I really would like to play on De_rust and Favela too =)
MapCore CS:GO Playtesting 2.0
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Well, maybe I will be there, will know a hour before

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Kikette: We probably can't fit them in this evening, but we can schedule a test for them soon!
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GG all! Will provide feedback in a bit.

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Just some quick thoughts
cs_agency:
Love it. Only thing that felt perhaps slightly off was the placement of the tables w. monitors thats just up the stairs to the left of the CTs start. Felt like there were a few awkward fights around those. Otherwise I love this layout, great job dude. Polish polish polish!
de_ruins:
I like a lot of the areas, but overall it's a bit too complicated. The centre of the map is way too busy for my liking, but I guess that's kinda the point, being exposed there. Like the last time I tried it, then it feels just a tad too large. Getting from A to B felt like it took a bit too long, but maybe I missed a route.
Then there's obviously also the fact that CTs are camouflaged way too well on this level

de_print:
I sucked horribly on this map, but it has some nice things going on. Really like the area around B, but it felt a tad too busy with long sightlines. Everytime I went there I pretty much got insta killed from some random dude on the other end of the map. A is nice, and the de_nuke style vents from A to B are really cool (surprised 3Dnj with them at one point
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I casually found mapcore server playing de_print and joined (and left the last round -sorry guys). The ambience is really cool, there are a lot of details (even a mouse) and light is nice (specially the contrast with warm light on A and the blue light reflected on the ground, which gives the sense of cold).
It is fun to play and there is a lot of action, but I felt too insecure as CT. In bombsite B I felt surrounded by Ts, they can come from two closed doors easily, without much risk, and if they take the one outside they can peak through a small window that gives them a big advantage. It was hard for me to predict where they would come from some times, but I guess knowing the map well and playing with a team (with mic ad cover positions established) does help a lot. I think a box (or metal plate) on platform fence, close to the upper metal red structure, might prove useful to control the first B door. I guess covering positions are one metal window, and two truck, one looking the door and the other one long B route.
Bombsite A is also nice for Ts, there are two different routes (+vents), and I guess cover positions would be window and platform (or corridor), as there is not enough cover closer. For my taste CTs need another box to cover their legs, just like Ts in the long route (they've got a wooden box in the longest route and stairs). Window spot is nice to cover column route, but I'm not sure about how the CT there would handle vents + column attack, or even two vents.
Overall a great map, it is faster than most de_maps, as the size and the two vents reinforce switching bomsites fast and make it more action paced.I really like it and I'd play it again if I had the occasion, so nice one

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De_ruins
Like de_print, I think there's slightly too many paths, nooks and crannies. At times it's hard to get a good overview. You should take a good hard look at every route and ask yourself what each route is supposed to provide for the map's gameplay, what the benefits/drawbacks of taking that route etc. CS Layouts are supposed to be relatively simple and no corridor or route should ever be redundant. For example, there are two underpass routes from mid to the B-bombsite. Let me know when you have a moment on Steam or e-mail me the vmf and I'll give you a few suggested changes if you want me to.
Also, as I mentioned in-game, the lighting and detailing is very noisy and very hard to read. I think you'll have to sacrifice the visuals a bit to make the environments playable and readable.In any case, the general layout is very promising and could really stand out with some polish!

De_print
As I hinted at above, I think the map has slightly too many routes and flanking opportunities, especially in the middle of the map. When I was playing CT I didn't feel like the T had to make a solid and strengthy push to move in on the bombsites, they just "leaked in" through the many possible access-points. The flow of the layout could definitely use some tweaks!
I liked the visual style of the map. It looked nice but was very helpful of the gameplay and there weren't any areas that were too noisy. I liked the outside "long" but it could perhaps be made slightly more narrow? It's veeery wide atm! All in all, it was an interesting layout and I enjoyed playing it.
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Hi,
Deh0lise, I just answered you on (i think pictures will help the gameplay compression to visitors of the page because of your great feedback)
Thank you Puddy for your feedback too. I think most of my answers to Deh0lise will explain you why I think the map doesn't have too many routes.
I see what you mean by a "leak of terrorists" ahah

It's true that there are many routes but the map is also quite small and fast, you can call some fast back-up to help you to maintain your position.
Smoke grenade, flashbang and molotov are also really important in a CS map and should help you a lot to keep terrorists away. You can also cover the bombsite B from multiple positions for example :
[Blocked Image: http://i.imgur.com/xOlhzvW.jpg]
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It might be a bit short notice, but we are thinking about playing tonight at 20.00 GMT+1 (19:00 GMT). I have done some larger changes to the layout, but I believe it's the last time I do, since everything is coming together.
I'll post a history of the layouts shortly! -
Okay, for those interested I've added a overview history in the spoiler tag below!
I hope it comes across that I'm not just making you guys play the same version!
The version we are playtesting tonight is Alpha 4.QuoteDisplay MoreAlpha 1:
[Blocked Image: http://i.imgur.com/Q6MgMh4.jpg]
This layout featured the parking garage which felt disconnected from the rest of the map (and it had a pretty wonky elevator connection to the rest of the map). As a result, it was dropped in later versions. This layout is larger than any other, since many playable areas were overscaled and the engagement distances were too long. Also, the map didn't have any decent sniping lanes. Finally, this is the only layout that was set in a brick building!
Alpha 2:
[Blocked Image: http://i.imgur.com/AnrrTRp.jpg]
In Alpha 2, I introduced a new flanking route that replaced the garage. The elevator shaft was removed completely (it used to be at the back of T spawn). Also, the brick building setting was replaced with that of a modern office building! A lot of areas were resized following playtesting of Alpha1, so the map felt a bit more correctly sized! Also, CT's left flank (with the staircase) was connected to the atrium, giving the map a proper sniper lane!
Alpha 3:
[Blocked Image: http://i.imgur.com/rKU7tJk.jpg]
In Alpha 3, the connection between the right route and the atrium was dropped. When they were connected, things became too much of a messy crossfire. Instead, the corridor just below the atrium was connected to the sideroute instead, which connected the map in a better way! Also, the staircase on CT's left route was moved closer to their spawn, so that they could gain elevation and push into the office area quicker. The office area was also redesigned to be slightly more favourable to CT. Lastly, the size of the atrium was reduced a bit more!
Alpha 4:
[Blocked Image: http://i.imgur.com/q5yPrGt.jpg]
In Alpha 4, I completely overhauled the CT's right side flanking route (the route that doesn't go via the atrium). I felt it was a bit flat and boring in previous versions, so I decided to remake it from scratch. Also, it connects to the T spawn in a different way (it doesn't go through the staircase behind T spawn anymore). As a result, the T spawn area had to be rebalanced and rebuilt! The outside area (CT spawn) was reduced in size. In addition, there has been lots of minor gameplay improvements and tweaks here and there!
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It's go time! Join up!
77.246.163.251:27015
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fun map puddy. looking forward to what you and rick_d cook up for us
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Yeah, fun map for sure. Clean and solid now. Nice to see the map get from the first version to this.
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Thanks guys! I'm gonna do some last tweaks and then it's gonna start receiving art. You won't see it for a while.

Next up we'll be playtesting OrnateBaboon's defusal map de_italian (WIP name?
)! We'll test on Tuesday 21:00 GMT+1 (20:00 GMT). See you then! -
The map was certainly fun. Couldn't find any issues aside from no clipping on the railings causing me to get stuck every 2 seconds.

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you should move the rescue zone from the alleyway back a bit, atm it just by the corner, making it a much safer way to go with a hostage than going out the main entrance
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Quote from Puddy
Thanks guys! I'm gonna do some last tweaks and then it's gonna start receiving art. You won't see it for a while.

Next up we'll be playtesting OrnateBaboon's defusal map de_italian (WIP name?
)! We'll test on Tuesday 21:00 GMT+1 (20:00 GMT). See you then!Yeah, wip in every sense. But I feel have spent a decent amount of time on the blockout, so really needs testing. A slightly older overview.
[Blocked Image: http://www.skybex.com/home/over]
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Moroes and me should be able to provide a new version of cs_siege for this playtest

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Fantastic
Send me a link to the latest versions of your maps at least 2 hours before the test! -
Go time in 15 minutes, get ready!
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Participate now!
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