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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • JeanPaul
    • July 24, 2013 at 8:44 PM
    • #201

    Yeah too bad, I really wanted to play Ix's compound.

  • OrnateBaboon
    • July 24, 2013 at 8:44 PM
    • #202

    Yeah


    we are playing cs_compound


    http://steamcommunity.com/sharedfiles/fi…s/?id=162368406


    No idea why it is not auto downloading.

  • General Vivi
    • July 24, 2013 at 8:49 PM
    • #203

    says' I'm missing the map, even though I've got it

  • General Vivi
    • July 24, 2013 at 8:51 PM
    • #204

    IF YOU GOT COMPOUND THROUGH THE WORKSHOP, AND IT's NOT WORKING FOR YOU

    REMOVE IT FROM THE WORKSHOP FOLDER AND PLACE IT IN THE MAPS DIRECTORY

  • blackdog
    • July 24, 2013 at 9:12 PM
    • #205

    Is there a way to download cs_compound manually? I'm subscribed but it doesn't download. It says it does, but then i get the error

    de_blackgold: ok i'm such a noob after all these years i missed playing CS, but I think design wise it needs a lot of reworking. Routes are quite clear, the problem –as other were saying in-game– there are way too many sight-lines to keep an eye on.

    Not a big fan of the scalable crates/containers on the CT side (which also allow to jump on B building roof – dunno if this in particular is a design choice), having someone pop-out of there is just too unexpected imo, since containers are perceived as the walls in this map... it would be like seeing someone running on top of the double-doors' archway in middle of Dust 2, makes sense? If an overlook position is needed in that area, I'd build some catwalk/platform structure, eventually going around some containers to provide some cover.

    Art: dunno how much of the material is final; I still like the yellow after playing it, but i think the texture needs to be much more dirty to be less glaring and more truthful to an oil platform.

    I still suggest to consider to color-code the routes, like Valve did in Black Mesa, with those wall textures with the stripe across to identify labs/floors. A more compact (less noisy) design plus 2-3 main textures, I think could bring benefit to the navigability.

    Hope there's something useful in my observations.

  • OrnateBaboon
    • July 24, 2013 at 9:25 PM
    • #206

    Sorry about the server not automatically downloading the maps. It has not happened before, but I think I know what the problem was.

  • blackdog
    • July 24, 2013 at 9:28 PM
    • #207

    Server crash? Server not listing

    OrnateBaboon: I dunno if you mean downloading the map when in-game, but that never worked for me before. Since i have CS:GO, it starts to download, then at the very moment it reaches 100% i'm prompted of an error.

    But it wasn't this instance though, the map was in the Workshop folder, so i guess it's a Workshop/map-config problem?

  • iwxanthi
    • July 24, 2013 at 9:37 PM
    • #208

    That was fun. Thanks for testing compound and feedback so far

  • OrnateBaboon
    • July 24, 2013 at 9:49 PM
    • #209

    blackdog - The workshop issue with cs_compound was my fault. I put it into the maps folder on the server - not the workshop folder. Normally that is fine since the maps auto download anyway, but because this time they never, it was a problem


    No idea why you can't download the maps at all though. I assume you can on other servers?

  • Squad
    • July 24, 2013 at 11:25 PM
    • #210

    It could be a steam workshop issue. I've had troubles automatically downloading updated maps from the workshop and after googling a bit it seems to be a common problem. Solutions seem to differ from user to user though. What worked for me was checking integrity of gamecache.

  • blackdog
    • July 25, 2013 at 12:07 AM
    • #211

    No, the problem i've explained here, i get it on any public server i've tried Not that I have tried all the servers out there, but i guess ~10 times is enough(?). I just started always playing with the matchmaking or on "only" servers.

    I assumed it's because of the Mac version, but seems ridiculous.

    Yesterday night it also happened i was kicked to the main screen after one changemap occurred on an official server, then every time i tried i was getting this version error (".pak not matching") as soon as a map was loaded. The error got fixed by verifying the game cache.

    Quote from Squad

    It could be a steam workshop issue. I've had troubles automatically downloading updated maps from the workshop

    You mean a map that has been updated, or a map that one would have already downloaded, and got updated? Because i subscribed to Compound just this evening.

  • selmitto
    • July 25, 2013 at 6:22 PM
    • #212

    de_blackgold


    I had a lot of fun playing this map. Though, I believe it'd be better if it had some routes removed.

    It reminded me of Call of Duty maps. Because of the so many routes, it becomes risky for the players to stand still as there would be a good chance for them being flanked by enemies from where they aren't looking. The result is: players running around and getting killed easily.

    I don't wanna sound as if I thought the map doesn't fit CS' playstyle, because I'm all up for maps with new ones. But I still think some routes could be removed and the map would benefit a lot from it.


    On the CT spawn there's a staircase that looks like it's possible to go down using it, but although its width makes me think that that's a possibility, it's blocked by a clipping brush. I'd suggest adding a grate or some prop there later.


    I love the theme (oilrig, fuck yeah) and the catwalks are awesome!


    cs_compound


    I really enjoyed the map! The hostages room are really well lit and they look beautiful. I believe the map would benefit if the outside area was a little shorter/ less open, you know?

    Ah, the hostages assets weren't present in my map (they were as big and red ERRORs), but I believe that's something to do with the fact I moved the map from the workshop folder to the map folder.


    I took some screenshots with more feedback:


    It looks like it's possible to hide in there. I'd suggest removing the clipping brush, or adding some prop to block that fitting the theme.

    [Blocked Image: http://cloud-3.steampowered.com/ugc/921268572064593583/46E18AC61D3511E27C3B88D0C33BA72A62EE1ECA/1024x640.resizedimage]


    The reflection on the water puds in the tunnel was a bit broken here. Does it happen in your games too?

    [Blocked Image: http://cloud.steampowered.com/ugc/921268572064618955/81557CE56825D54176D53E92FDF134004C2E87B3/]


    This is the T respawn point I mentioned. I respawned here a few times. If I walk backwards, I fall and lose 12 HP

    [Blocked Image: http://cloud.steampowered.com/ugc/921268572064656097/F689243BE486DCAFCE3BDC422EAF09AA88F18D09/]


    Suggestion: it would be nice to be able to jump on this crate and then jump on the container to cross the wall quickly... what do you think?

    [Blocked Image: http://cloud-3.steampowered.com/ugc/921268572064695010/0B1DE7A456DC1CE963CB826839496A0F508A2A42/]


    Great map

  • blackdog
    • July 26, 2013 at 1:47 PM
    • #213

    Yeah, in the end we played Compound, but I was able just to play a couple of rounds as T (and got killed early) and one pistol round as CT (then server crashed?).

    Looks pretty much the original map, with its pros and cons: wide open areas that makes it merciless; i guess the tunnel was added for that reason, but i didn't get a chance to go in it.

    CTs can already jump the fence on the right-hand side of the spawn, so I don't think the container other already mentioned should be climbable by a lone player, because with the tunnel, they have really a lot of ways to get in. Of course Ts can adjust and play accordingly, but then maybe some spots to camper in should be added(?).

    It all comes down to how close the map has to be to the original.

  • Puddy
    • July 28, 2013 at 8:29 AM
    • #214

    Next playtest is slated for Tuesday, the 30th of July at 21:00 GMT+1.


    Agency will be making an appearance! There's been some pretty major changes. As per usual, write in the thread if you want a map tested.

  • FMPONE
    • July 28, 2013 at 10:28 AM
    • #215

    Agency! Will it be all nice and arted up?

  • Puddy
    • July 28, 2013 at 10:50 AM
    • #216
    Quote from FMPONE

    Agency! Will it be all nice and arted up?


    Unfortunately, no. The artpassed version is in a separate file. I'm using a barebones version to playtest layout changes without messing things up.

  • FMPONE
    • July 28, 2013 at 1:06 PM
    • #217
    Quote from Puddy

    Unfortunately, no. The artpassed version is in a separate file. I'm using a barebones version to playtest layout changes without messing things up.


    >: (



    you and Rick should post some WIP images for the world to see !

  • OrnateBaboon
    • July 28, 2013 at 11:14 PM
    • #218

    cs_compound will also be in the test. The server was a bit messed up the last time, so when it came on there were only a few players present.

  • TarrySruman
    • July 29, 2013 at 7:06 AM
    • #219

    I'd like to add de_overrun to this too, but I want to make some tweaks so I'll send you a file tomorrow

  • Puddy
    • July 29, 2013 at 11:08 PM
    • #220

    That's 3 maps then! Which is the amount we tend to cap the playtesting sessions at.


    See you tomorrow, Tuesday, at 21:00 GMT+1 then!

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