight layout, the map offers multiple rotations, vertical flanking routes, and dynamic engagements through balconies, windows, and stairwells. Because of the confined spaces, a few well placed smokes can obscure entire areas—giving players the choice to go loud or lean into stealth. The layout encourages creative use of utility and decision making under pressure.

Level design process
The initial blockout for Fruteira began as a single room layout focused on tight. As the set dressing progressed smoothly, I began expanding the level iteratively, adding a kitchen/common room, an outdoor courtyard with the bombsite, and eventually vertical layers: a second floor, rooftop access, and surrounding spaces like a bike shop. Each expansion aimed to increase tactical options while keeping the map compact and intense.
Through repeated playtesting, I refined key areas for better flow, cover placement, faster gameplay, and utility usage. I adjusted sightlines, peeking angles, and pacing to ensure a balance between stealthy and aggressive strategies in this small environment.

Technical Breakdown
Visually, this is one of my most polished maps. I spent time learning Source 2 tools to implement 3D skyboxes, improve environmental set dressing, and handle custom collisions for non blocking assets. I also addressed visibility and light baking issues to ensure smooth performance and consistent lighting.
Visually, Fruteira represents one of my most polished projects to date. I invested significant time learning the Source 2 toolset, exploring how to use the engine’s strengths for environment building and lighting.
3D Skybox: I implemented a 3D skybox to surrounding the map. This creates a believable world beyond the playable space, with streets, vehicles, and architecture giving the map an immersive backdrop.
Collision Work: Many of the Some asssets used didn’t have pre defined collision models. I manually blocked out collision volumes to preserve clean movement and eliminate exploitable geometry.
Lighting & Baking: I encountered and resolved multiple lightmap baking and visibility (vis) issues during development. This required troubleshooting light behavior, adjusting ambient light , and tweaking compile settings to eliminate light and vis errors.
Set Dressing: I also ensured that clutter and visual noise didn’t interfere with player readability.
This process taught me a great deal about Source 2’s asset pipeline, environmental optimization, and iteration workflows. Each technical hurdle, whether collision fixes, visual polish, or lighting debug, reinforced my understanding of building high quality, performant levels that still play well.

Problem Solving
One of the most notable challenges I faced during development was the lack of built in radar generation tools in Source 2. CS2 doesn’t automatically create maps or radar minimaps, which are essential for gameplay readability, especially in a multi floor map like Fruteira.
To address this, I used an open source tool called RadGen, which generates radar images and layout overlays externally. Learning to use RadGen effectively required:
Carefully reading documentation and user made guides
Manually applying render materials to key geometry so that it displayed correctly in the generated radar
Troubleshooting issues with overlapping vertical spaces, which are tricky to represent cleanly on a 2D radar
Layering floors logically in the radar output to preserve clarity for players navigating a three story map
Later, I incorporated RadGen 2, a more refined tool that further streamlined the process. Even with the new version, getting an accurate radar required a lot of iteration and playtesting to ensure that players understood the map layout and could navigate confidently.
This process was a great technical learning opportunity, and it pushed me to understand not just layout and design, but also how to support the player’s spatial awareness through secondary tools like the radar.
Feedback / playtesting
Playtesting & Feedback — Fruteira
During development, I actively playtested the map and gathered feedback from other players. One major takeaway was the suggestion to add more verticality, originally the house had only one floor, but after testing, I expanded it to include three. This introduced new rotation paths, elevation based combat, and more strategic depth.
Playtesting helped me identify which parts of the map were engaging and which needed reworking. I used this feedback to validate my design choices and continually refined the layout for better pacing, cover placement, and utility use. Each iteration pushed the map closer to its final, compact tactical form.

Reflection
This project was a huge learning experience, both technically and creatively. Publishing the map and receiving positive feedback and praise from the community was incredibly motivating, it reinforced my passion for level design and reminded me why I love creating spaces for players to explore and enjoy.
Throughout the development, I gained hands on experience with several Source 2 features, including:
Radar generation tools like RadGen and RadGen 2
Visualization settings for lighting and vis tuning
Advanced set dressing techniques and optimization
Building and configuring 3D skyboxes for believable world building
Balancing gameplay spaces for different weapons and player counts
Iterative playtesting and design validation
Applying prototyping workflows to evolve layout and flow
Most importantly, I learned how to adapt and problem solve around engine limitations, and how much iteration and feedback matter in making a level feel polished and fun. This map taught me not only how to build, but how to build better.
Showcase
