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Mapcore CSGO Server

  • Psy
  • October 24, 2012 at 11:08 PM
  • Puddy
    • December 29, 2012 at 4:17 PM
    • #161

    Get ready for tonight guys, same time (21:00 swedish)! IP is 109.123.124.138:27080

    We got de_ali, de_delta (my temporarily named map) and de_favela (Rick's map!)!!! Mapbonanza!!!

    Here's an overview of mine:

    [Blocked Image: http://i.imgur.com/rCJtO.png]

  • Puddy
    • December 29, 2012 at 4:34 PM
    • #162

    Maps are downloaded from here:

    https://docs.google.com/open?id=0BxQPUZnFd-S9UEdHclJyTVJrNnM

    Just place everything in your maps folder and you are good to go! See you tonight!

  • Pampers
    • December 29, 2012 at 5:02 PM
    • #163

    aww man I can't make it tonight

    what happened to those two catwalks you had, I liked them

  • Puddy
    • December 29, 2012 at 9:51 PM
    • #164

    Thank you all for tonight! I'll get back to you both Squad and Rick with some feedback on your maps.

    Also, thanks for playing in my whiteboxed mess, please let me know what you think! There's an overlay in the thread if you want to do some painting.

  • Chimeray
    • December 29, 2012 at 9:54 PM
    • #165

    Nice playtest!

    I'm not a multiplayer design expert, hardly made any multiplayer maps so perhaps take what I say with a pinch of salt. Anyways, this is what I had troubles with:

    [Blocked Image: http://i48.tinypic.com/dg5wtw.jpg]

    1) Going into the toilets doesn't give you any tactical advantage, you just end up at the same location/angle like you would if you take the normal area. My suggestion is to lengthen the toilet area and make a different exit so going in there actually gives you something different. Perhaps not like I've drawn cos then CT need to look at yet another entrance into that area!

    2) I always try to flank and the terrorist spawn area is a badly designed area imo, it's really huge and it takes forever to actually end up in the "main loop" again. I don't even see the reason why the spawns have to be included in the loop at all. So yeah, those areas at the bottom of the map feel a bit useless. It feels like you've put most of the effort in making the choke points work when CT and T just run towards each other but not when they circle around.

    3) Overall still very long corridors with no cover, add some angles! It's a fancy office building ffs, right?! There's also something weird about this choke point. While you get out of cover you're pretty much defenseless unless you can get into that meeting room. Perhaps do something more interesting with that meeting room to make the transition more interesting? (Wall it in + door on one side, keep one glass wall. It's a bit hard for zone control if both are glass walls. Or something!)

    Cheers!

  • Wail
    • December 29, 2012 at 10:29 PM
    • #166

    Dang, apparently I keep missing these. Was hoping to make today's but had some errands that got in the way.

  • Squad
    • December 29, 2012 at 11:24 PM
    • #167

    Fun test everyone!

    Here's some comments about Puddy's map.

    Firstly, it's a lot more fun than the previous one Especially the 2-story area is a great chokepoint.

    The picture speaks for itself mostly. The T route on the left side is a bit redundant (I don't think it was used a lot in the playtest), it's a lot longer to take than the upper route. It's good there is a second path leading to this area, but I would make it equally long as the upper path. Actually, perhaps it would not be bad to make it a slightly faster route into that area giving it its own advantage (the upper route's advantage is, well, it's upstairs so you're in a better position there (and you can also jump down, it's harder to jump up from the lower floor).

    I would consider removing one of the large rooms on the right flank (the other becomes bombsite B) and moving the bomb site closer to the middle of the map. I haven't deleted/added any extra paths on that side (I'll leave that up to you if you'd go with this ), but that would obviously require some thought put into. The whole bombsite could/should be redesigned, but I would keep the 2-story element somehow.

    On a visual note. You now have 2 large lobby halls as spawns. Why not make one side of the map a completely different part of an airport (the behind-the-scenes areas perhaps)? It would greatly help in identifying seperate parts of the map (which was not easy now, but then again, it's due to the dev textures as well) and give the map more variety.

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

    Then Rick's de_favela.

    Very nice map with solid and fun gameplay. As mentioned before, only a few things I'd change:

    The narrow windows are too powerful (unless you're Evert and await anyone appearing on such window with an AWP ).

    A T that leaves his spawn a couple of seconds too late and wants to go left has a good chance of getting sniped while crossing the long street (see picture) ... I could never cross that street without shit in my pants if I lost a few seconds in my spawn area. Just putting some cover where I draw the green box could solve this (a car/truck or something).

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

  • Puddy
    • December 30, 2012 at 7:06 PM
    • #168

    Two feedback images for Rick and Squad (open in new window for larger text):

    [Blocked Image: http://i.imgur.com/4CfD6.jpg]

    [Blocked Image: http://i.imgur.com/Uu7ry.jpg]

  • Squad
    • December 30, 2012 at 9:33 PM
    • #169

    Thanks, Puddy!

    I think it's funny nobody mentioned anything about the T spawn though

  • OrnateBaboon
    • December 31, 2012 at 7:26 AM
    • #170

    Yeah, Puddy's map was definitely much improved. Good to give it another bash now people know the layout a bit more.

    I know it is early days, but what might work visually is an outside rooftop flank, or even a central exterior part surrounded by the big office structure. It could provide some nice contrast between the interior sections.

    Either way, looking forward to seeing where the map goes

  • Puddy
    • January 3, 2013 at 2:23 PM
    • #171

    Hey guys, was thinking about orchestrating a new test soon. Do you have any maps you need tested?

  • Rick_D
    • January 3, 2013 at 2:42 PM
    • #172

    been out of action for a week now so nothing new ;-;

  • OrnateBaboon
    • January 3, 2013 at 3:15 PM
    • #173

    I have a new version of my map that could absolutely do with some testing. I think it is fair to say that the last test showed it to have a terrible layout, but I have made a lot of adjustments, and I think it now plays a lot better. Does not feel like the same map anymore, which is definitely a good thing in my eyes!

    When were you thinking of testing again?

  • Puddy
    • January 3, 2013 at 3:26 PM
    • #174

    Sometime this weekend, the usual time. Do folks have any preference (fri/sat/sun)?

  • OrnateBaboon
    • January 3, 2013 at 4:08 PM
    • #175

    Good to go whenever you guys are.

  • Puddy
    • January 4, 2013 at 11:56 AM
    • #176

    Okay, we'll playtest tomorrow night at 21:00 swedish time!

    OrnateBaboon: Send me your map as soon as you're ready!

  • Rick_D
    • January 4, 2013 at 3:33 PM
    • #177
    Quote from Squad

    A T that leaves his spawn a couple of seconds too late and wants to go left has a good chance of getting sniped while crossing the long street (see picture) ... I could never cross that street without shit in my pants if I lost a few seconds in my spawn area. Just putting some cover where I draw the green box could solve this (a car/truck or something).

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

    just to touch on this: it is as designed, i'll definitely change it if it proves to be a serious problem - but think of it as punishment for being too slow to buy - and also a way to see what the T's are doing if they don't smoke it when rotating/faking. one thing i have to fix is that you can see into t spawn - similar to dust2, but i didn't intend for that so it'll be fixed. everything else is as intended. just need to see if it actually works

  • Squad
    • January 4, 2013 at 5:16 PM
    • #178

    I see your point, but there's no disadvantage for the CT's in that regard. They don't get the punishment for being to slow to buy.

  • cincinnati
    • January 4, 2013 at 7:39 PM
    • #179

    the nature of the game encourages that, though...ts are more compelled to move. cts are more compelled to hide.

  • Puddy
    • January 5, 2013 at 2:00 PM
    • #180

    Hey again guys!

    Today's maps are available here: https://docs.google.com/open?id=0BxQPUZnFd-S9X1MwRVJDbHB4cjQ

    I've made some minor revisions to my map to improve the flow and to help players get a sense of how the flanks/areas tie together. I will however be making more drastic overhauls after this playtest. Let me know what you think!

    See you tonight at 21:00 swedish time!

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