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MapCore CS:GO Playtesting 2.0

  • Puddy
  • January 17, 2013 at 6:23 PM
  • Skybex
    • May 10, 2013 at 10:57 AM
    • #301

    Had loads of fun playing finally with a decent ping.

    Venezia


    I mostly have to echo what Tarry had to say, I loved mid and its connecting routes as well as the chokes and hold off points. But the bomb sites need work to be more interesting and combat friendly. And yes A route was very under used. Also I heard someone in voice saying that the map felt too complicated, but I would have to disagree, I enjoyed having an option for almost any situation that was presented. Probably its just all the high walls at the moment making you feel closed in.

    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

    And then?

    Transit

    I also had loads of fun on this map as well, but I fear in the hands of the public it will be Ts getting owned every round by AWPers, especially at B site. The combat distance was so long that AWPers would dominate, and it was very hard to get smokes off accurately at that distance, and frags/flashes would blow before they have reached the enemy.

    Underpass is a nice touch, but i would have liked to see a more direct connecting ground level route as well. When going from A to B as a CT, if the bomb is already down your only real option is the underpass. But there is so many places that Ts can hide, as well as drop frags on your head without you seeing them.

    I did like A site, plenty of options to defend, as well as predictable ones so experienced players will know what to expect when entering. But again would like to see a more direct ground level route, the underpass has a 1.6 dust 1 element to it where as a defender you see the players feet long before they can see you.

    I loved the timing of the map, when running from spawn you knew precisely where to expect enemy encounters, and the A area had good options to use smoke and fire grenades. Also, even though its a somewhat large map, its easy to learn in just the one round.

    In a nutshell, I like A, B is too big/open, underpass is too dangerous.

  • Puddy
    • May 10, 2013 at 7:52 PM
    • #302

    Venezia

    I'm not a huge fan of the new mid, I don't think it's as good as the last one. The old one had some really good tension as you didn't know if enemies would go upper/lower. Also, the connectors to the left and right flank from mid aren't as solid and tight as they used to be. I really, really think that you should cut the underground connection between mid and B. It makes the layout slightly too mazey and unfocused.

    The bombsites are a bit generic right now and it'll probably require some work to get their design down, but I'm sure you can pull it off. Lastly, T spawn is a bit cramped and is biased towards turning left/mid, you should make it larger and "unbiased".

    The map is still promising as fuck!

    Chinatown

    Some line of sights have been blocked and the map plays tighter now. As I said before, it's not a traditional de_ map but it's fun. Can't recall any major issues during this last test. Slight CT bias I guess (as both teams managed to pull more rounds as CT).

    Transit

    The map felt slightly too large, not perhaps in total size but in the scale of all the areas. AWP's are waaaay too powerful. The mid area is really confusing and didn't offer any solid encounter gameplay. I believe you have to go back to the drawing board a bit for the layout. Keep the large underpass connector, it was very cool and iconic. I'm assuming the layout is supposed to be some large-scale construction site? That's a great theme as it can easily bind together a layout and allows you to design areas in a way that would perhaps look odd in any other setting (half-finished structures/walls, randomly placed construction vehicles etc). The layout and premise has promise, but the current layout is far too flawed. I look forward to playtesting the next version!

    All in all, great work guys and let me know when you have new versions of your maps and want them tested. I apologize for the slight delay when the server updated btw!

  • Squad
    • May 13, 2013 at 6:24 AM
    • #303

    Can we have another playtest of de_ali?

  • Puddy
    • May 13, 2013 at 7:18 AM
    • #304
    Quote from Squad

    Can we have another playtest of de_ali?

    No.

    [Blocked Image: http://i.imgur.com/Q8T7081.png]

    Sure, anytime. Let me know when!

  • Skybex
    • May 13, 2013 at 1:18 PM
    • #305

    Chinatown is also ready for a test, but I am only around until Wednesday.

  • 'RZL
    • May 13, 2013 at 2:44 PM
    • #306

    I would also like to have a playtest of de_bermuda, if it's cool with you guys.

  • Skybex
    • May 13, 2013 at 4:53 PM
    • #307

    I get "That item does not exist. It may have been removed by the author." when clicking that link

  • 'RZL
    • May 13, 2013 at 5:29 PM
    • #308
    Quote

    Current visibility: Friends-only | This item will only be visible in searches to you, your friends, and admins. However, anyone with a link may view it.

    Seems like this doesn't work the way it's supposed to. I've set it public now.

  • Puddy
    • May 16, 2013 at 11:28 AM
    • #309

    New thread sticky:d here

    Discussion continues in that thread, see first post for playtesting info!

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