Counter-Strike 2

Counter-Strike 2

57 ratings
Monastero
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Game Mode: Classic, Deathmatch, Custom
Tags: CS2, Map
File Size
Posted
Updated
90.138 MB
4 Aug, 2024 @ 3:00pm
9 Mar @ 5:44am
2 Change Notes ( view )

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Monastero

Description
[fce.gg]

Monastero

de_monastero

A map designed for competitive 5v5 gamemode.

This map is set around an idyllic Italian locale inspired by Lake Como.

Plot:
The Phoenix Cooperation, a notorious criminal organization, has set their sights on Lake Como, aiming to disrupt the peace of this idyllic Italian locale. Their target remains uncertain, with intelligence suggesting they could strike either the strategic boat dock used by government officials and wealthy elites or the renowned natural thermal springs. Both locations are critical, the dock being a covert hub for transferring sensitive information and illicit goods, while the springs are a major tourist attraction and local economic lifeline. To cripple their enemies' operations and send a powerful message, Phoenix Cooperation is planning a high-stakes mission. The local authorities and special forces must act swiftly to prevent a potential catastrophe that could devastate the region’s landscape and security.

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Popular Discussions View All (1)
0
11 Aug, 2024 @ 4:56am
Social Media Appearances
z0ro4rk
33 Comments
ComqLeX 16 Apr @ 1:15pm 
Unfortunate to hear but i understand the reasoning, Hope whatever you come up with next will work out better and able to be completed:steamhappy:
z0ro4rk  [author] 16 Apr @ 3:52am 
Thank you so much @ComqLex! Unfortunately, I’m not planning to finish the map. It didn’t make it to Stage 2 of the contest and has some fundamental issues that can’t be easily fixed. So it wouldn’t make sense to start an art pass. But rest assured, this won’t be my last CS2 map.
ComqLeX 14 Apr @ 8:55pm 
Great theme man, Hope you are able to complete it one day:steamthumbsup:
subarufanCH 10 Mar @ 2:41am 
@ z0ro4rk [Autor]: BIG THX, greatly appreciated.
@ scoobert doobert: yep, there are many many traps here, maybe a bit too much for the AI?
have a nice day, best regards
scoobert doobert 9 Mar @ 12:20pm 
Bots are working! They LOVE to jump and fall into the water though lol
z0ro4rk  [author] 9 Mar @ 6:32am 
@scoobert doobert @subarufanCH glad to announce that bot support is finally there!
subarufanCH 19 Jan @ 3:02am 
glad 2 read from you, whenever hopefully (? ^^) BOTS are included, just subscribed this discussion. best regards
subarufanCH 10 Jan @ 12:54pm 
looks very promising in 2025.
cant wait to see it with BOTS ^^ THX, best regards
scoobert doobert 6 Sep, 2024 @ 10:44am 
plz enable bots :)
z0ro4rk  [author] 18 Aug, 2024 @ 12:41am 
@sapphiredragon thank you so much for your feedback, I appreciate it! You don't need to worry about the currently accessible roofs. I usually start adding clip brushes once the basic geometry is finalized. Otherwise I keep redoing the same work over and over. You are right about the long fighting distances on B site. I definitely have to do something about them. Also I'm planning to rework mid. Feedback so far has been that it is too complex and too open. Also as you've mentioned the pit doesn't contribute to gameplay. I thought it would be visually interesting but tbh it doesn't add a lot and falling into it while walking backwards is especially frustrating. The lighting is also still not finalized and leads to a few rendering issues in some spots. This will get fixed in a later iteration too.