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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • JeanPaul
    • September 10, 2013 at 5:51 PM
    • #381

    What is going on in here?? We havent even played it yet, jesus.

  • Stranger
    • September 10, 2013 at 5:54 PM
    • #382

    de_dispatch

    The concept for this map will prove to be somewhat unique or just plain broken.


    The idea is that both bombsites can see into each other and into mid. This is offset by the bombsites being large container crates that provide plenty of cover. Should be interesting to see how this plays out.


    (slightly outdated overview)

    [Blocked Image: https://dl.dropboxusercontent.com/u/1906363/Game…Overview_v5.png]


    Download link: https://dl.dropboxusercontent.com/u/1906363/Game…dispatch_v1.rar

  • JeanPaul
    • September 10, 2013 at 11:19 PM
    • #383
    Quote from Stranger

    de_dispatch

    The concept for this map will prove to be somewhat unique or just plain broken.


    The idea is that both bombsites can see into each other and into mid. This is offset by the bombsites being large container crates that provide plenty of cover. Should be interesting to see how this plays out.


    (slightly outdated overview)

    IMAGE HERE


    Download link: https://dl.dropboxusercontent.com/u/1906363/Game…dispatch_v1.rar

    Display More


    Hey so here are a few things I noticed in the test of your map: I am merely pointing out the problems I noticed in my play time


    1. mid has one entrance for T's almost exactly like in mirage, but your version doesnt have an alternate path going to B or A, so if you go right upon spawning, you are left with one option, and its a dangerous one at that.

    2. Having the bombsites visible from each other means CT can (most of the time) cover both sites from ONE site and thats not typically a good idea.

    3. Since the only route (not through mid) to the right bombsite is via that bridge OVER mid means that CT's can again block access entirely to the right bombsite via the left bombsite, also not a good thing.

    4. The far left flank into the left bombsite is via some stairs that only serve to put T's at a huge disadvantage because of the weird sightlines it creates.


    Good start, it just needs some more love!


    And now about my map, does anyone have any feedback to give me from today's test? So far the only feedback ive recieved was from Puddy and he said (summarizing) that it just needs some more chokey type areas - something I definitely agree with. But is there any feedback any else could give me?

  • Stranger
    • September 11, 2013 at 1:17 AM
    • #384

    Thanks for the feedback!


    As for your map, here are my thoughts:


    Outer bombsite

    • Too easy to defend once the bomb is planted
    • Maybe a bit too simple or there was too much cover
    • T's can bounce grenades off the silos to pretty much anywhere in that area, which is fine, but combined with how defensible it was already, made it even easier

    (Just and idea) maybe there could be a window or two inside that had narrow sightlines to a few places in the outer bombsite. That way you could have snipers provide covering fire and make the T's have to hide more while you have some rifles push into the site


    Inner bombsite

    • Very complex layout / hard to understand where people will be coming from
    • Too open / too many places to check all at once
    • No clear indication of where the entrances are
    • Bombsite itself is very open and dangerous unless the whole room is clear
    • Difficult to defend

    (Also just an idea) maybe you could change the main routes in and out of the site to a different texture, to give it some more obvious flow.

  • blackdog
    • September 11, 2013 at 2:24 AM
    • #385

    Good job guys, it would have been nice with a few more players, especially for JP's map that is quite large.

    I enjoyed both maps btw.

    de_dispatch

    Very easy map to learn, thanks to its size, and i think it plays well because of that too. That imo is good because you can safely enlarge it a bit to make space for the modifications you need to make it better.

    I pretty much second what JP wrote.

    I guess it's not build with a high level of competition in mind so because of its compactness it could gain some favors when you dress it up nicely.


    Quote from JeanPaul

    4. The far left flank into the left bombsite is via some stairs that only serve to put T's at a huge disadvantage because of the weird sightlines it creates.

    Eheh, how many headshots you got there? But yeah, at least Ts need some cover to play that side, but you could experiment with a different layout and see what happens.

    de_volt

    Congrats for trying something quite different, the TF2 heritage is quite clear... not that is necessarily a bad thing uh. As I said, I welcome vertical gameplay but there are instances with too many height differences.

    I really enjoyed playing on both teams in the top-left and bottom-right areas of the map.

    B-site works well already (lovelly sniping nest for Ts up there, even with ARs [Blocked Image: http://library.blackboard.com/ref/3c5e63f9-3950-444f-85f3-1b0d759f084d/content/graphics/ui_icons/chatevilgrinemoticon.png]) but i guess it would benefit some modifications and get, i'd say, more "structured", blocking some areas and maybe even removing one silo/chimney?

    Central/A-site is the problematic area of the map, I stayed a bit longer to play to see if I could get my head around it; i'm sorry but it's very confusing, definitely too many sight-lines and in general it's not clear what would be the preferred routes from where enemies will come from. Problem amplified by the dev textures, as suggested by Stranger it could benefit some different colors to help players orientate.

    Middle is also way vertical, compared to the space available to move around; you can easily find yourself pointing straight up, which is a bit too extreme of an aim shift, considering all the other spots to check at eye level.

    Hope this can be useful.

  • JeanPaul
    • September 11, 2013 at 2:34 AM
    • #386

    Thank both of you, it definitely helps a lot. I definitely agree with both of you about A so Ill make some changes and get the next version up soon.

  • Stranger
    • September 11, 2013 at 6:41 AM
    • #387

    May I have a slot on the Thursday playtest?

  • Rick_D
    • September 11, 2013 at 10:22 AM
    • #388

    we're testing my new map de_cs_crystal_buttfuck_2001

  • Puddy
    • September 11, 2013 at 12:01 PM
    • #389

    Sure, Thursday is on.


    dispatch

    Very wonky pacing, sightlines and timings. Way too fast rotation between sites. Incredibly small.


    volt

    As discussed, I missed some proper chokes which T must push. The many paths, elevation changes, ramps and ladders make the layout a bit too diluted.

  • 'RZL
    • September 11, 2013 at 7:32 PM
    • #390

    de_dispatch

    [Blocked Image: http://i.imgur.com/Aorz93A.jpg]


    But in all seriousness, the map is really small. feels like an aim_map and not like a de_map. Scale the whole thing up and try to get the timings straight for the chokepoints, and it might get quite decent. About the bombsite to bombsite vision: It was an idea, we tried it and it and it wasn't working, it just added to the aim_map feeling.


    de_volt


    the pathways for the terrorists at the beginning were too straight and too long, which gets pretty exhausting to run these paths over and over again. Overall it was quite cluttered, too many angles, too many heightvariances, too many pathways. Like Puddy said, it was missing some proper chockes for the terrorists to push through. Simplification is key here.


    Just my humble opinion.

  • holiestcows
    • September 11, 2013 at 7:42 PM
    • #391

    I missed todays Test, but will there be one tomorrow?

  • Stranger
    • September 11, 2013 at 7:52 PM
    • #392

    Hahaha, alright. I'll try to expand the map around the bombsites. And yes I'm going to remove the bombsite to bombsite vision. Thanks for the thoughts.

  • Stranger
    • September 12, 2013 at 5:54 PM
    • #393

    de_dispatch_v2:

    • Bombsites can no longer see eachother or into mid.
    • Connector from mid to A is now a ladder leading to a raised platform.
    • New supply room between Tspawn and A; may work out or just give CTs even more of an advantage.

    I mostly haven't dealt with the rotation times yet. The bridge is still far too quick and safe of a route between bombsites. I want to see how today's testing goes before making anymore big changes.


    Download link: https://dl.dropboxusercontent.com/u/1906363/Game…dispatch_v2.rar

  • Stranger
    • September 12, 2013 at 8:19 PM
    • #394

    No playtest today?

  • Puddy
    • September 12, 2013 at 8:23 PM
    • #395

    Delayed slightly, 21:30 is new ETA.

  • Stranger
    • September 12, 2013 at 8:26 PM
    • #396

    Roger. Thanks!

  • Puddy
    • September 12, 2013 at 8:28 PM
    • #397

    Okay server is up, join up if you want to test de_dispatch_v2!

  • Vilham
    • September 14, 2013 at 1:21 AM
    • #398

    volt - really like the setting, you need more detail to break up the long straight sections. B is pretty solid apart from this one thing:


    Lose the high spot, it really isn't needed and makes coming out of that ramp area from A impossible.


    [Blocked Image: http://i.imgur.com/SjyQt1n.jpg]


    Also defending as CTs is good there are just the right amount of spots to cover from T spawn:

    [Blocked Image: http://i.imgur.com/C7BSunG.jpg]


    A is too open vertically and horizontally, too many spots to cover when you enter the building:

    [Blocked Image: http://i.imgur.com/6Zaekwh.jpg]

    That entire bit on the right could be blocked off, so you just have the left 50% of the screen to cover. currently that entrance is harsher than the entrance to the cs_Assualt. There are a few too many spots like this.


    Cut this corridor:

    [Blocked Image: http://i.imgur.com/ulWlGZA.jpg]


    Cutting the ability to climb up to the top of this might help reduce the number of things to cover:

    [Blocked Image: http://i.imgur.com/FeL6CQ4.jpg]

  • blackdog
    • September 14, 2013 at 11:16 AM
    • #399
    Quote from Vilham

    Cutting the ability to climb up to the top of this might help reduce the number of things to cover

    What about building something like an enclosed control room, with just one window so players entering the area know where to look, or would it be even more of advantage because of the cover?My problem with that whole area is that it feels cramped although its size.

    Agree with the corridor/tunnel, it definitely didn't feel useful. I went there and hanged a bit in it trying to understand what was going on in A, but I didn't encounter one player or bot there tuesday.

  • JeanPaul
    • September 14, 2013 at 5:55 PM
    • #400

    Yup, the tunnel was an after thought a few hours before the test. Im glad I got the idea out of my head so I didnt bother with it later on.


    I have solutions to both the top of the generator and the bottom room entrance, they are just slightly confusing as is though so I have some ironing out to do.

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