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de_stupa


jackophant

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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:

yiACuvg.jpg

Screenshots:

Njl6nOc.jpg

Ok5dWac.jpg

DsGhzZw.jpg

q1RhDts.jpg

Full Album: DE_STUPA_C13

Edited by jackophant
Another update *yawn*
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Layout is pretty interesting. Though in this picture http://static.mapcore.org/uploads/monthly_09_2014/post-31358-0-04346100-1409608573.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

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Layout is pretty interesting. Though in this picture http://static.mapcore.org/uploads/monthly_09_2014/post-31358-0-04346100-1409608573.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

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Layout is pretty interesting. Though in this picture http://static.mapcore.org/uploads/monthly_09_2014/post-31358-0-04346100-1409608573.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

 

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

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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 ;)

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  • 2 weeks later...

okey dokey so... Version 7 is live!  :dance:

 

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*  :ninja: WORKSHOP LINK

 

All the updates are dropped into the OP  :)

Edited by jackophant
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  • 3 weeks later...

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:

 

post-31358-0-37845000-1413280029_thumb.j

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.

 

post-31358-0-88272000-1413280029_thumb.j

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.

 

post-31358-0-39484600-1413280030_thumb.j

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

 

post-31358-0-40883800-1413280031_thumb.j

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

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

 

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... 

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