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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • holiestcows
    • January 31, 2014 at 5:06 AM
    • #741

    Hey are there any spots available for the Sunday play test? MrTwoVideoCards and I have a map we'd like tested.

  • The Horse Strangler
    • February 2, 2014 at 6:04 PM
    • #742

    Hey, got me and cow's map ready for todays playtest if it's still on. Is the playtest still on today?

  • 'RZL
    • February 2, 2014 at 8:13 PM
    • #743

    OKIDOKI! Playtest of LATTEH's AR_Retrofit and Holiestcow's&MrTVD's DE_Docks is starting now! Come join us! 78.46.119.137:27016

  • holiestcows
    • February 2, 2014 at 9:38 PM
    • #744

    Latteh, the map is pretty great, I couldn't find any flaws in it. I definitely prefer Retrofit over any other AR map. Good job!

  • Skybex
    • February 3, 2014 at 8:20 PM
    • #745

    Hey RZL, can I book a slot for tomorrows test for Pakistan please.

  • 'RZL
    • February 3, 2014 at 9:10 PM
    • #746
    Quote from Skybex


    Hey RZL, can I book a slot for tomorrows test for Pakistan please.


    no

  • 'RZL
    • February 3, 2014 at 9:12 PM
    • #747

    Playtest 04.02.14

    • Skybex' DE_Pakistan
    • holiestcow's and MrTVD's DE_Docks

    Playtest 06.02.14 Playtest 07.02.14

    • [OPEN]
    • [OPEN]

    Playtest 09.02.14

    • Catfood's defuse map
    • Oskmos' CS_Insertion

    Playtest 11.02.14

    • Oskmos' CS_Insertion
    • Squad's DE_Zoo

    Playtest 13.02.14

    • [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.

  • holiestcows
    • February 3, 2014 at 9:45 PM
    • #748

    Can I reserve a slot for tomorrow for de_docks again? Thanks!

  • 'RZL
    • February 3, 2014 at 9:49 PM
    • #749
    Quote from holiestcows

    Can I reserve a slot for tomorrow for de_docks again? Thanks!

    no

  • holiestcows
    • February 3, 2014 at 10:42 PM
    • #750
    Quote from roflzomglol

    no

    damn

  • 'RZL
    • February 4, 2014 at 8:36 PM
    • #751

    With a slight delay I am proud to announce the playtest of Skybex' DE_Pakistan and Holiestcow's&MrTVD's DE_Docks is starting now! Come join us! 78.46.119.137:27016

  • holiestcows
    • February 4, 2014 at 10:41 PM
    • #752

    Pakistan, visually is really nice, and the layout grew on me.

    Some things id to point out though is that...

    T's can get to B really fast

    Too many walls are "bangable"

    B and A have a large influx of hiding spots in the bombsite

    There might be too many paths, this could just be me not being 100% familiar with the layout.

    Overall I like it, its an improvement from Chinatown in my opinion.

  • leplubodeslapin
    • February 4, 2014 at 11:02 PM
    • #753
    Quote from holiestcows

    T's can get to B really fast

    Too many walls are "bangable"

    B and A have a large influx of hiding spots in the bombsite

    There might be too many paths, this could just be me not being 100% familiar with the layout.


    I disagree about the first two points and the last one. CTs come before terrorists at the U-room, which is more than enough to go and stay on the bombsite itself (which is closer to the CT spawn).

    If you don't have a wall-hack, you're not supposed to be able to wallbang at people frequently (joke), it's just a thing that can be useful if you know a very specific spot to spray with bullets. Sometimes it can help to do the last damages needed to kill a target through a corner but i really don't see this as a bad thing.

    And the layout isn't very complicated, it's just that there are like 2 middles (it's the way i see it), but it's still a classic 8-shapped loop layout.


    About docks, first of all here i think the layout is still very confusing, lots of paths and interconnections (mainly with the middle which is a mess right now). For example, i tried to sum up all the paths available :

    [Blocked Image: http://img96.xooimage.com/files/7/e/0/de_docks_v13_radar_complex-43baefa.png]


    The problem is that the map is huge probably because of that, some paths are really long, i think you should make it smaller and easier (while using some vertical things, make it smart and think in 3D not just flat).


    And i suggest to move the bombsite here :

    [Blocked Image: http://img96.xooimage.com/files/1/3/0/de_docks_v13_radar_movea-43baefe.png]


    Because currently CTs aren't even trying to defend it, they rush and find terrorists at the warehouse (think about de_dust2, terrorists and CTs always encounter near the bombsites, except the middle of course). Sry otherwise i don't really have something else to say. It's fun to play on some areas but i think the map is too big and too flat.

    And i also think you should change your type of environment (at least most of your assets), it already looks too similar to Blackgold :/


    Good luck and don't hesitate to make another playtest when you think it's needed

  • holiestcows
    • February 4, 2014 at 11:39 PM
    • #754
    Quote from leplubodeslapin

    I disagree about the first two points and the last one. CTs come before terrorists at the U-room, which is more than enough to go and stay on the bombsite itself (which is closer to the CT spawn).

    If you don't have a wall-hack, you're not supposed to be able to wallbang at people frequently (joke), it's just a thing that can be useful if you know a very specific spot to spray with bullets. Sometimes it can help to do the last damages needed to kill a target through a corner but i really don't see this as a bad thing.

    And the layout isn't very complicated, it's just that there are like 2 middles (it's the way i see it), but it's still a classic 8-shapped loop layout.


    About docks, first of all here i think the layout is still very confusing, lots of paths and interconnections (mainly with the middle which is a mess right now). For example, i tried to sum up all the paths available :

    [Blocked Image: http://img96.xooimage.com/files/7/e/0/de_docks_v13_radar_complex-43baefa.png]


    The problem is that the map is huge probably because of that, some paths are really long, i think you should make it smaller and easier (while using some vertical things, make it smart and think in 3D not just flat).


    And i suggest to move the bombsite here :

    [Blocked Image: http://img96.xooimage.com/files/1/3/0/de_docks_v13_radar_movea-43baefe.png]


    Because currently CTs aren't even trying to defend it, they rush and find terrorists at the warehouse (think about de_dust2, terrorists and CTs always encounter near the bombsites, except the middle of course). Sry otherwise i don't really have something else to say. It's fun to play on some areas but i think the map is too big and too flat.

    And i also think you should change your type of environment (at least most of your assets), it already looks too similar to Blackgold :/


    Good luck and don't hesitate to make another playtest when you think it's needed

    Display More

    The bombsite move you suggested would make the rotate be much larger than it needs to be, and T would get to A way before CT.


    The Fighting incurs near the bombsites. For B, itll happen at Mid, or the Dock Entrance(192 units from bombsite) and for A itll happen in the warehouse/leaving the warehouse next to A.

    So IE, A warehouse is like B Tunnels in Dust2. If you were to play CT on Dust2 and rush B Tunnel, itd be the same as in this map when you Rush into A Warehouse instead of sitting back and waiting.

    Thanks for all the feedback though, posted and said during the playtest, will hopefully have an improved version later on.

  • Oskmos
    • February 6, 2014 at 8:09 PM
    • #755

    edit: removed link, gonna upload a new version for tonight

  • 'RZL
    • February 6, 2014 at 8:37 PM
    • #756

    As some might have noticed, the server is curretly down for the huge update that shipped today and I totally forgot about it until the last second. The playtest is still going to take place, so please be patient and drink a cup to tea until i notify you guys. Sorry for the inconvenience.

  • 'RZL
    • February 6, 2014 at 9:10 PM
    • #757
    Quote

    Downloading, progress: 137.12% (329.84 MiB / 240.55 MiB)


    Ok, the update server went bonkers. Therefore, the playtest gets postponed to tomorrow 21:00 GMT+1, this gives me and puddy time to find a way to make it work by then.

    The maps getting tested are going to be a defuse map from Catfood and CS_Insertion from Oskmos.


    Sorry to everyone waiting, and we'll see us tomorrow hopefully.

  • Oskmos
    • February 7, 2014 at 12:43 PM
    • #758

    I cant tonight im afraid, sunday works much better.

  • 'RZL
    • February 7, 2014 at 2:57 PM
    • #759

    Alright, since catfood won't be able to join us today as well, the maps get tested regularly on sunday instead. If anyone wants to playtest his map today, then now is the time to reserve your spot.

  • Oskmos
    • February 9, 2014 at 5:56 PM
    • #760

    edit: nvm downloading, map is acting really strange when on a dedicated server. Radar doesnt work, and me and RZL are getting some wierd LAG issue where the computer appears like the cpu's are working 100% on something in the background

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