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MapCore CS:GO Playtesting 2.0

  • Puddy
  • January 17, 2013 at 6:23 PM
  • Puddy
    • January 17, 2013 at 6:23 PM
    • #1

    So we've been playtesting for a while now and I thought it was about time we improve how we organize our playtests and such (primarily by having more clear information for map creators). The ideas and guidelines presented here are just suggestions, feel free to crit and comment!

    Server Info:

    Name: INX-Gaming| Mapcore - Home of the Hurg

    IP: 195.242.236.132:27080

    Player Slots: 16

    Owner: Psy

    Admins: Psy & Puddy

    For map creators:

    So you want to have your map playtested? That's great! Please follow the following steps:

    1. Contact me (Puddy) and send me a link where I can grab the files listed below. I will install the map on our server. If you have any new materials or additional content, it needs to be packed inside the BSP (using pakrat)

    • de_yourmap.bsp
    • de_yourmap.nav
    • de_yourmap.kv (optional)

    2. Compress your .BSP and .NAV into their OWN BZ2 file (you can use 7zip). IE: de_yourmap.bsp.bz2 and de_yourmap.nav.bz2. Send them to Psy and he will install them on his FTP. This allows the map to be downloaded directly from the server.

    For playtesters:

    So you want to participate in playtesting? That's great! You don't need to follow any particular steps other than joining the server and you are, in fact, providing good feedback by simply participating! However, if you want to help out even more, here's some advice:

    • You can write feedback ingame, but odds are it'll be hard for the map creator to absorb all of it on the go. He could be busy popping headshots or planting bombs. He could even miss out on your message if he's alive and you are dead (due to chat rules). Please re-iterate your feedback here on the forums!
    • You don't have to write a feedback essay after playtesting to be helpful. Just sharing your thoughts in general can help a ton!
    • If there are bugs or balance issues in a specific location don't hesitate to take screenshots and share them with the author.

    Next Playtest: Tuesday 21:00 CET, 2012-02-26

  • Psy
    • January 18, 2013 at 10:59 AM
    • #2

    A better idea would be to have people post links to their maps here. Then we can grab the maps and work our magic. Helps save people having to send the maps to two people.

  • Puddy
    • January 18, 2013 at 12:02 PM
    • #3

    Sure, if it's okay with you (I remember you appreciating the email notification you get with PMs).

  • ElectroSheep
    • January 18, 2013 at 3:22 PM
    • #4

    Here is mine : http://www.minerality.fr/private/cs_paranoia_a1.rar

    I will change the name latter. Also it's more about gameplay because it's on the ashes of my css map

    Also I d'ont know if the map works (I pakrated some things, etc..) So if it's not. Then don't put it tonight. I can fix it because I have to leave until tonight.

  • Puddy
    • January 18, 2013 at 7:22 PM
    • #5

    Hey guys, looks like we'll have to skip the playtest tonight. The server host is physically moving the server to a new datacentre. How about next tuesday?

  • FMPONE
    • January 18, 2013 at 7:27 PM
    • #6

    I probably won't be able to attend tuesday, but maybe you could record a demo?

  • Puddy
    • January 18, 2013 at 7:29 PM
    • #7

    Yeah, I can do that. Also, we can schedule another playtest when you can attend.

  • Puddy
    • January 19, 2013 at 2:29 PM
    • #8

    Next tuesday it is! See you then.

  • Puddy
    • January 22, 2013 at 5:14 PM
    • #9

    Friendly reminder that there is a playtest tonight at 21:00 CET!

  • ElectroSheep
    • January 22, 2013 at 5:37 PM
    • #10

    I updated mine a bit but I don't know if it can be ready (just graph anyway) also I'm not here

  • ElectroSheep
    • January 22, 2013 at 6:03 PM
    • #11

    here is mine : http://www.minerality.fr/private/cs_paranoia_a1.rar

    As I said before, graph is pretty wip, so test gameplay guys ;D Thanks !

  • Puddy
    • January 22, 2013 at 6:07 PM
    • #12

    Great, in addition to 3dnjs map we also got FMPONE's gwalinor tonight! Two map fun!

    NEW IP btw! 195.242.236.132:27080

  • Puddy
    • January 22, 2013 at 8:00 PM
    • #13

    Gogogogo!

  • fredr1k
    • January 22, 2013 at 8:48 PM
    • #14

    I'll leave the more qualified feedback to someone else but at least I found that hostages can't pass through this door.

    [Blocked Image: http://i.minus.com/ibsBVAnLUleioM.jpg]

  • Psy
    • January 22, 2013 at 10:49 PM
    • #15

    FYI, the server has been fixed so that people who haven't downloaded the map manually can now download it by simply connecting to the server.

    The issue may or may not have been due to myself accidentally commenting out a line in the server config.

  • Puddy
    • January 22, 2013 at 11:07 PM
    • #16

    Thanks Psy! And thanks to those who attended. I think that we might have to adress the low player count somehow in the future.

    When it comes to the actual map (3dnjs), I have some feedback. Before you continue with the art I think the overall layout needs to be overhauled. There are simply too many corridors and paths and some of them are far too narrow and claustrophobic. It is very hard to get a good sense of the layout and I don't think all these paths help to orchestrate any rewarding combat. In general, you want 3 main paths that can be connected in different ways. I don't want to get into too much detail on the current layout, as I think it's pretty flawed and needs to go reworked quite heavily.

    Visually, the map was pretty cool in places even though it's heavily WIP. But I think the areas aren't very well bound together. It's hard to decipher what kind of facility the map actually takes place in (there's some mixed signals). The corridors seem like they were built in a very improvised manner and every new room basically meant a new architectural style and lighting (generally research-facilities/bunkers etc are VERY planned out and a bit more homogenic).

    All in all, I think there's potential in the map. For example, it's cool that it's a close combat oriented map and the setting is pretty interesting (reminds me a bit of de_prodigy actually). But it needs more work.

  • ElectroSheep
    • January 22, 2013 at 11:43 PM
    • #17

    Thanks Puddy.

    The cs1.6 version of the map was more simple without the whole paths with the vents. Maybe I should try this. I remember when we played on this map (5 years ago weee ) paths were too busy when we were playing with more than 16 players. That's why I added vents. Anyway the source version of the map was more an art test to map a map scary.

    I'm actually thinking about making some path wider (the big bunker corridor with those purple crates) but I think i will keep the underground part narrow because it's something I like.

    For the art, I just seriously worked the hostage lab part and tested a bit some bunker areas but, hey, don't be so serious on this one, this is very rushed

    Also sorry for hostages but the nav file was rushed just before the playtest.

  • FMPONE
    • January 22, 2013 at 11:55 PM
    • #18

    Could we do another test on Wednesday at 3pm eastern?

  • Squad
    • January 23, 2013 at 12:21 AM
    • #19
    Quote from Puddy

    Thanks Psy! And thanks to those who attended. I think that we might have to adress the low player count somehow in the future.

    I'm sorry, couldn't attend, celebrating birthday Should be able to make it on one of the next sessions again though!

  • Puddy
    • January 23, 2013 at 6:33 AM
    • #20
    Quote from 3Dnj

    The cs1.6 version of the map was more simple without the whole paths with the vents. Maybe I should try this. I remember when we played on this map (5 years ago weee ) paths were too busy when we were playing with more than 16 players. That's why I added vents. Anyway the source version of the map was more an art test to map a map scary.

    I'm actually thinking about making some path wider (the big bunker corridor with those purple crates) but I think i will keep the underground part narrow because it's something I like.

    To me, it's not just the vents (though they play a VERY big part of the map's problems imho). Also, keep in mind that if you play competitive you've got team collisions and they can SERIOUSLY hinder players in those really tight corridors. Just something to keep in mind.

    Quote from FMPONE

    Could we do another test on Wednesday at 3pm eastern?

    Do you mean today or next wednesday? I won't be able to attend today unfortunately.

    Quote from Squad

    I'm sorry, couldn't attend, celebrating birthday Should be able to make it on one of the next sessions again though!

    No need to be sorry, that comment wasn't directed at anyone individually. People can't always attend, it's as simple as that. When I said it, I meant something like looking into expanding our player pool. We are just too few Mapcorians interested in CS:GO to get consistent player numbers.

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