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MapCore CS:GO Playtesting 2.0

  • Puddy
  • January 17, 2013 at 6:23 PM
  • CoolGuyCSGO
    • March 12, 2013 at 12:29 AM
    • #141

    Hello everyone good to meet you guys

    I'll be there playing all of your cool maps!

    Hopefully the beta test is still going on around 5 p.m. PT that's when I get home from class

    So here it is, a map i've been working on for a little while, my first full-on project for any game, so here it is, I know I suck at mapping

    It's titled de_capistrano and it's in the beta 4 and i'll have it completely updated by tonight. It needs testing.

    http://steamcommunity.com/sharedfiles/fi…s/?id=131179675

  • ElectroSheep
    • March 12, 2013 at 5:04 PM
    • #142

    So maps are :

    - cs_siege_go_rc2_v1

    - de_ruins_a2

    - de_seibal_a3

    - de_manufacture_a1

    - de_capistrano_b3

    Server is ready but as I'm too late to give maps to Psy for server download, I made a Zip with all maps in this address :

    http://www.minerality.fr/private/MapcorePT0312.rar

    Please download it for safe (don't know if psy will be available soon) i'm waiting for you in the chat.

  • ElectroSheep
    • March 12, 2013 at 10:27 PM
    • #143

    So my thoughts about this session :

    - de_capistrano_b3 :

    Gameplay : Nice layout with some cool ideas but lack of a radar because the map is full of small paths and windows. Some of them felt a bit useless as I didn't see them used. I didn't even know there were a vent. Also the main window is a cool idea but T are really quickly in it.

    Visual : It's an inferno like map but a bit too much, lot of thing in common. You should consider working on a stronger identity.

    - de_manufacture_a1 :

    Gameplay : Layout seems to work but the whole map looks big as ct took a long time to fall back on the good site. The outdoor site is really good, I like the one way fence and middle did it's job. But I don't have a lot of good memories from the indoor site.

    Visual : I saw your wip in the wip thread and it's a good start, nice lighting.

    - de_seibal_a3 :

    Gameplay : a large part of the map is hard to learn but bomb sites have some good point. A seems strange at first but the possibility to drop the bomb on 2 different side make it unique and the window add a touch of skillshot int his place. Just try to make the bomb sire more obvious because at first I was thinking it was above me. B is correct and interesting enough. But the rest of the map that need to be rework, maybe too many path as you have a lot of vent sized hole and a lot of cuved stairs and corridors.

    Also T spawn should be change by something not so close from B site, should be easy to do.

    Visual : Alpha state is obvious but you should consider using dev texture for this state of alpha because it's help player being concetrate.

    Thanks for this test anyway, it was long and interesting. maybe more FB soon but I'm tired now ^^'

  • CoolGuyCSGO
    • March 13, 2013 at 12:14 AM
    • #144

    Now is the server still running the playtest? because I just got back from school >

  • CoolGuyCSGO
    • March 13, 2013 at 12:18 AM
    • #145

    And thanks for the feedback on my map, I went with an inferno style, but it hardly looks the same, remember, I'm not using any custom content, and a lot of the textures are from gg_tibet and de_inferno blended together. I could go away from my original concept but that would just frustrate me. So for now I'm going widen the window panels by ct making them to be more useful. and for the T bell tower room, I made it so they could potentially pick off any CT's running into the bombsite or mid. The map does need more work, but I feel the overall visual aspect of it is fine considering it hardly looks like inferno brush wise, texture wise, sure. I was going for a Spain look to my map anyways, thanks for the critisism, I need more of that

  • FMPONE
    • March 13, 2013 at 12:18 AM
    • #146
    Quote from CoolGuyCSGO

    Now is the server still running the playtest? because I just got back from school >

    No

    I missed it as well, also because of school. Oh well, looking forward to the next one

  • CoolGuyCSGO
    • March 13, 2013 at 12:24 AM
    • #147

    same here man oh well

  • DrywallDreams
    • March 13, 2013 at 3:23 AM
    • #148

    - cs_siege_go_rc2_v1

    I think it was pretty good, but we didn't really get a chance to try it. I would like to try it more at another time.

    - de_ruins_a2

    I love the middle of it, it's very interesting with the bridge so high off the ground and everything, but the sites need a bit of work, A is pretty good, but I would do something about the double doors to it, it seemed to make it more CT sided. B was very T sided. I would probably add another way into the site as CT to try and make it more unpredictable for Ts.

    - de_seibal_a3

    Add some visual landmarks, the current look of it is really samey, thus pretty confusing. Dev textures also go a long way for readability. The spot above A was a little weird with how I couldn't get through it, but I could shoot through it.

    - de_capistrano_b3

    I would adjust the clipping so you can walk on the roofs and jump out the windows. I would consider adding some light to the window above B on the radar (The sites are labeled opposite) so you can see maybe a silhouette of an enemy, as it's currently very blind. I would also consider closing off a few spots, as it's a bit complicated at the moment. I would change any brush doors to prop doors just so they don't blend in to the rest of the map, it's more obvious that it's functional.

  • ElectroSheep
    • March 13, 2013 at 11:46 AM
    • #149

    Thanks Marcem

    I think I need to make it more clear but the Mid to A is not the best choice for terro. B to A with the bridge gave T an advantage on A and the Mid and I wanted this path to break the door protection for CT on A.

    So I wanted A powerfull for Ct on GA but easy to flank if the rest of the map is not good defended.

    i was surprised that B was T sided, I think it's more because the bomb is, after drop, easy to defend but maybe I need to provide more cool areas for CT. So it was the main GB access that is powerfull or the 3 paths from the middle ?

  • OrnateBaboon
    • March 13, 2013 at 8:16 PM
    • #150

    Good games! Will reply about the other maps at a later point once we have played them a bit more.

    Regarding the new route on cs_siege. Initially I thought it was a good idea, since it does give the CT's another route to get to the hostages and flank any onrushing T's. But I think that once the T players learn that the route is there, they will use it just as much as the CT's, and push through to control the office area, meaning that the CT's might avoid going this way altogether. There is also the possibility that the new route might spread out the combat a bit too much, meaning that the interesting clash point out in the open area, becomes less enjoyable. One of the great things about siege is that if both teams rush, they meet head on, and the fights are a lot of fun. But the new side route might dilute this.

    There is also the chance that the T's, knowing about this route, will simply not come out of the warehouse area, and just stay back and camp, because they don't want to get flanked by any CT's using the new route. Of course, I could be entirely wrong about all of this, since we never played the map for that long. But in any new tests, I think it is something worth keeping an eye on, because even though it is just a small side route, it could lead to big changes in the way the map plays.

  • ElectroSheep
    • March 14, 2013 at 8:19 AM
    • #151

    Thanks ornate, that s what I was afraid to. We tried this bebause I was sick to remove all my stuff withe first stairs

  • El Moroes
    • March 14, 2013 at 12:20 PM
    • #152

    Yep we tried this to see how it could change the game...but you're right. I also think this way is not necessary. Thanks.

  • DarkSlayer
    • March 14, 2013 at 3:34 PM
    • #153

    thought i had left a message with my feedback but it seems to be gone... o well il write it again:

    - de_ruins_a2

    really like the theme and gemometry of this map

    A site (left of T spawn):

    When CT's are AWP-less T's can get in very easily and once they have the site they can stop CT retake quite easily

    When CT's have the awp There is pretty much no point T's trying to eneter the site from T spawn, although mid is viable (if there is no awp at mid...)

    B site(right from T spawn):

    really liked how this site played, i have absolutely nothing bad to say about it at all, really like it

    Mid:

    Same problem as A site- too easy for T's to push when CT;s are awpless and then impossible once they do get an awp.

    Overall the map seems really nice just work on those sitelines and this map will be awesome

    - cs_siege_go_rc2_v1

    i dont really play hostage maps so much so i dont havwe as much of an opinoin.

    the theme and look of the map is REALLY nice, love the sewers

    seems like it will play really nice in 10v10 servers, for 5v5 its a bit too big.

    Also i really like the two seperate hostage rescue zones

    - de_manufacture_a1

    Overal layout of this map was nice, although CT's took a while to reach each bombsite.

    A site? (right from CT spawn):

    i feel this site didnt work ass intended, seems very CT sided as T is stuck pushing through a long narrow area to access the lower of the site and i didnt see the upper area being used

    B site?(left from CT spawn):

    really liked this site, didnt encounter any glaring problems whilste playing it

  • ElectroSheep
    • March 17, 2013 at 10:06 PM
    • #154

    Well thanks you for your feed backs Darkslayer I'm almost ready for another test. Is there anyone who want to test his map too ?

  • Squad
    • March 17, 2013 at 10:52 PM
    • #155

    I'd want to, if I'm available!

  • ⌐■_■
    • March 17, 2013 at 11:59 PM
    • #156

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  • OrnateBaboon
    • March 22, 2013 at 1:49 PM
    • #157

    When are we planning the next test? At the very least, cs_siege and cs_museum could do with testing because of the new update to the hostage rescue mode

  • Kinky
    • March 22, 2013 at 1:56 PM
    • #158

    Id appreciate another test of 747 because of this also. No rush, just whenever theres a week with less maps to test

  • OrnateBaboon
    • March 22, 2013 at 2:00 PM
    • #159

    Of course, how could I forget 747! The last test was a lot of fun. I think the new update should have a really positive impact on the map, since it should make the tighter areas easier to navigate.

  • Kinky
    • March 22, 2013 at 2:34 PM
    • #160

    Exactly my thoughts, and thanks, I missed the last test ¬___¬

    Maybe i should actually do some work on it before it gets tested again though, ill see if i can find time to make at least one meaningful change... like maybe modelling a decent airline chair.

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