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de_stupa

  • jackophant
  • September 1, 2014 at 11:09 PM
  • jackophant
    • September 1, 2014 at 11:09 PM
    • #1

    May I present to you: Stupa ('STOO-PUH'), my debut map for CS:GO and a little overdue! (originally posted in the workshop February 2013!) The map is based on Tibetan/Nepalese towns/monasteries and will utilise a version of the ar_monastery/tibet theme.

    WORKSHOP LINK

    Please, after any play test if you could post your feedback here, it would be greatly appreciated! Anything I can do to make this map better!

    Due to forum version update a lot of the old files were broken and it was far too much effort to update for an unrecognisable map. I've also updated my file naming system. Either way, may I present to you my new updated thread:


    Version C13

    Overview:

    [Blocked Image: http://i.imgur.com/yiACuvg.jpg]

    Screenshots:

    [Blocked Image: http://i.imgur.com/Njl6nOc.jpg]

    [Blocked Image: http://i.imgur.com/Ok5dWac.jpg]

    [Blocked Image: http://i.imgur.com/DsGhzZw.jpg]

    [Blocked Image: http://i.imgur.com/q1RhDts.jpg]

    Full Album: DE_STUPA_C13

  • E-Music
    • September 2, 2014 at 6:48 AM
    • #2

    Layout is pretty interesting. Though in this picture http://static.mapcore.org/uploads/monthl…-1409608573.jpg the layout might be improved if the block closer to right was removed completely. Perhaps enlarging the that big block on the left of that image into a house or something to maintain a similar layout to what you had previously.


    Thanks, E-Music

  • jackophant
    • September 2, 2014 at 8:55 AM
    • #3
    Quote from E-Music

    Layout is pretty interesting. Though in this picture http://static.mapcore.org/uploads/monthl…-1409608573.jpg the layout might be improved if the block closer to right was removed completely. Perhaps enlarging the that big block on the left of that image into a house or something to maintain a similar layout to what you had previously.


    Thanks, E-Music


    Funnily enough that's not too far from what it was before, the alley on the left was integrated into the block in the middle which was a building, but the room was unnecessarily large for the purpose it served.


    Thanks

  • slibu
    • September 2, 2014 at 3:54 PM
    • #4
    Quote from jackophant

    Funnily enough that's not too far from what it was before, the alley on the left was integrated into the block in the middle which was a building, but the room was unnecessarily large for the purpose it served.


    Thanks

    That was the first thing that caught my attention aswell when I took a look at the overview..

    other than that it looks like a solid map layout wise

    nice to see that tibet theme in a bigger map, looking forward to see this at a later state

  • Guest
    • September 3, 2014 at 11:49 PM
    • #5

    Exciting stuff! I always loved the Tibet theme used in the ar_monastery map. Looking forward to your progress!

  • jackophant
    • September 11, 2014 at 3:26 PM
    • #6

    I'm about to push a new version of the map, does anyone have anything they think I should add/change/remove? Unfortunately from the two playtests I've had, not much has been said (positively or negatively) so I'm having a hard time knowing where to go!


    Radar will be working this time!


    Quote

    I hope!

  • Niller^.-
    • September 11, 2014 at 5:53 PM
    • #7

    The map feels generally too claustrophobic. Not said that it's a bad thing, or that any part of the map necessarily have to be changed, just that it's something to be aware of.


    I would like to see B be more open/bigger.


    The main path that leads into B for T's need to have a wall so that grenades don't fall down (currently "hard" to flash).


    Hope it's something to help you along, good work so far

  • jackophant
    • September 24, 2014 at 3:05 PM
    • #8

    okey dokey so... Version 7 is live!


    It's more or less ready for a playtest, just want to update the radar image to what I've listed here in the thread (the in-game one is an unedited dev version)


    *SMOKEBOMB*  WORKSHOP LINK


    All the updates are dropped into the OP

  • jackophant
    • October 14, 2014 at 10:59 AM
    • #9

    Version 8 has already been playtested but I hadn't updated the thread, so this is catch up.


    Here are a few changes that were made based on feedback:


    Clearer route towards B (I think I'll reshuffle that area again as the ramp is currently a bit makeshift and I can't yet see a way to integrate it with the theme.


    Slightly new layout on A, mainly due to the removal of the mid>A ladder room, but also showing the increased internal height of bombsite A and raised platform to the left of the screenshot works nicely with the window.


    Internal view of increased bombsite A height. I thought the windows could be utilised for creative nades, defensively and offensively.


    I've removed the lower doorway on mid into the CT apartments, and made the box jump much easier. The box height is within the acceptable distance for a nav mesh to be drawn over it as well, so if bots can jump it, so can you!


    The full update is listed in the , and here is the workshop link


    I'm still looking for a few 5v5s with a variety of people and skills, so if you'd like to help please get in touch!


    Thanks

  • Vaya
    • October 14, 2014 at 11:49 AM
    • #10

    I'm always up for 5vs5. MG1

  • El_Exodus
    • October 14, 2014 at 6:17 PM
    • #11

    If i have time, i'd be in for the 5v5, too.

  • Vaya
    • October 16, 2014 at 11:34 AM
    • #12

    Found a great bug on this night. Throw the bomb off the cliff near B when playing offline and watch your whole team suicide


    Not a problem with the map more the bot logic.

  • Vinneri
    • October 16, 2014 at 11:42 AM
    • #13

    You can count me too 5v5

  • jackophant
    • October 16, 2014 at 1:26 PM
    • #14
    Quote from Vaya

    Found a great bug on this night. Throw the bomb off the cliff near B when playing offline and watch your whole team suicide


    Not a problem with the map more the bot logic.


    It's a big problem for trolling though... I know if someone runs off vertigo with the bomb it magically appears near the place they fell off. But I should add bomb block there to just in case someone has the urge to be a tool.


    Having said this, I don't believe de_seaside prevented anything with all it's water...

  • Vaya
    • October 16, 2014 at 4:15 PM
    • #15

    I think it was patched. I'll test it tonight.


    I don't think it's a big deal if you've done it to the same standard as existing operation maps.

  • Vaya
    • October 16, 2014 at 7:37 PM
    • #16

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    erm...yeah

  • jackophant
    • October 17, 2014 at 11:26 AM
    • #17

    LOVE IT! Haha!


    The thing is, that must be something different about the BOT AI because that area wouldn't be in the nav mesh. Firstly the drop is too great, but if it was in the mesh, they would jump into the water periodically, regardless of bomb...


    I'll probably work the scenery to allow for the vista, but somehow stick with the theme and prevent anything running/throwing off the map... Maybe some scaffolding for work being done on an old building, just... made of bamboo or something. I can't say I am currently familiar with Tibetan scaffold techniques.

  • text_fish
    • October 23, 2014 at 8:39 AM
    • #18
    Quote from jackophant

    if someone runs off vertigo with the bomb it magically appears near the place they fell off


    trigger_bomb_reset

    If somebody throws the bomb in to the trigger brush it respawns where they were standing when they threw it. If they jump in to the trigger brush whilst carrying the bomb, it respawns at the last point they were standing on solid ground within the nav mesh.


    de_seaside was supposed to have this implemented in one of the updates, but I guess it was used wrong or that particular part of the map was missed.

  • Vaya
    • October 23, 2014 at 12:05 PM
    • #19

    It would be disappointing to remove a future 'visual highlight' of the map due to the potential for exploits.


    hoping the trigger works.

  • 'RZL
    • October 23, 2014 at 12:52 PM
    • #20

    yeah the trigger works, there is also a clip brush especially for bots so you can place that one as well to prevent things like this to happen.

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