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MapCore CS:GO Playtesting 2.0

  • Puddy
  • January 17, 2013 at 6:23 PM
  • qbahamutp
    • May 1, 2013 at 9:20 AM
    • #281

    Glad I picked up on this in time. Will be there!

  • OrnateBaboon
    • May 1, 2013 at 9:14 PM
    • #282

    de_chinatown - Sweet little map! Some sight lines need blocked off, and there should be some more cover generally I feel near the middle, but really fun. Atmospheric too, and easy to learn.

  • Mazy
    • May 1, 2013 at 9:35 PM
    • #283

    Aye de_chinatown was fun, wouldn't mind a little bit of verticality tho. Also the restaurant entrance felt pretty awkward from the T's side, there's something about the way the windows were placed and the items around there. But yeah, overall a really fun small map, had some pretty fantastic moments.

    Really like de_venezia too, but it still feels like it's got the same issues that it had earlier, and in some cases it's gotten worse.

    The area between A and B (CT start) still feels like it could be a bit more elegantly put together. It's not that intuitive determining the proper way through. Maybe try and do some more 45 degree angled stairs and paths around this area? Also A is too big and doesn't really feel like it has any exciting features. Maybe add a canal and bridge, play with the venice theme a bit? I quite like B.

    Otherwise I really dig this map~

  • OrnateBaboon
    • May 1, 2013 at 9:39 PM
    • #284

    You read my mind about A! Bridge and canal will be incoming. Yeah, agree overall with the other stuff. Sites and some other areas need more basic work.

  • FMPONE
    • May 1, 2013 at 10:41 PM
    • #285

    I only got a chance to play venezia, but I would say I generally enjoy playing it now except for the wide route for T's to B, it seems way too big and awkard. the wide route to A is also a little funky with all the boxes stacked up all akwardly, but generally it's not bad.

    overall I like playing the map, looking forward to what you do with it visually

  • OrnateBaboon
    • May 1, 2013 at 11:06 PM
    • #286

    Yeah, totally fair crits. There is a lot of old stuff in there from previous versions, that have not been incorporated properly into the layout adjustments.

  • selmitto
    • May 2, 2013 at 3:04 AM
    • #287

    de_venezia

    There's a weird wall corner near the central choke point/ bridge/ corridor that could receive a retouch

    That narrow mid corridor is good but at the same time it's very risky to get in there. Easy to get flanked and killed. Will the walls around it be spammable? A nagev can be the king there!

    Leaving the T spawn and going to the right, there's a cornered area with a few boxes. IMHO there's too much empty space there.

    Overall, the map plays very well it was very fun to test it today!

    de_chinatown

    The feeling I got after playing several rounds today is that T suffer a lot to reach the bomb sites. In fact, I can't recall of a single time when the T planted the bomb (though I couldn't stay until the end of the playtesting session). The CTs push too soon, so I would suggest to add more cover for the T to leave the respawn point and have more chances to complete their objective.

    Also, I noticed that CTs often owned the Ts through three different routes, lol.

    I also liked how this map played and I think it has a lot of potential. Good theme!

  • PogoP
    • May 2, 2013 at 12:21 PM
    • #288

    Both maps are really great and have a lot of potential.

    Venezia:

    - The middle section felt very messy and I would struggle to imagine how that layout would make sense in the real world. Is it a house, or what?

    - The section on the left hand side of the map (take a left from T spawn, towards B) feels a bit open and some space is wasted. Might be good if there is more cover around near the door. Feels like there is some space wasted to the left of this room as you enter it from T spawn. I think it made more sense before when the stairs were angled differently.

    Chinatown:

    - Way too CT biased that it actually got a bit annoying to play as Ts. I would push CT spawn back some more or somehow adjust the timings so that Ts can safely enter the courtyard to the right and the chinese restaurant to the left, before CTs get there. From there, they can struggle to push on, and that's ok. But Ts cannot even get around the corner into either one without running into a load of CTs.

  • OrnateBaboon
    • May 2, 2013 at 4:21 PM
    • #289

    Yeah, mid is messy, especially for new players. It will receive some work in the next build. Thanks for the feedback guys. Appreciate it

  • Puddy
    • May 2, 2013 at 7:19 PM
    • #290

    Venezia

    • CT spawn and it's connections need to be simplified and readable.
    • Both bombsites need some work. The one at the church (always forget which one it is... B right?) has this square block right in the middle of it. That block feels a bit big and awkward. The A site bomb placement is a bit wonky. You should probably move it closer to the middle of that area. Rotation times are still reasonable if that change is made.
    • The path leading to T's left flank should be moved closer to T spawn. CT's pushing through mid can get to it superfast and they can hit a bit too hard and too fast in the rear of T's pushing the left flank.
    • The outdoor area on the left flank (on T side) is a bit large and doesn't really fulfill a purpose. You should reduce the size of it!
    • The old balcony in the mid should be blocked off as players expect it to be accesible.
    • All things considered though, it's a solid map that offers quite a lot of fun!

    Chinatown

    • This is in no ways a traditional counter strike defusal map. It plays more like a demolition map (smaller, faster engagement times, more interconnected routes etc). If this is a problem, then you should probably do something about it. But the map itself is fun as it is and if you're not concerned about following tradition then it's all good!
    • You should check your timings. T needs to get slightly farther before facing CT. Right now. CT could set up very good positions and pressure T very easily as well.
    • You should consider closing off some windows/paths at strategic locations. Everything is very connected as-is and you never ever have to commit to a route. Also, there's a tendency that the teams run in circles since the layout allows it.
  • Skybex
    • May 6, 2013 at 1:15 AM
    • #291

    Sorry for such a late reply, been away for a bit.

    Got some valuable feedback from the test on Wed, in the next version I will tweak the timing some more. On such a small map its quite hard to get the timings right so the testing really helped.

    Quote from Puddy

    This is in no ways a traditional counter strike defusal map. It plays more like a demolition map (smaller, faster engagement times, more interconnected routes etc). If this is a problem, then you should probably do something about it. But the map itself is fun as it is and if you're not concerned about following tradition then it's all good!

    The intention is to not be very traditional, just a small map somewhat similar to demolition but allows for most of the tactics from a proper de_map that cs players are used to. And something that can be fully enjoyed with quite low numbers without having to switch to an fy_map or something similar.

    Also in the next build I will close off some of the windows and make it a little bit more predictable where players will appear from.

    Will try and get a new build ready as soon as possible.

  • OrnateBaboon
    • May 8, 2013 at 3:12 AM
    • #292

    Hey guys. I have spoke to Puddy, and he has agreed to arrange a playtest on Thursday of my map - de_venezia (lots of changes based on feedback!) and de_chinatown (an already fun small bomb map) link here

    The time is 21:00 CET (20:00 UK)

    See you then!

  • Puddy
    • May 9, 2013 at 6:59 PM
    • #293

    Game time in 1 hour, guys!

    77.246.163.251:27015

  • Mazy
    • May 9, 2013 at 7:43 PM
    • #294

    Oh snap I forgot about this, I was supposed to go somewhere tonight but that got cancelled. I'm in!

  • Puddy
    • May 9, 2013 at 7:59 PM
    • #295

    Server is updating but it'll be done in a sec guys!

  • JeanPaul
    • May 9, 2013 at 7:59 PM
    • #296

    Come in br0s

  • OrnateBaboon
    • May 9, 2013 at 8:02 PM
    • #297

    Anyone else unable to see the server?

    edit - sorry, never saw Puddy's message.

  • General Vivi
    • May 9, 2013 at 8:02 PM
    • #298

    anyone going to join group chat?

  • Puddy
    • May 9, 2013 at 8:21 PM
    • #299

    Join up!

  • TarrySruman
    • May 10, 2013 at 8:14 AM
    • #300

    Venezia

    I really liked the main combat areas (mid, the routes between and before the bombsites) but I didn't like the bombsites themselves. They were pretty small and flat, and the actual planting zones were really tiny and oddly placed, especially at A. Also a minor complaint, but it seemed like the way the spawns were oriented made very few terrorists take the direct route to A, since you have to make an awkward u-turn to get there straight out of spawn. Overall fun though.

    Chinatown

    Really intense and a blast to play. Feels much more like a deathmatch than a defuse match, but I gather that you intended that. I think that the best change would be to give the terrorists a little more cover in the real big alley on the edge of the map, since it was kind of a sniper deathtrap whenever I went there. Didn't notice any glaring layout issues, so just keep on testing for balance and you've got a great map.

    Transit

    Wow 0/10 worst map what loser made this

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