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Mapcore CSGO Server

  • Psy
  • October 24, 2012 at 11:08 PM
  • El Moroes
    • December 4, 2012 at 4:30 PM
    • #101

    Double post, sorry.

    Puddy, could you share the maps in a pack as soon as possible please ?

  • Puddy
    • December 4, 2012 at 5:30 PM
    • #102

    Just came home from work, I'm on it.

  • Puddy
    • December 4, 2012 at 6:10 PM
    • #103

    https://docs.google.com/open?id=0BxQPUZnFd-S9VGxtZVFrelBrLWc

    Download the maps in the link above! The zip includes both maps! Extract to your SteamsteamappscommonCounter-Strike Global Offensive folder. Let me know if something is awry!

    Testing begins at 21:00 UTC+1 which is in 1 hour and 39 minutes! The IP is 109.123.124.138:27080. See you then!

  • Puddy
    • December 4, 2012 at 7:57 PM
    • #104

    ah fuck it i'm joining now. feel free to hop in or wait 2 more minutes. you choose!

  • Puddy
    • December 4, 2012 at 9:28 PM
    • #105

    Thanks for the playtest (and the patience with our VERY rough map). Please let us know what you liked and disliked!

    Siege is shaping up to be a really decent map, good job guys. Got no particular crits this time.

  • El Moroes
    • December 4, 2012 at 9:31 PM
    • #106

    Thanks for your presence on this playtest !

    It was fun ! Puddy I'll let you my critics later

  • Mazy
    • December 4, 2012 at 9:54 PM
    • #107

    I think Puddy & Devajo's map has some good areas and ideas, but overall it's just way way too big. Condense everything down to it's essence, get the bomb points closer to each other. Some of the areas definitely have potential, like the area just above A, had some pretty cool firefights there, with the low walls and the stair in the middle. Also quite liked the area with the bridge leading to the other side, but it also felt perhaps a tad too busy with the stair going up. You got some pretty cool ideas, but like it was mentioned, there's just way too much meaningless space in between the actual meat.

    Siege was a huge improvement over the last time, love what you did with the sewers. Also cutting the shortcut between the stairs up and the other entrance to the warehouse makes it a lot easier to read. Feels very different from the old siege, but in a good way. I remember that mainly for the firefights in the parking lot and people camping the rooms with the hostages, but I guess that's also down to how we played it/how CS:GO generally plays.

  • Squad
    • December 4, 2012 at 10:22 PM
    • #108

    First of all, the playtest was really fun (although I suck at CSGO, haha).

    Btw, my nick ingame was Gus, didn't know how to change it.

    Puddy & Dejavos: here are some thoughts I had about de_placeholder.

    Firstly, the map feels a bit too complex. It took me quite a few rounds to get a sense of the layout. Obviously, this is partially because it's WIP: everything still looks the same (dev textures), the lack of landmarks, the different levels of the map (which I don't consider a bad thing at all, but perhaps a bit too overdone and unnecessary in some parts) ... but also because the radar wasn't working and there was no freelook mode available on the server (since I suck and die fast I couldn't just run or fly to where I wanted to get an idea of the layout ).

    Try cutting down on the map a bit (parts that are not really needed) and I think it could also benefit from scaling the whole map down a bit (I think it takes too long to get from certain parts of the map to other parts (especially when the bomb is planted and you first check either A or B you should still have the time to get to the other Bombsite in a reasonable amount of time).

    I would consider removing parts of the left route to Bombsite B (see picture below). Also, Bombsite B is only attackable from the Eastside, which makes it a bit too easy to defend once the Bomb is planted, imho (the picture below doens't represent that as the entrance is still on the Eastside, but you should get the picture).

    As for Bombsite A, there are plenty of routes to attack it as soon the Bomb is planted there, but when you're coming from above you can only go via the stairs and it takes too much time if you're up there and want to try another entry point. I wouldn't add an extra entry from the top floor but an easier way to get to an entry point at a lower level there.

    It's also lacking some cover in some areas. I'm aware it's WIP and perhaps you're planning on adding a lot of cover by putting desks, chairs, plants, ... and what not, but for gameplay testing even a few simple crates would do the job Further down the road that could be turned into niches and stuff.

    [Blocked Image: http://users.telenet.be/gus/de_placeholder01.jpg]

    Anyway, I hope this is somewhat helpful to you. Keep up the good work! I like how it has a few different floors on top of each other, although it's a bit hard to navigate sometimes.

  • Psy
    • December 4, 2012 at 11:36 PM
    • #109

    oops. I forgot to change the spectate cvar since the last playtest. D: I've fixed it now so you should at least be able to spectate from either team's players.

  • ElectroSheep
    • December 6, 2012 at 9:44 AM
    • #110

    My two cents about Placeholder (awesome name)

    I liked B, the 2 bridges over the hallway was good tension and the setting of B is interesting. But we werent't a lot on this bombsite . Looks like people want A more and A side was not that good. The path from terro spawn to A is strange, a long and boring corridor and the stairs to the left make things strange.

  • Rick_D
    • December 6, 2012 at 8:55 PM
    • #111

    when is next test?

  • Puddy
    • December 6, 2012 at 10:59 PM
    • #112

    We'll play again next tuesday! Let me know if you guys have any maps you want to test this time around.

  • El Moroes
    • December 6, 2012 at 11:50 PM
    • #113

    Probably Siege RC1 (again ).

    I don't forget I have to tell you my feedbacks on your map Puddy

  • Squad
    • December 7, 2012 at 5:47 AM
    • #114
    Quote from Puddy

    We'll play again next tuesday! Let me know if you guys have any maps you want to test this time around.

    I hope I find some time to make mine ready for playtesting. Still have some optimising to do on it :/

  • Puddy
    • December 11, 2012 at 12:18 PM
    • #115

    Okay, are you guys game for a playtest tonight? With siege_rc1 and maybe OrnateBaboon's villa-map! (we will not be playtesting placeholder though)

    Squad, if you have something playable lemme know. Oh and rick, the same applies to you!

  • Vilham
    • December 11, 2012 at 1:02 PM
    • #116

    I fucking am. I fixed my computer and can now play from home.

  • Sentura
    • December 11, 2012 at 3:00 PM
    • #117

    i'm game!

  • Puddy
    • December 11, 2012 at 3:05 PM
    • #118

    game on 21:00 swedish time!

  • PogoP
    • December 11, 2012 at 3:59 PM
    • #119

    Send me a message on Steam and I'll jump in if I get chance.

  • Puddy
    • December 11, 2012 at 6:43 PM
    • #120

    Hey guys!

    Here's the download for all three of tonight's maps: https://docs.google.com/open?id=0BxQPUZnFd-S9ai1vRU5hTTFGRmc

    See you in 1 hour 45 mins!

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