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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • PogoP
    • June 27, 2013 at 2:27 PM
    • #81

    Has anyone heard from Puddy? How is he getting on?

  • FMPONE
    • June 27, 2013 at 4:10 PM
    • #82
    Quote from PogoP

    Has anyone heard from Puddy? How is he getting on?

    [Blocked Image: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcQCd0nlqxy523uHgKSFKlzvd2pqxAdC92TMTj2bjht3TusjBxRas7-RdNT0]

  • Vilham
    • June 27, 2013 at 9:53 PM
    • #83

    Ornate the map I thought was yours was Oldtown, they are both very similar in terms of layout and structure but Oldtown was too large. For your map:

    • A had enough entrances, it could use some cover though.
    • The mid area was a bit confusing, took a while to get used to, but effectively its a T shape from the T spawn.
    • B could use another entrance that leads behind the walls, may a window/balcony that looks out over it that can be accessed from another route.
  • holiestcows
    • June 27, 2013 at 10:21 PM
    • #84

    I missed this play test.

    *EDIT* I found out when play tests are held.

    I would like to submit my map for next weeks playtest.

  • leplubodeslapin
    • June 27, 2013 at 10:47 PM
    • #85

    Ok i made image feedback. As always, sorry for my english i'm not fluent in english at all.

    For cs_mass :

    http://img95.xooimage.com/files/e/4/6/20…003-3f3e820.jpg

    http://img97.xooimage.com/files/4/6/9/20…004-3f3e826.jpg

    http://img96.xooimage.com/files/3/1/0/20…005-3f3e828.jpg

    http://img95.xooimage.com/files/e/3/b/20…006-3f3e830.jpg

    http://img95.xooimage.com/files/8/b/f/20…007-3f3e82e.jpg

    http://img98.xooimage.com/files/f/b/2/20…002-3f3e7fc.jpg

    http://img95.xooimage.com/files/c/0/f/20…008-3f3e832.jpg

    http://img96.xooimage.com/files/6/1/3/20…009-3f3e83a.jpg

    http://img98.xooimage.com/files/1/a/9/20…010-3f3e83e.jpg

    http://img99.xooimage.com/files/a/6/b/20…011-3f3e845.jpg

    http://img96.xooimage.com/files/a/3/6/20…012-3f3e843.jpg

    for de_venezia (is it the right name ?) :

    http://img98.xooimage.com/files/2/8/4/20…013-3f3e8d7.jpg

    http://img99.xooimage.com/files/8/5/7/20…014-3f3e8d0.jpg

    http://img98.xooimage.com/files/f/2/7/20…015-3f3e8dd.jpg

    http://img99.xooimage.com/files/3/4/1/20…016-3f3e8e5.jpg

    http://img96.xooimage.com/files/a/5/8/20…017-3f3e8e9.jpg

    http://img96.xooimage.com/files/9/b/0/20…018-3f3e8eb.jpg

    http://img98.xooimage.com/files/4/b/0/20…020-3f3e8e7.jpg

    http://img97.xooimage.com/files/b/5/3/20…022-3f3e8ed.jpg

    All those are just advices make what you want of course !

  • sven
    • June 27, 2013 at 11:26 PM
    • #86

    My map de_holland was supposed to be tested, but I had some last minute issues with pakrat (cubemaps, nav files, radar, etc.). I think I have figured it out now, so I hope we can playtest de_holland next time . OrnateBaboon, thanks for your time and effort, and I am sorry for making you crash .

    My feedback:

    cs_mass. Tunnels seemed more clear now, which is a good thing. The outside sniper position near T spawn (overlooking the alley) seemed a bit too powerful, but wasn't really an issue while playing. It might be a bitch for the CT's if they have a really good awp'er, but then again, CT's can go indoor or via tunnels.

    There were several openings between walls and pillars etc. that might invite too much camping. Here is one near the CT entrance: http://i.imgur.com/RueLKFW.jpg . Leplubodeslapin has a screenshot of some other gaps, with some good feedback. Like he said, I think you should either cover it up, or make the gap a bit larger and more brightly lit, so that it isn't such a nasty camp spot.

    The scaffolding inside and outside looks very inviting. Perhaps you can make it more clear that you cannot climb or enter it? Or make it climing of course .

    I felt that the HDR was too strong, it was hard to see from outside to the inside. You can do several things to fix it. Change tonemap_ctrl settings, change env_sun settings (lower BrightnessScaleHDR), and/or put more/brighter lights indoors, especially at transitions from outside to inside.

    de_venezia. Most areas looked pretty cool and interesting. The layout was a bit confusing at first, but I guess that is also part of playing it for the first time. I felt it was a bit awkward that at CT spawn, you spawn on a pretty high ledge. The most natural thing is to just jump down, but the height made it feel as though you might take falling damage. Turns out that you don't, but it feels a bit weird. You should add a bunch of player clips around the arches, there were several places where you could stand on the arches, allowing for weird camping and when I stood on one of the aches and jumped, I could see over the wall (didn't look intentional).

    Hadn't played cs_siege before. Holy shit does that map look amazing. Bit dark in the tunnels and perhaps too big for 5v5, but wow.

  • DrywallDreams
    • June 28, 2013 at 2:36 AM
    • #87

    cs_mass

    The side path was almost too fast for an encounter, sometimes being less than ten seconds until the first encounter. The rescue zone was hard to find, it would be worth making the actual trigger zone more visible. The interior was great, while there were a few cracks in the walls that could result in cheap shots as previous posts pointed out, the firefights always ended up being really fun in there. The sewer seemed to go unused except for rescues, maybe the entrance could be bigger, it's also hard to get out of without being sniped on exit. Overall a fun map though.

    de_venezia

    I haven't seen previous versions so I can't really comment on your changes. The mid path had some really short encounter times, while the side routes were more of an average encounter time. The sites could be moved up a little, as it was rather rare for the T's to actually plant the bomb.

  • FMPONE
    • June 28, 2013 at 4:18 AM
    • #88

    cs_mass: didn't get too much of a chance to play this but from what I saw I thought it had a fun theme and good potential, the sewers were too cluttered though for my taste

    de_venezia: from what I saw your theme developement is promising, but the layout wasn't working for me, sorry. I would revert to what you had before which was working very well despite a few weird spots. feel free to hit me up if you want some more detailed crit, but I'd rather comment ont he previous layout and try to fix the minor issues i had with that one then try to go deep into why this new one isn't working on a bunch of different levels. good luck!

  • Vilham
    • June 28, 2013 at 10:01 AM
    • #89
    Quote from Marcem

    cs_mass

    The side path was almost too fast for an encounter, sometimes being less than ten seconds until the first encounter. The rescue zone was hard to find, it would be worth making the actual trigger zone more visible. The interior was great, while there were a few cracks in the walls that could result in cheap shots as previous posts pointed out, the firefights always ended up being really fun in there. The sewer seemed to go unused except for rescues, maybe the entrance could be bigger, it's also hard to get out of without being sniped on exit. Overall a fun map though.

    de_venezia

    I haven't seen previous versions so I can't really comment on your changes. The mid path had some really short encounter times, while the side routes were more of an average encounter time. The sites could be moved up a little, as it was rather rare for the T's to actually plant the bomb.

    Thanks for the feedback, I definately think I need to do something about the sewer exit, not sure what yet though.

    As for the 10 second thing, I tried to basically make that like the long corridor in office, I need to tweak it slightly though so you can't necessarily see the middle ground but it can still see anything in the main alley and anything near CT spawn. I might drop the middle part of the alley down 5-6ft and put some scaffold covering it a little.

  • OrnateBaboon
    • June 28, 2013 at 12:15 PM
    • #90

    Thanks for the feedback guys. Appreciate it. Sven - no problem. Let me know when you want de_holland tested again. Holiestcows - yeah, let me know when it is ready. Also there is a mapcore steam group http://steamcommunity.com/groups/MapCorePT. If you join that, you will receive a notification when we are testing.

    cs_mass - definitely much better now. It has rough edges of course like some clipping problems, an invisible ladder etc, but it is really fun. The sewers, which I initially thought would rarely get used, are really good for getting the hostages back, and for stopping the T's from all out rushing every time. They make the map a lot more tactical. The only thing I never liked is the ladder which leads to the rescue zone. Maybe some kind of stairs out could work better? It was also mentioned in the test, but the CT's spawning so far away from each other makes weapon drops quite difficult.

    With a few good church meshes and textures, I think progress on the map could be quick, and I can't imagine there will be too many problems getting it to look good.

  • selmitto
    • June 28, 2013 at 3:11 PM
    • #91

    Sorry for the delay with my feedback. I took a few screenshots to communicate it better:

    cs_mass

    I liked hat you did to the entrance of the church. Opening the left side of it was a lot better than the previous version (with the entrance to the right), because this way the movement flow is better spread out: from the CT spawn to the hostages in the church, some CTs leave the spawn and go to the left side, while other CTs move in a straight line outside the building...

    I also found interesting the new route to the right of the CT spawn. It provides a higher chance to surprise those bastard Terrorists that insist on camping outside the church, lol.

    The wider sewers seem to be better now, however I only used them once and unfortunately didn't find an enemy there, so I can't say anything about how the combat plays there. But it seemed to have allowed better fights in there.

    I'd like to suggest you to enable the Terrorist to use this vent/ catwalk (how's that called btw?) from inside the church. It could have interesting results...

    The other things I was going to mention were already done by our friends above, like some gaps between boxes inside the church, clipping issues with the benches and this wall here (that allows me to look at this nice part of the church).

    de_venezia

    I took a screenshot to show a gap between some buildings that could receive a little more attention. I know the map is still a WIP, but I'd like to take the opportunity to point these blocks here as well.

    You seem to be handling the theme a lot better than before I remember when you were uncertain about which theme to apply on this map. It seems to be taking shape pretty well.

    Unfortunately I couldn't playtest as much as I wanted because the phone couldn't stop ringing while I tried to play. Damn phones...!

    (if it'd be better to paste the screenshots directly on this post, please let me know and I'll do that next time)

  • Puddy
    • June 28, 2013 at 6:20 PM
    • #92
    Quote from PogoP

    Has anyone heard from Puddy? How is he getting on?

    Still in hospital due to complications. Things are improving.... slowly

  • BanJaxe
    • June 28, 2013 at 8:59 PM
    • #93

    Could you playtest on the next one? I'm around most days so any time should be fine.

    I still consider it alpha but really the layout is 95% final by this stage. It is very playable in it's current state, mostly just the visuals and some small balance tweaks are that are unfinished. The only major thing I'm still considering is whether or not CTs need a faster rotation into the back of B.

  • selmitto
    • June 28, 2013 at 9:01 PM
    • #94
    Quote from Puddy

    Still in hospital due to complications. Things are improving.... slowly

    Are you ok, bro?

  • FMPONE
    • June 28, 2013 at 9:02 PM
    • #95
    Quote from Puddy

    Still in hospital due to complications. Things are improving.... slowly

    wait wat

  • El Moroes
    • June 28, 2013 at 9:06 PM
    • #96
    Quote from Puddy

    Still in hospital due to complications. Things are improving.... slowly

    Nothing serious at all?

  • PogoP
    • June 29, 2013 at 12:52 AM
    • #97
    Quote from moroes

    Still in hospital due to complications. Things are improving.... slowly

    Nothing serious at all?

    Hi Puddy.

    Get well soon mate!

  • Sentura
    • June 29, 2013 at 12:55 AM
    • #98

    hospital? wat happen?

  • FMPONE
    • June 29, 2013 at 3:02 AM
    • #99

    no one on mapcore is allowed to ever get sick, sorry. ban him

    (jk we love you get well soon) lol

  • JeanPaul
    • June 30, 2013 at 6:20 AM
    • #100

    whut

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