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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • walll
    • January 16, 2014 at 8:59 AM
    • #701

    Today is to short notice? Any day is fine with me.

  • w0llmart
    • January 16, 2014 at 10:10 AM
    • #702

    Hello again friends!

    Would it be possible to test again on 1/19, I'd like to see how the changes to the spawns/runtimes and various gameplay tweaks have added up. Considering the recent 1/14 playtest I can wait until a later date if necessary, although If no one else wants to lay claim to the slot I'll happily do so.

    This version has also been uploaded to the workshop and features an updated radar image:

    [Blocked Image: http://cloud-3.steampowered.com/ugc/3372369252…E637A26EDC47C8/]


    EDIT/OOPS: forgot the dropbox links

    https://www.dropbox.com/s/aqmxog2pxz24c5s/de_rostok_ver4.kv
    https://www.dropbox.com/s/ckpm1ylzgpr9yu5/de_rostok_ver4.bsp
    https://www.dropbox.com/s/ds0rjposa60fjx7/de_rostok_ver4.nav

  • 'RZL
    • January 16, 2014 at 8:30 PM
    • #703

    OKEYDOKEY! Playtest of de_bruises is starting now! Come join us! 78.46.119.137:27016

  • walll
    • January 16, 2014 at 9:25 PM
    • #704

    Thanks for playing my map! Gave me a lot to think of.

  • borgking
    • January 18, 2014 at 10:47 PM
    • #705

    Thanks everyone for playtesting last sunday.

    I have worked on the issues that came up during the test and would like to have the new version playtested tomorrow.


    /edit:

    Uploaded the new version:
    https://dl.dropboxusercontent.com/u/22791159/de_core_v04.rar

  • 'RZL
    • January 19, 2014 at 8:03 PM
    • #706

    YO! Playtest of de_rostok and de_core is starting now! Come join us! 78.46.119.137:27016

  • borgking
    • January 19, 2014 at 9:59 PM
    • #707

    Thanks everyone for playtesting!

    Sadly my pc crashed in the first half, so i missed a big part of the testing.

    The following notes i have written down during the playtest:

    • mid is not tactical, but a pure deathmatch platform (going to redesign that)
    • tunnel might be too thin
    • other pathes are too thin too
    • t-spawn too dark
    • bombspot a needs more free movement
    • bombspot b needs more cover
    • t-spawn warehouse exit is rarely used since it is not seen by most players
    • might add in another entrance to b form ct-spawn
    • clip of the shelfes in the warehouse
    • block campercorner below the lower terrorist entrance on a

    I would be very thankfull if you can add your inputs and opinions.

  • 'RZL
    • January 20, 2014 at 9:37 AM
    • #708

    Playtest 21.01.14

    • Squad's DE_Zoo
    • RZL's DE_Bagra

    Playtest 23.01.14

    • Esspho's DE_Twinstar
    • [OPEN]

    Playtest 26.01.14

    • Wall's DE_Bruises
    • [OPEN]

    Playtest 28.01.14

    • [OPEN]
    • [OPEN]

    Playtest 30.01.14

    • [OPEN]
    • [OPEN]


    Quote

    Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 GMT+1. We playtest a maximum of 2 maps per playtest.

    For map creators:
    If you want your map tested, post in the thread and suggest a day that is suitable for you. If the above mentioned time isn't a good fit, let us know and we can probably work something out!

    Prior to the test you will have to send Roflzomglol one .bsp file, one .nav file and an optional .kv file. All custom content (models, materials, sounds, mapradar) needs to be packed into the bsp. For this, you can use Pakrat. He'll take care of the rest!



    Submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours.


    Reminder: Please give your map a proper suffix like _v03 so that there won't be any problems with conflicting filenames in the following playtests.

  • FoeJred
    • January 21, 2014 at 4:19 AM
    • #709

    Great idea! I hope to try out some awesome maps. And plan on posting my own very soon!

  • 'RZL
    • January 21, 2014 at 8:00 PM
    • #710

    Alright, we're going to playtest DE_Zoo and DE_Bagra in 5min, so prepare yourselves!


    Biggest changes of my map are:


    * Removed growling dog

    * Removed T-Link, increasing importance of gaining control of Mid as terrorists.

    * Tweaked Mid by a good deal, harder for terrorists to rush it. Boost into window is now easier

    * Tweaked Timings in favor of terrorists a little

    * Improved overall architecture (less noisy) and made environment more colorful


    * Map is now too dark; lowered brightness by 20


    I would like to test out how the changes impact the gameplay and the atmosphere, so I'd be glad if you could join us!

  • 'RZL
    • January 21, 2014 at 8:20 PM
    • #711

    Alright, playtest of DE_Zoo and DE_Bagra is starting now after a few turbulences! Buckle up and come join us! 78.46.119.137:27016

  • Squad
    • January 21, 2014 at 9:47 PM
    • #712

    Thanks for playing guys! Any feedback would be greatly appreciated.

  • esspho
    • January 22, 2014 at 11:32 PM
    • #713

    Hi there!


    I'd like to call one of thursday's slots to test twinstar again. Overall I'm interested in opinions on these questions:


    - Does the layout match tactical gameplay? (Since there were some concerns)

    - What do you disklike most?

    - What do you like best?

    - Is the map fun?


    download


    some weird textured screenshots


    Hope to see you on thursday.

  • 'RZL
    • January 23, 2014 at 10:14 AM
    • #714

    DE_Zoo


    First of all, A site is THE shit!

    I really like it, just some polishing and it's done, good jerb!

    About B site, I think it's cool but I dont feel it's solid yet. Maybe play with the placement a little, move it closer or further to the terrorists or even put it underneath the platform since its pretty unused, i dont know. But make it feel more like a bombsite and not like in the middle of a corridor. At least that's how it feels to me. And that grey room behind the bombsite seems pretty unused as well, maybe find a way to make it more interesting/useful (by opening it up?).


    Here some screenshots <3

  • Squad
    • January 23, 2014 at 4:03 PM
    • #715

    Thanks for the feedback, RZL!


    Glad A site turned out good, thought it might be a bit of a sniping hell

    I'll try something different for B. Perhaps indeed move it downstairs as that area doesn't really have a gameplay purpose.


    Anyone else experienced the wallhack like RZL did? If so, what are your ingame settings? I'm a bit clueless atm as to why this occurs, so perhaps that has something to do with it.


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


    Any other feedback would still be greatly appreciated! Especially about gameplay and any other visual glitched anyone might have seen (the water/fake water tends to create the weirdest stuff sometimes).

  • Skybex
    • January 23, 2014 at 5:05 PM
    • #716

    I got that thing in the screenshot, but not always. depended on the angle I looked at the wall.


    All max settings except aa at x4, tex filtering x4. Multicore on, vsync and motion blur off. 1600 x 900 windowed mode

  • Vilham
    • January 23, 2014 at 5:06 PM
    • #717

    squad I had the exact same thing.

  • Squad
    • January 23, 2014 at 5:35 PM
    • #718

    Okay, I think I figured it out. Source doesn't like rendering regular brushes through water very much. Should be solved if I add some displacements in front of them. Thanks all!

  • 'RZL
    • January 23, 2014 at 8:05 PM
    • #719

    Alright, playtest of DE_Twinstar is starting now. Move ya fat asses and join us! 78.46.119.137:27016

  • walll
    • January 26, 2014 at 4:59 PM
    • #720

    Hello, Here is a new version of de_bruises.
    https://dl.dropboxusercontent.com/u/45062372/de_bruises_alpha_02.rar

    I would like to test it as soon as possible.

    Changes:

    - Middle has been shortened and tightened a bit.
    - A plant is safer for terrorist to get into.
    - You are not quite as vulnerable coming in trough the vent on B.
    - Loads of other smaller tweaks


    [Blocked Image: http://i.imgur.com/12hVr58.jpg?1]

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