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MapCore CS:GO Playtesting 2.0

  • Puddy
  • January 17, 2013 at 6:23 PM
  • ElectroSheep
    • March 28, 2013 at 11:09 AM
    • #181

    haha, thank you bro So is it bright enough ?

  • FMPONE
    • March 28, 2013 at 1:47 PM
    • #182

    Probably not, but I'll wait until there's more to say for sure

  • leplubodeslapin
    • March 30, 2013 at 12:27 PM
    • #183

    I think we are going to playtest my map later today. But ... don't expect too much from it please ^^' (especially because of gwalior which is definitely much more beautiful)

  • Puddy
    • April 6, 2013 at 12:16 AM
    • #184

    Hey guys!

    Since I got completely fed up with the old server (that Psy rented from INX Gaming), I've acquired a new one which should work a whole lot better. The IP is: 77.246.163.251:27015

    I'm planning on running a playtest tomorrow. Me and Rick are working on something and I'll hope you join in on the fun! I'll get back with an exact time but sometime in the evening.

  • Mazy
    • April 6, 2013 at 10:11 AM
    • #185

    Count me in~

  • Puddy
    • April 6, 2013 at 11:04 AM
    • #186

    Awesome! We've scheduled it for TODAY, 8 PM GMT+1 (Sweden, Germany etc) / 7 PM GMT (UK)!

    Be there guys!!! IP is, as said, 77.246.163.251:27015 and you can download the map from the server.

  • ElectroSheep
    • April 6, 2013 at 11:07 AM
    • #187

    Guys GUYS !! I really want to join, and with, why not, another iteration of my map.

    But GUYS. It's SATURDAY

  • Puddy
    • April 6, 2013 at 6:08 PM
    • #188

    Okay, 50 minutes until GO-time! Load yer guns.

  • Puddy
    • April 6, 2013 at 6:57 PM
    • #189

    Okay you guys, let's do this! Just join 77.246.163.251:27015 and you'll get the map. Srsly you guys, it's awesome!

    [Blocked Image: http://1-media-cdn.foolz.us/ffuuka/board/vg/image/1349/01/1349011325597.jpg]

  • Puddy
    • April 6, 2013 at 7:54 PM
    • #190

    Thanks for playing yall! Lemme know what you think. Naturally, we're planning a bunch'a'changes!

  • Squad
    • April 6, 2013 at 7:57 PM
    • #191

    These are the missing materials on the custom models.

    I will write up more detailed feedback about the map later

    [Blocked Image: http://users.telenet.be/gus/agency01.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency02.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency03.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency04.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency05.jpg]

    [Blocked Image: http://users.telenet.be/gus/agency06.jpg]

  • ElectroSheep
    • April 7, 2013 at 10:44 AM
    • #192

    Yeah Pakrat doesn't add models texture in the bsp automaticly.

  • kikette
    • April 7, 2013 at 12:00 PM
    • #193

    I think that we really should make a big playtest session with everyone's map and not only 1 map. I found that the play of yersterday was finally too short =l

  • OrnateBaboon
    • April 8, 2013 at 6:02 PM
    • #194

    Regarding cs_agency. I like the theme, and it has a strong sense of plausibility, with nice clean textures. It took a while to learn the layout, but once it was down, I began to have a lot more fun.

    There were some parts that I had trouble with. The main thing was that some of the routes seem to take a long time to get to where you want to go. The route in the garage for example, feels quite long, and if it were to remain as it is, feels like it would need another sub-route going up into the font area of the main reception, just so that it never felt that you were totally committed to pushing on into the lift shaft/deeper T side of the map once you got half way.

    The lift shaft itself also feels a bit too hazardous a route, given all the climbing of ladders onto platforms. I saw a couple of players climbing to the very top of the shaft, and not quite having an idea of where to go, then turning back round, and falling down.

    One thing I could suggest, though I have no idea if this is fitting with the idea of the map, is to make the main room, which feels like the focal part of the map, more like these images, which could give it a bit less of a rectangular feel. It is a similar style, so I think it could really work if just the bottom and the first floor were playable.

    [Blocked Image: http://www.skybex.com/home/me1]

    [Blocked Image: http://www.skybex.com/home/me2]

    [Blocked Image: http://www.skybex.com/home/me3]

  • Squad
    • April 9, 2013 at 6:19 PM
    • #195

    OrnateBaboon's reply made me realise I totally forgot to post further feedback, sorry!

    I agree with pretty much everything OB posted already. I would consider removing the underground garage route (or at least make it a lot less long).

    At the CT start, I would open up the front doors, it's kinda annoying if you need to manually open the doors (albeit it's only for a split second).

    Some doorways seemed kinda narrow. It wasn't a big problem at the playtest because collision was off, but if it'd be on it could be an issue.

    Interesting suggestion about the main room. It would make gameplay a lot more interesting if it wasn't just a rectangular shaped room. Plus, it would make it feel like the whole building is a lot larger if one or more floors were visible higher up (but not accessible).

    Overall it's a very enjoyable map Looking forward to future updates!

  • Puddy
    • April 9, 2013 at 8:41 PM
    • #196

    Hey guys, a lot of thanks for the feedback.

    I discussed the layout and it's ingredients heavily with Rick and we identified quite a few problems with it. In a way, I'm going back to the drawing board. I can reveal that I've already done something a bit game-changing with the atrium. It's not like that Mirror's Edge screen though. We'll see where it ends up! The garage is probably going to be scrapped (95,5%) in favor of something else. It was kind of a half-assed detour and the radar became confusing with so many floors on top of eachother.

    I'll try to get an overhauled layout down this week.

  • Puddy
    • April 13, 2013 at 12:29 PM
    • #197

    Okay, I've done a pretty large overhaul of the map using the feedback from last time! We're very eager to try it out and to see how it feels, so we've scheduled a playtest for tonight, 20:00 GMT+1 (19:00 GMT).

    Like last time, we'll be using our new server which is 77.246.163.251:27015. If you have a map you'd like to have tested, let me know ASAP and we'll give it a go at the same time.

    See you guys tonight!

  • Squad
    • April 13, 2013 at 12:35 PM
    • #198

    Can't make it tonight, but I'd love to have a go with it with offline play tommorow or so. Can you provide a download link?

  • Puddy
    • April 13, 2013 at 1:20 PM
    • #199

    Sure, I'll put one up later tonight. Just an FYI to everyone else, you can always download the map directly from the server!

  • Mazy
    • April 13, 2013 at 1:25 PM
    • #200

    Gah can't tonight :G~maybe have one early next week?

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