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[Wingman] Paro

  • Roald
  • June 9, 2020 at 6:53 PM
  • Roald
    • June 9, 2020 at 6:53 PM
    • #1

    Since this is more likely to become a serieus project, why not share some about it on the forums ;) I am working on a litle wingman hostage map which is based on the Tiger's Nest Temple located in the Paro region in Bhutan. My orignal idea was to have it be a VIP escort kind of map, but afther a few playtests I decided to keep it more like the original hostage mode, but just have two hostage rescue instead which are located on the Terrorist side of the map. edit: changed mapname, idk if the original name causing problems ?

    [Blocked Image: https://i.imgur.com/FOewXLu.jpg][Blocked Image: https://i.imgur.com/BVXzEhF.jpg][Blocked Image: https://i.imgur.com/LmnpL3n.jpg][Blocked Image: https://i.imgur.com/IByL99j.jpg]

  • MetaNewt
    • June 10, 2020 at 3:12 AM
    • #2

    But there's already a map in CS:GO named «Monastery» ?

  • Roald
    • June 10, 2020 at 9:49 AM
    • #3
    Quote from MetaNewt

    6 hours ago, MetaNewt said: But there's already a map in CS:GO named «Monastery» ?

    Read my last sentence ? thanks though for the reminder

  • Interfearance
    • June 10, 2020 at 2:44 PM
    • #4

    I always wondered why nobody used 2 hostage rescues. It solves a big rescue zone camping problem with most hostage maps.

  • Roald
    • June 10, 2020 at 3:04 PM
    • #5
    Quote from Interfearance

    19 minutes ago, Interfearance said: I always wondered why nobody used 2 hostage rescues. It solves a big rescue zone camping problem with most hostage maps.

    exactly the reason why there are two ;) just cs:go only support one hostage rescue zone radar icon

  • Wintrius
    • June 10, 2020 at 6:43 PM
    • #6

    I could recognize those recolored Kaizen trees from a mile away.

  • Roald
    • June 10, 2020 at 9:33 PM
    • #7

    I had two playtests, the outcome is - The hostage room is super focused on the cliff side and disconnect from the upper side of the map - The Ts can flank the CTs in the hostage room way too easy

    To fix these issues - I reduced some paths arround the hostage room and put them in CTs favor, making the 'circulation paths' be longer so its less of a cat and mouse game - Allowed Ts to flank to get to the hostage room by either side, BUT they now have to push far out, expose themself and face risky chokepoints. Each flank route will also allow CTs to carry the hostage more directly and safely to the HR zones.

    This will probably mean Ts will play a bit more back, giving CTs control of the hostage most of the time and hopefully give them a better oppertunity to carry the hostage to either HR zone. Stragetic wise a CT could always have one player get the hostage and have the other cover/clear one side of the map to clear the way for his teammate.

    Blocked the tunnel to Cliff: [Blocked Image: https://i.imgur.com/poIOVtL.jpg]

    Removed the hole to cliff and added a jumbable window instead, also moved squeaky to the CT entrance to have a soundclue[Blocked Image: https://i.imgur.com/IGpjsxC.jpg]

    Squaky door on mid is gone[Blocked Image: https://i.imgur.com/Qbcuz87.jpg]

    New hostage room, being bigger and having the drop down straight into the tunnel and a ladder to get back[Blocked Image: https://i.imgur.com/Lt9fhei.jpg] Other end of the tunnel[Blocked Image: https://i.imgur.com/yLZZvcc.jpg]

  • JorisCeoen
    • June 13, 2020 at 12:20 PM
    • #8
    Quote from Roald

    On 6/9/2020 at 7:53 PM, Roald said: Tiger's Nest Temple (Taktshang)

    Hopefully you'll be able to nail this theme, because in the years I've been doing projects I've seen countless mappers come up with the proposition of designing that specific temple into CS:GO, and none of them ever made it anywhere ? However, since you've worked on Anubis I have no doubts this project will finally be able to put that inspiration to rest!

  • jakuza
    • September 30, 2020 at 10:11 AM
    • #9

    Got this done just in the nick of time. I guess this is the rough draft, since the map contains basically no detail as it is. But it was a fun project and worth the crunch.

    Pics below:

    Spoiler

    Thanks @Roald for making such a cool graybox. And good luck to everyone in the contest!

  • JorisCeoen
    • October 3, 2020 at 2:47 PM
    • #10

    So far this map and Extraction were on the wtf-levels of visual completion, so I’m pretty sure these maps will make it to the top-3. Can’t speak for gameplay, as I’ve recently moved and don’t have the PC installed yet, but... good luck! ?

  • Karthoum
    • October 7, 2020 at 10:25 PM
    • #11
    Quote from jakuza

    On 9/30/2020 at 10:11 AM, jakuza said: Got this done just in the nick of time. I guess this is the rough draft, since the map contains basically no detail as it is. But it was a fun project and worth the crunch.

    Pics below:

    http://# Reveal hidden contents

    Thanks @Roald for making such a cool graybox. And good luck to everyone in the contest!

    I've got an old DE_ layout based on Monastery's style (from 2015 or around that time) that I'd like to revive, would it be possible to use the assets from this to help me along the way? Full creator credits and so on included, I'll be (re)modelling my own assets as well.

  • jakuza
    • October 8, 2020 at 3:19 PM
    • #12

    Sure thing. I still have some cleanup to do but once that's done I'll package them all and post them here or in a separate thread.

  • Lefty
    • October 15, 2020 at 12:07 AM
    • #13

    Good stuff! Hope to see it on faceit soon

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