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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • 'RZL
    • February 9, 2014 at 8:00 PM
    • #761

    I am proud to announce the playtest of Catfood's defuse map and Oskmos' cs_insertion! Also try any means possible to win on Insertion,even if it means to abuse any bugs! Come join us! 78.46.119.137:27016

  • Oskmos
    • February 9, 2014 at 9:08 PM
    • #762

    Thanks everybody for trying to play Insertion! Im gonna try to figure out what is wrong, this gave me some clues though. I think its the logic_auto that is doing too much/ something really bad at map spawn. Thanks Catfood for trying to help out with the server etc! Lets try this mess of a map some other time! Thanks


    Oh and I liked Catfoods map, dont have much feedback in terms of competetiveness... but I had fun! I really liked the way you could circle around the water, but didnt like that the water killed me

  • holiestcows
    • February 9, 2014 at 10:23 PM
    • #763

    Catfood

    You're map has some potential and was neat and interesting but I feel that its superfluous with the amount of paths and just easy ability to flank. You have 5 people on a path, but 7 general ways for people to come from. Also the water killing you was unexpected.


    Oskomos

    The map is fantastic, I really love it. Its probably the best map ive seen for casual yet, it may not be the best for competitive due to obvious reasons but other than that its a lot of fun and the time I did get to play with out the server doing odd stuff, I enjoyed it.


    Also can I get a spot in for tomorrows play test for Horse and I, we'll be testing de_import

  • The Horse Strangler
    • February 11, 2014 at 6:04 AM
    • #764

    Yeah visually insertion is top notch. Really nice polish overall. The house interiors feel very realistically spaced out and neatly packed. I've been following the map on lopers for a while now and I had no idea the outer area was huge like xbox. I really liked that it was so spacious though.

  • Oskmos
    • February 11, 2014 at 10:50 AM
    • #765

    Thanks guys


    I'm pretty sure i fixed the bug. Logic_auto was triggering the env_fog to disable on map spawn. which caused major lag for some reason. So the map is ready for another playtest. A playtest with lots of players where everybody REALLY try to win. Find and use expliots etc.

    What day works best for most people?

  • walll
    • February 11, 2014 at 6:15 PM
    • #766

    Hello! I would like to test de_bruises again on the next available time.


    https://dl.dropboxusercontent.com/u/45062372/de_bruises_a3.rar


    Changes:


    -Safer for T going into A plant.


    -Vent is tall enough for you to stand up in.


    -Some custom textures and models added


    -Several minor tweaks all over.

  • Steadtler
    • February 11, 2014 at 6:15 PM
    • #767

    Hey guys, I've been working on an arms race map and I'd love to get some feedback on it.
    Any chances on playing it tonight or another time?


    https://www.dropbox.com/s/qongepte6hujx3t/Ar_BrownStone.7z

  • catfood
    • February 11, 2014 at 6:32 PM
    • #768

    Nice to hear it is just this small bug/setting that messed up the map, was afraid it lagged because of it's size.
    I'm available tomorrow evening for playtesting, looking forward to play insertion and docks.
    Only not sure if my blockmap is ready for another round. I'm still editing the map based on the feedback it got. Wich was very usefull btw, thanks guys!

  • 'RZL
    • February 11, 2014 at 6:58 PM
    • #769

    Playtest 11.02.14

    • Oskmos' CS_Insertion
    • Squad's DE_Zoo

    Playtest 13.02.14

    • Walll's DE_Bruises
    • Staedtler's AR_Brownstones

    Playtest 16.02.14

    • HoliestCow's and MrTVD's DE_Import
    • misterklister's DE_Barium
    • (CS_Insertion afterparty)

    Playtest 18.02.14

    • Vilham's CS_Mass
    • [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 11, 2014 at 7:36 PM
    • #770

    Can I get a spot in for Sunday's play test 16/02/14 for Horse and I, we'll be testing de_import again. Thanks!

  • 'RZL
    • February 11, 2014 at 8:26 PM
    • #771

    ALRIGHT, the playtest of Oskmos' cs_insertion and Squad's de_zoo ist starting now! Some of you might have to delete their old cs_insertion files from their maps folder to join the server!! Come join us! 78.46.119.137:27016


    for fast download of newest version cs_insertion: http://sprend.com/download.htm?C…9e4aecedd2e06cd link apparently works only once. sorry guys.

  • Oskmos
    • February 11, 2014 at 8:37 PM
    • #772

    map still broken. Sorry guys, no Insertion today either

  • Squad
    • February 11, 2014 at 9:51 PM
    • #773

    Thanks for everyone playing today All feedback is more than welcome!

  • Gami
    • February 11, 2014 at 9:52 PM
    • #774

    Heres your screenshots Squad, not sure what else you might want or if these will even help you.

    http://imgur.com/a/686Q2


    BTW, I only really see the changes in the water when I change my aim vertically

  • Squad
    • February 11, 2014 at 9:53 PM
    • #775

    Hmm, didn't have that issue. I'll look into it. Any feedback about gameplay?

    Thanks!

  • Gami
    • February 11, 2014 at 10:04 PM
    • #776

    Like I was saying ingame, there are a ton of headshot angles on this map as a biproduct of the detail, and now that the bombsite in B is on the lower half I feel you should take less of the focus off of the upper part of B for CTs. Maybe make the left path lead down like it use to, and the right path still would lead into upper b/middle. I think the timings are okay? I didn't really play the map enough yet.

  • Squad
    • February 11, 2014 at 10:45 PM
    • #777

    Although we didn't get to play it very long, here's some stuff I found on Insertion:


    Floating switch prop.


    [Blocked Image: http://i.imgur.com/l7IX5bx.jpg]


    Weird lighting issue. Whenever you come close to the fallen tree prop, the screen turns black & white.


    [Blocked Image: http://i.imgur.com/hlj19aZ.jpg]


    From a little further away it looks fine.


    [Blocked Image: http://i.imgur.com/3QMf5bd.jpg]


    Textures not matching.


    [Blocked Image: http://i.imgur.com/5HoUuNO.jpg]

  • Oskmos
    • February 12, 2014 at 3:44 PM
    • #778

    Cool thanks! black and white CC is all over the edges of the map so its not a bug. battlefield style invisible wall

  • Rick_D
    • February 13, 2014 at 1:29 AM
    • #779
    Quote from Oskmos

    Cool thanks! black and white CC is all over the edges of the map so its not a bug. battlefield style invisible wall


    oh god please add "you are leaving the cattlefield - return to rescue, soldier!"

  • 'RZL
    • February 13, 2014 at 7:59 PM
    • #780

    Looks like the webinterface for the gameserver is down. I tried for three hours now and it's not loading. Meaning: I can't update the server :<


    Quote

    proof:

    [Blocked Image: http://i.imgur.com/z5P0kGg.png]

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