Hey are there any spots available for the Sunday play test? MrTwoVideoCards and I have a map we'd like tested.
MapCore CS:GO Playtesting 3.0
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Hey, got me and cow's map ready for todays playtest if it's still on. Is the playtest still on today?
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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
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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!
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Hey RZL, can I book a slot for tomorrows test for Pakistan please.
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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]
QuotePlaytesting 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.
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Can I reserve a slot for tomorrow for de_docks again? Thanks!
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Quote from roflzomglol
no
damn
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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
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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.
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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
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Quote from leplubodeslapinDisplay More
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
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.
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edit: removed link, gonna upload a new version for tonight
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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.
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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.
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I cant tonight im afraid, sunday works much better.
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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.
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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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