jackophant Posted September 1, 2014 Report Share Posted September 1, 2014 (edited) 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: Screenshots: Full Album: DE_STUPA_C13 Edited July 6, 2019 by jackophant Another update *yawn* Nexusdog, Utopia, 1488 and 2 others 5 Quote Link to comment Share on other sites More sharing options...
E-Music Posted September 2, 2014 Report Share Posted September 2, 2014 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 Quote Link to comment Share on other sites More sharing options...
jackophant Posted September 2, 2014 Author Report Share Posted September 2, 2014 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 Quote Link to comment Share on other sites More sharing options...
slibu Posted September 2, 2014 Report Share Posted September 2, 2014 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 Quote Link to comment Share on other sites More sharing options...
Guest Posted September 3, 2014 Report Share Posted September 3, 2014 Exciting stuff! I always loved the Tibet theme used in the ar_monastery map. Looking forward to your progress! Quote Link to comment Share on other sites More sharing options...
jackophant Posted September 11, 2014 Author Report Share Posted September 11, 2014 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! I hope! Quote Link to comment Share on other sites More sharing options...
Niller^.- Posted September 11, 2014 Report Share Posted September 11, 2014 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 Quote Link to comment Share on other sites More sharing options...
jackophant Posted September 24, 2014 Author Report Share Posted September 24, 2014 (edited) 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 Edited September 24, 2014 by jackophant Quote Link to comment Share on other sites More sharing options...
jackophant Posted October 14, 2014 Author Report Share Posted October 14, 2014 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 Nexusdog, Vaya and Vinneri 3 Quote Link to comment Share on other sites More sharing options...
Vaya Posted October 14, 2014 Report Share Posted October 14, 2014 I'm always up for 5vs5. MG1 Quote Link to comment Share on other sites More sharing options...
El_Exodus Posted October 14, 2014 Report Share Posted October 14, 2014 If i have time, i'd be in for the 5v5, too. Quote Link to comment Share on other sites More sharing options...
Vaya Posted October 16, 2014 Report Share Posted October 16, 2014 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. jackophant 1 Quote Link to comment Share on other sites More sharing options...
Vinneri Posted October 16, 2014 Report Share Posted October 16, 2014 You can count me too 5v5 jackophant 1 Quote Link to comment Share on other sites More sharing options...
jackophant Posted October 16, 2014 Author Report Share Posted October 16, 2014 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... Quote Link to comment Share on other sites More sharing options...
Vaya Posted October 16, 2014 Report Share Posted October 16, 2014 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. Quote Link to comment Share on other sites More sharing options...
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