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MapCore CS:GO Playtesting 2.0

  • Puddy
  • January 17, 2013 at 6:23 PM
  • El Moroes
    • April 23, 2013 at 7:47 PM
    • #241

    I'm eating and I'll coming

  • FMPONE
    • April 23, 2013 at 7:50 PM
    • #242

    can't wait!

  • Puddy
    • April 23, 2013 at 7:58 PM
    • #243

    GOOOOO!!!!!

    77.246.163.251:27015

  • Mazy
    • April 23, 2013 at 9:22 PM
    • #244

    Really dig de_italian, already feels like a pretty tight layout. The area between in the top A and B is a bit confusing tho, I think it could benefit from being streamlined a bit (ex. shortening the route the stairs behind B), and A possibly has too few entrances.

    cs_siege is cool as well, but I do agree with the comments about it being confusing. Especially the sewers feel like they could really benefit from having some clear landmarks or sections to differentiate them better (lighting, coloured materials or something to differentiate the entrances better).

  • OrnateBaboon
    • April 23, 2013 at 9:27 PM
    • #245

    Mazy - thanks for the feedback. I agree. I have brutally vised off all the areas so I can pack them with detail. With the stairs route, I think I went a bit too far, and it is a concern I had before, but never had time to change it. Regarding A, yeah, it is a definite possibility, though I will leave it and see what happens in future testing.

    Siege - I like the map, but agree that the sewers can get a bit confusing if you don't know the layout. I really like the route into the sewers for CT's. Glad to see I never lost any health when I dropped into the water, which was a concern when I saw the screenshots before.

  • Puddy
    • April 23, 2013 at 9:45 PM
    • #246

    Feedback time!

    Venezia

    A solid first layout. The basis is definitely there, so it's time to refine it! You probably picked up a few things during the playtest. Anyway, here's my critique/ideas!

    • Rotation between bombsites is actually pretty damn balanced imho. I'd say keep things roughly the way they are except...
    • ... for the route that goes BEHIND CT spawn to B. This route should be made more intuitive and shorter.
    • Route to A is hella-boring as mentioned previously.
    • Mid needs to be simplified, but the overall layout should be roughly the same. It worked well I think.

    Siege

    The theme here is simplification!

    • Don't use the vent solution. It's forced and doesn't fit well with the map's layout.
    • Shorten and simplify the sewer route as much as possible (you could try removing the part of the sewer that leads to CT spawn and moving the hostage rescue zone just outside the outdoor building).
    • Remove the ladder at the elevator shaft. It's redundant and looks weird.
    • Make the sewer exit more CT-friendly. Right now, when they leave the sewers they are at the bottom of a pit surrounded by high ground... it's pretty brutal.

    That's all for now, keep up the good jerb all!

  • OrnateBaboon
    • April 23, 2013 at 9:57 PM
    • #247

    Hey Puddy.

    Lol! Yeah, route to A is pretty boring. No one wanted to go that way. I got ideas for that, which should work okay. Mid will get worked on some more most definitely. Was a little unwieldy.

  • PogoP
    • April 23, 2013 at 11:22 PM
    • #248

    It's so cool to see so many awesome maps coming from Mapcore. Great job guys.

  • Vilham
    • April 23, 2013 at 11:47 PM
    • #249

    Might possibly have a white box the next time you guys test.

    Like I said before Ornate, needs a high visible landmark in the centre to orientate off.

  • OrnateBaboon
    • April 24, 2013 at 12:16 AM
    • #250

    Vilham - yeah definitely. Got those planned

  • Mazy
    • April 24, 2013 at 9:12 AM
    • #251
    Quote from PogoP

    It's so cool to see so many awesome maps coming from Mapcore. Great job guys.

    Yeah, loads of kickass levels being pumped out right now. GJ dudes~

  • Puddy
    • April 24, 2013 at 6:25 PM
    • #252
    Quote from Mazy

    Yeah, loads of kickass levels being pumped out right now. GJ dudes~

    Reminds me of the gold(src)en days of mapping!

    In other news I'm planning on hosting a playtest of Agency a last time before artpassing it. The layout has changed somewhat and I'd really like to confirm that it's ready for dat sexy rick art!

    I'll be hosting it on the server tomorrow, Thursday, at 21:00 GMT+1 (20:00 GMT)!

    See you tomorrow hopefully!

  • Puddy
    • April 25, 2013 at 6:59 AM
    • #253

    Okay guys, Ornate has a new version of de_venezia! So we'll playtest it tonight too! See you at 21.00 GMT +1!

  • ElectroSheep
    • April 25, 2013 at 3:33 PM
    • #254

    I may be there this time If we havesome time, can we play some round on Sige just to seewhat are you talking to ?

  • Puddy
    • April 25, 2013 at 3:47 PM
    • #255

    Sure thing 3dnj!

    That means the line-up for tonight is:

    - Agency Alpha 5

    - Venezia Alpha 2

    - New CS_Siege

    See you later guys!

  • Squad
    • April 25, 2013 at 4:47 PM
    • #256

    Damn, I didn't notice there was a playtest earlier this week. Probably won't be attending tonight either, but have fun!

  • Deh0lise
    • April 25, 2013 at 6:03 PM
    • #257

    I'll try to join you at least for 40min, this playtesting idea is a really cool iniciative!

    P.S Do I have to download something before 21:00 or does it download automatically from steam?

  • Kinky
    • April 25, 2013 at 6:13 PM
    • #258

    Its automatic

  • Puddy
    • April 25, 2013 at 9:46 PM
    • #259

    Thanks for another fine playtest! Also, it's a shame that there's a bit of player dropoff after the first map. Perhaps we should always split tests into max 2 maps per night?

    Looks like the server didn't allow new connections after siege, as both me and my friend got

    "GameTypes: could not find matching game type "".

    CSysSessionClient: Cannot join lobby, response 2!"

    Will look into it for next time!

  • ElectroSheep
    • April 25, 2013 at 10:15 PM
    • #260

    Nice playtest guys I hope we will talk together one day on the server

    So Agency :

    Balcony :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-25_00004.jpg]

    Cover :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-04-25_00005.jpg]

    I like the whole gameplay of the map, a cs office with more height.

    Venezia :

    looks good but some place looks a bit off, like the A path from T to A And the second paths from CT to B

    Also, boths bombsite are really far from each other.

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