Posts by DasLlama
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Hello there!
In the past I've mainly created shortmaps but since the last year I'm working on the map de_office. You can find the current state of this map here: http://steamcommunity.com/sharedfiles/fi…s/?id=567626337 (as long with screenshots)
The special about this project is that I made it open source. So if you want to help to finish this map (I must admit that I am not capable of that because I'm dump) you can do this. For that I made a repository at github (https://github.com/dasllama/de_office) with an issue section where you can add or grab an issue.
So, have fun and I hope there will be people, who want to help me. Maybe we can form a team for further projects

Best wishes, Llama
Here is the current readme of this map:
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# de_office
This is a map for the VALVE online shooter Counter-Strike: Global Offinsive. It is based on the map cs_office but was rebuild from scratch with a complete unique layout. There are parts in this map which can be recognized so that the spirit of the great map cs_office has been preserved.
## Contributing
This map is open source. That means that you are allowed to download and change this map as you like. So this map is a community project to make it as good as possible.
To contribute simply download the .zip file. See the issues section - https://github.com/dasllama/de_office/issues - and grab an issue which you want to work on. You can add new issues by yourself. After you have finished your work, you can drop me an email with the files and don't forget to leave a comment on the issue (account needed for that).
After that I (llama) will check your changes and implement them into the repository. Of course you will be listed as contributer to this project.
## Contributers
* dasllama - http://steamcommunity.com/id/dasllama/ * sirk - http://steamcommunity.com/id/sirksmaps/
## License
This project is licensed under Creative-Commons V3 CC-BY-NC-SA. See https://creativecommons.org/licenses/by-nc-sa/3.0/legalcode for more details.
(please mind that english is not my primary language)
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Quote from Goatacus
19 hours ago, Goatacus said: I would recommend using some Nuke interior props, if you're not going to be replicating Office's theme directly.
Ya, well. I thought about this. But the main theme is still cs_office and I decided to use the props of cs_office. I thought of a crossover between cs_agency and de_nuke but I think this map deserves the interior of cs_office
Quote from ShibouOn 12.6.2016 at 0:27 AM, Shibou said: I'd like to see an updated overview if you made some changes to the layout.
If you are confident the changes you implemented are beneficial ones, another playtest would be the next logical step to give you a huge amount of feedback and input on the direction your map is going right now.
Yes. The overview is on my list. But first I wanted to playtest the new connector between paper and the b route. I wanted to have a playtest for this map but I didn't hear anything from mapcore

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So, well. Just for the record. I remade this map 3 or 4 times at least because I still learn how to use the hammer editor. So I recently uploaded a huge update for this map with an improved layout, the beginning of some detailing and well ... I just want you to know that I still work on this project and I want to finish this map in this year. Or maybe to the next operation. I dunno.
Soooo, if you have some time. In the workshop is the map.
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Quote from major.quin_n
On 9.6.2016 at 0:31 AM, major.quin_n said: - Added a um, "rocket". Not sure about this yet, I would like some feedback on it. The theme would be that T's are trying to launch an illegal satellite into orbit but CT's have gotten word of the operation and are trying to shut it down and capture the technology. Oh, and the other bomb site just has explosive stuff for now. You know, the usual. I was told this idea is impractical and stupid but let me know what you think.
Soooo the CTs have to bomb this down?

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Hello hello,
I just want to give an update for this map project. I've rejected everything I've done so far because I made too much mistakes in my first try and I'm not able to fix them. Therefore I reworked the map entirely and I also gave it a new layout.
Well, the next step is to derterminate if the layout is playable. I hope there will be some folks who will do that. I entered the Playtest for Mapcore.
Llama
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Okay, thanks. I will try my luck

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Hello Mapcore.
I'm currently creating de_office and I have a problem. Since I've made all the details and sourrounding areas the compile takes ages because the Portal Flow stucks somewhere at 70% and I dunno why. Can you help me figure out why this is?
Thanks a lot!
Llama
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Bump. (is it allowed to bumb?)
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Hello hello mepacore,
Last year I made de_shortnuke and it got really got reviews. Currently I am creating de_office and I need a break from this projekt.
So I started to create more Shortmaps. The first one is de_shortmirage. This map contains the A-Spot only. All the ways to the B-Bombside have been blocked creativily. But to access the important mid I added a new connector. But before I detail the connector I'd like to have a little playtest for these changes to Mirage.
[Edit]Maybe you need a question: Do you think the new connector is balanced?[/Edit]
I hope you like it.
Llama
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Can you upload the map as WIP in the Workshop? I'd like to put an abo on it so I can test the map after your updates without downloading it from another space

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Quote from TooProForYahoo
The only real BIG problem with the map (and it's not entirely your fault) is that grenade throws from a distance won't really be achievable. It's not going to make or break the map, but you might want to keep that into consideration.
Oh yes. This was one issue I had. This is why I made several connectors to achieve some smoke throws (Tatical Space to Middle or something like that).
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Quote from Pivac
I like the office setting, but as you said hostage maps aren't much fun to play, so making a defuse version is a good idea. Can you mark spawns and bomb sites on top-down overview image? It's a bit confusing for someone who's looking at it for the first time.
Updated the Original Post. But: I like hostage scenarios but unfortunatelly they are never played in Comp

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Hello hello,
I am one of the few people who like cs_office. What I don't like about that map that it is a hostage scenario and not a bomb defuse map. Also I wanted to create my very first map for CS:GO (apart from de_shortnuke which I don't see as first map), from the beginning with layout, textures and detailling. We'll see how I can achieve this

So for this map my idea is that I wanted to have an easy layout without much cluttering and without unused areas. I want to have "tactical space" where the Ts are able to build up their game, medium fast rotations to see nice holds and retakes and some really nice aim areas. Combined that with the flair and basic structure of cs_office would be a nice map - I think.
Update December, 26th 2015: I heavily updated the map. There is still much to do but the main layout is ready. Check out the workshop
QuoteDisplay MoreOkay, the attached image is the basic overview. B lies under the A-Spot so there is not really a map for the B-Site. I don't know if this is a problem, but I think the simple Layout for B is an advantage for the missing part in the minimap.
Let's jump into the map.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…E7F62E79726249/]
This is the view from the CT-Spawn. Yes. As CT you spawn right in front of middle. From there you have some possibilities to walk. On the right, there is an elevator to B and on the left is the way to A. Not in the screenshot is an alternative route on the far left to B.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…8D0EC355E93EA0/]
This is the hallway towards a from CT-Spawn. You may recognize this from cs_office.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…5DB2CF82C8988E/]
This is the A-Spot from the far back. The planting area is the one I am standing in towards the first pillars. Right ahead is the known "Z" from cs_office with the banana. The entry-points on the left are heading to the kitchen and the conference-room. The cover in front of A is called "Small Office" because there will be some workplaces.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…CE9C058A6CCC26/]
This is the kitchen as connector from the Small-Office in front of A to the conference room.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…6BBA1CAC339688/]
The conference room as connector from kitchen (right) to "Paper" (left).
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…4067F55B7B6304/]
Here you are standing in banana. On the right side you see Paper and ahead is the Small Office.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…473392401A52A6/]
The view from the Library toward the entry of Paper and Banana. This is the second aim map-part.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…D4B847C60D9567/]
This is hard to explain and some "strategy area" for the T. On the right is a small hallway towards Library/Banana/Paper. On the middle you see the entrace to middle and the small door on the left leads to the toiletts.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…3887D9994094A8/]
The toiletts in details with the entry to vents which leads to the basement - an area in front of B. Right ahead is a door which leads to the middle area (behind the stalls).
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…7F2F8E1D7FC0D4/]
This is middle as seen from a Z-Connector. This is the first strong aim-part of the map.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…DA1C20E3B90D60/]
Okay, we are juming to the T-Spawn. Here we have three choices. The left entry leads to the "Office" and later to the strategy-space with the entraces to toiletts, banana and so on. The closed door on the middle are leading towards B and the door on the right is the staircase which leads towards the library.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…3F8D8241BCEB68/]
The staircase as seen from the library.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…7B6779C35828CA/]
The hallway towards the basement. I wanted to have it narrow with some boxes in between so that the Ts are a little delayed (the push time is really tough here).
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…C09C2D8FEBE2EA/]
This is the basement area. On the right side you see the B-Spot. Right ahead is the vent which leads to the bathroom. The door on the left is the one which leads towards the T-Spawn.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…227D726B9AB1DD/]
The B-Spot as seen from the elevator.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3921747041…4E1F85D7400DE5/]
The B-Spot as seen from the CT-Stairs.
As you can see there is much work to do. But before I do the detailing, I need feedback for the basic layout and the covers. The first playtests with some of my mates where interesting. It is a fast pacing map with some nice aiming duells and space for advanced tactics.
I hope you enjoy it and have some feedback for me

Thanks for reading and regards,
Llama -
Okay, so I released the map in the Workshop.
I hope that I've done everything correct ^^;