A lot of stuff happened since I was here last time, nice going!
de_stupa
-
-
Version 9 to drop soon (I reinstalled CSGO + SDK on work laptop so you know it's crunch time!)
Things to note ahead of release:
- The "verticality" of the entire map has been reduced. A lot of the ramps (soon to be stairs) were just too tall and aids in reducing the height advantage CTs generally have
- Reworked CT spawn connections to mid and A
- Detailing has started - say hello to some textures!
- Pesky trees have been adjusted to not interfere with gameplay
I'll arrange a map test soooooon
-
Quote from jackophant
Thanks for the replies people! I know how to use the vertex tool and carve, but my problem is adjustments.
When I have my slanted wall with the hole cut out for the window/door prop, if I want to make a height adjustment to the prop you can't just drag the bottom of the brush up to shrink it as the incline changes and obviously stick out from the wall around it. I would have to recreate that brush just to carve it again.
Well that is Source for you... it's fiddly, there's no subtractive brush like in UE that allows you to just drag it around.
Have you considered that you are basically cloning pillars to "carve" the windows? I hope you are not pressing that "carve" button in the editor, the most non-useful tool ever from my experience. Use vertical cuts done with the clipping tool set on the third setting (the one that will leave you with both parts of the brush you are cutting). When you adjust you adjust just one end of the facade, then clone the brush and cut where you need the windows.
And also think that this extreme annoyance is helping you concentrating on the layout without detouring in the art touches

~
I haven't played the map but the suggestion about the rooms seems sound, and you can find different ways to break a linesight: you can lay some crates, pillars around, and more importantly stretch corridors. Just run around de_cache, several big rooms are broken down by crates

-
Quote from blackdog
Have you considered that you are basically cloning pillars to "carve" the windows? I hope you are not pressing that "carve" button in the editor, the most non-useful tool ever from my experience. Use vertical cuts done with the clipping tool set on the third setting (the one that will leave you with both parts of the brush you are cutting). When you adjust you adjust just one end of the facade, then clone the brush and cut where you need the windows.
And also think that this extreme annoyance is helping you concentrating on the layout without detouring in the art touches

I haven't played the map but the suggestion about the rooms seems sound, and you can find different ways to break a linesight: you can lay some crates, pillars around, and more importantly stretch corridors. Just run around de_cache, several big rooms are broken down by crates

When I said carve, I meant cut/clip. I can't remember the last time I used the carve tool!
I would do the first cut horizontally as it would line up with other windows on the same face otherwise it would create awkward brushes around the doorways below, but I'll give it a shot.
Having had a break and coming back to it, I've changed a few game play features now based on feedback. Typically the rooms should be fairly small with very thick walls and low ceilings as per the architecture, so having a large room and sticking boxes in it isn't really keeping to the theme, even though it would be a lot easier. The larger, wooden, multi-story structures are generally "special" and overusing them would be inaccurate.
I think I get the idea why valve haven't implemented this theme on a larger scale...
-
All the update is in the
TL;DR: jackophant has been a silly boy, has procrastinated massively and hasn't actually done much detailing, but has done some nice game play changes to make the map play and look a bit more realistic.
-
I'm very excited to see the outcome of this map. If you ever need a another tester I'll be open to be so. Good luck and good progress.

-
It probably doesn't look like much compared to last version, but I assure you I've been plodding along with brushwork and a few competitive tweaks
I'm happy with it at least! (maybe it'll be finished in 3 operations time? lol)
-
-
there is this one box on which the bomb can be planted on. not sure if it's intentional.
[Blocked Image: http://i.imgur.com/blr8db4.jpg]
The layout has a really nice flow to it.
-
Quote from esspho
there is this one box on which the bomb can be planted on. not sure if it's intentional.
The layout has a really nice flow to it.
Thanks for trying it out, and I'm glad you like the layout

Yeah, I raised the plant area slightly to allow planting on the shorter boxes. You should be able to plant on the low box the opposite side of the site as well.
-
Replace the new Dust2 metal doors with wooden ones. The metal doors only served purpose on middle area where you would constantly get sniped, on normal bombsite entry doors I think it's ridiculous that you have to hit 100 times to get a kill. I don't think the doors would look better, but people would appreciate #RipDust2Doors and actual competitive availability of wallbanging.You may also want to look into making the boxes from brushwork and use a custom texture, this way you could make the design more consistent. At the moment the crates are too noisy. All and all that's just my opinion, hope you take it into consideration! Map is shaping up slowly but nicely!
-
Quote from TheGuma
Replace the new Dust2 metal doors with wooden ones. The metal doors only served purpose on middle area where you would constantly get sniped, on normal bombsite entry doors I think it's ridiculous that you have to hit 100 times to get a kill. I don't think the doors would look better, but people would appreciate #RipDust2Doors and actual competitive availability of wallbanging
Those aren't the final props, they will eventually be replaced but as of yet I'm unsure how easily I want them to be shot through.
-
Download link for Thursday 02/04/15 play test: DE_STUPA_V10-MAPCORE
-
Can't wait for this playtest!
-
To make the map more easy to navigate you should maybe open up the brushwork along the T-side wall and turn it into one long cliff edge (clipped/fenced off in places so it's not one long trigger_kill box)
on CT side you could look at expanding the monastery upwards so it's visible from more of the map.
---
http://kekexili.typepad.com/.a/6a00d834523…88694112970c-pi
[Blocked Image: http://landofblogging.files.wordpress.com/2011/10/tigersnest.jpg]
-
[Blocked Image: http://i.imgur.com/MjlrHO2.jpg]
-
So does this tell us that we should be expecting updates ? *hope*
-
Just packaging the map now

[Blocked Image: http://i.imgur.com/G3KHbV1.jpg]
-
Playing around with the rather dull bombsite A:
[Blocked Image: http://i.imgur.com/xtyc3Pi.jpg]
now features a "non-peekable" wall, that can be boosted from the nearside, and self boosted from the far side. Thought I'd see what I can do with it.
CT site entrance has been moved round to the front to eliminate any long angles from CT spawn, consequently they are much slower to A long, so that needs to be balanced.
Will compile when I get home, stupid work lunch times too short

-
Made a split build, thought I'd change the B entrances up a bit. It could probably do with more space still as well. The CT window room and main entrance have been moved further apart now with the aim of providing a better poised safe position for retakes, doubly so for Ts not being able to watch 2 points of entry in very close proximity.
Toying with the idea of adding "double door feature" to B long, to reduce sightline and the length of the entry corridor... we shall see.
[Blocked Image: http://i.imgur.com/KsoohNs.jpg]
I may need to pull the whole thing slightly further away from the middle of the map as well if timings don't check out.
Still need to do that compile!
Sorry for the shitty "dev" posts. I'm finding them useful as a log of my progress and to help maintain direction.
Thoughts and comments are always welcome.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!