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MapCore CS:GO Playtesting 2.0

  • Puddy
  • January 17, 2013 at 6:23 PM
  • FMPONE
    • February 26, 2013 at 11:05 PM
    • #101

    3DNJ's jungle map:

    Liked this one a lot. I thought the mid feels extremely iconic already. The A bombsite is really cool too, although I think as Mazy pointed out the flank is a bit dorky. The B bombsite needs an overhaul and it needs to be less CT-favored.

    All in all this was a really fantastic map and I think it's got the potential to be a true, solid de_ map.

    your other map... well, lets just pretend that never happened I think it somehow manages to do everything wrong all at once, in terms of being completely maze-like, cramped like a basement, a hostage map (trust me people hate these, I know from experience), weird theme that people have questions about... best to focus on your great de_ map, which is what people want anyway. You'll go far with that one.

    Ali:

    I think this was a fun map but it had some basic problems. Every single texture in the map seems ill suited for the map, not that htey are bad textures or the map isn't pretty, but it's got contrast overload to a crazy degree. You know those boring plain one color textures? this map needs to be using those to great effect. I think it should be white/yellow themed with yellow light.

    Speaking of light your pitch is way, way off. Right now its nearly horizontal, which results in almost the entire map being pitched in darkness. That's a sure way to confuse people and it isn't flattering for the visuals. Put it at about -67, instead of where it's at now, probably -15 or -20 I want to guess, if even. That's just too low. The ground textures also suffered from the contrast problem.

    Not to sound harsh, but your texturing on this one is just way off. I'd start from scratch with readability in mind. Readability is like when you have an action figure in front of a plain white sheet of paper. Right now you've got your action figure in a dark muddy soup of contrast, and it's harsh and tough to see people. The fog also begins too early. I'd additionally say that the balcony, while fun, is an obvious cut, but you already know that.

    This is a fun map with just obvious glaring issues that are really simple to fix, but crucial to fix if you want people to have a pleasant experience. Also boost the brightness on the map, it should be happier. Right now its a little gloomy.

  • Wail
    • February 27, 2013 at 2:45 AM
    • #102
    Quote from FMPONE

    Ali:I think this was a fun map but it had some basic problems. Every single texture in the map seems ill suited for the map, not that htey are bad textures or the map isn't pretty, but it's got contrast overload to a crazy degree. You know those boring plain one color textures? this map needs to be using those to great effect. I think it should be white/yellow themed with yellow light.

    Speaking of light your pitch is way, way off. Right now its nearly horizontal, which results in almost the entire map being pitched in darkness. That's a sure way to confuse people and it isn't flattering for the visuals. Put it at about -67, instead of where it's at now, probably -15 or -20 I want to guess, if even. That's just too low. The ground textures also suffered from the contrast problem.

    Not to sound harsh, but your texturing on this one is just way off. I'd start from scratch with readability in mind. Readability is like when you have an action figure in front of a plain white sheet of paper. Right now you've got your action figure in a dark muddy soup of contrast, and it's harsh and tough to see people. The fog also begins too early. I'd additionally say that the balcony, while fun, is an obvious cut, but you already know that.

    This is a fun map with just obvious glaring issues that are really simple to fix, but crucial to fix if you want people to have a pleasant experience. Also boost the brightness on the map, it should be happier. Right now its a little gloomy.

    I really agree with most these sentiments. The first thing I thought when I loaded into this map was, "How come there is a brick wall texture being used as a floor texture?" FMP is spot on pointing to too much environmental contrast. Due to the strong texture contrast the readability of the map is reduced, and just the overall aesthetic design suffers.

    I'm not entirely sold on turning this into a brighter/daytime map. I do like the attempt at bringing a nighttime environment into CS:GO -- Virtually every map is bright and sunny, even Aztec with rain falling down. But what you've got right now isn't working and you'll need to keep at it to get it looking right.

  • ElectroSheep
    • February 27, 2013 at 2:22 PM
    • #103

    Hey there ! It is possible to set up a quick event with my de_ruins map ? We played it only 1 time and I want to change a bit the b side because it's clearly the part that need rework

    if someone have Fb, don't hesitate !

  • Squad
    • February 27, 2013 at 10:32 PM
    • #104

    3Dnj: I'll be happy to join if I can

    FMPONE and Wail: thanks for the feedback! I've replied in as to not derail this topic too much.

  • Kinky
    • February 28, 2013 at 2:26 AM
    • #105

    If im available ill test anything whenever, just drop me a message on steam if im needed.

  • DrywallDreams
    • February 28, 2013 at 3:22 AM
    • #106

    I'd be up for a test soon, I have a layout I've been waiting to test for a while.

    https://docs.google.com/file/d/0B3WaQC…dit?usp=sharing

    I was confused as to what exactly I should be including, so I have bz2s of the bsp and nav as well as the plain versions.

  • DarkSlayer
    • March 4, 2013 at 1:13 PM
    • #107

    My map de_seibal for playtesting: http://steamcommunity.com/sharedfiles/fi…htext=de_seibal

    roughlayout only looking forward to playing other peoples maps as well

  • FMPONE
    • March 4, 2013 at 1:37 PM
    • #108

    Cool! Welcome DarkSlayer, looking forward to testing what you guys have got for us.

  • Puddy
    • March 4, 2013 at 8:32 PM
    • #109

    We need a new server admin / playtesting host. I usually come home quite late nowadays and won't be able to attend as much as necessary.

    Any volunteers?

  • FMPONE
    • March 4, 2013 at 9:16 PM
    • #110
    Quote from Puddy

    We need a new server admin / playtesting host. I usually come home quite late nowadays and won't be able to attend as much as necessary.

    Any volunteers?

    I would be happy to, when I'm available. Sometimes you guys schedule them for what for me is mid-afternoon, and I'm just getting out of classes then. But normally I think it could work.

  • Kinky
    • March 5, 2013 at 12:13 AM
    • #111

    If theres no-one who can do the job full time i (like FMPONE it seems) will volunteer my services when i can. Playtesting seems to be 9pm gmt weeknights which is mostly good for me.

  • ⌐■_■
    • March 5, 2013 at 11:55 PM
    • #112

    would be awesome!

  • ElectroSheep
    • March 6, 2013 at 10:38 AM
    • #113

    For when the next ? i'm ready

  • ElectroSheep
    • March 6, 2013 at 12:31 PM
    • #114

    it would be great if we can do this tonight a 21

  • FMPONE
    • March 6, 2013 at 1:51 PM
    • #115

    I'm down for 21!

  • Puddy
    • March 6, 2013 at 2:41 PM
    • #116

    I can't host today (nor will I have time to hand things over to FMPONE). If Psy's available he can maybe arrange things!

  • ElectroSheep
    • March 6, 2013 at 4:36 PM
    • #117

    Ho god I'm late, here is mine if there is a playtest tonight :

    http://www.minerality.fr/private/MapcorePT0306.rar

    Need to leave, my people need me !!

  • Psy
    • March 6, 2013 at 7:29 PM
    • #118

    By 21:00 you mean 8pm GMT, right?

  • ElectroSheep
    • March 6, 2013 at 8:00 PM
    • #119

    Ho I just learnt that GMT was the Greenwich time

    Yeah it's that.

  • ElectroSheep
    • March 6, 2013 at 8:07 PM
    • #120

    Well I guess tonight it was set in a hurry

    I would like to propose my service to make test sooner every week, this can also go on a Mapcore weekly fun game at home of hurg.

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