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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • OrnateBaboon
    • July 11, 2013 at 3:48 PM
    • #141

    KOLARI - I have the new one, and it will go on the server. Can't change the time though. I appreciate it is late where you are, but I can't guarantee I will be able to host at that time. Sorry!


    We have 3 maps to test


    de_cache (it is a release candidate)

    de_tibet

    de_mocha

  • selmitto
    • July 11, 2013 at 6:29 PM
    • #142

    Playtesting info:

    Playtesting sessions are scheduled on Tuesdays to Thursdays at 21:00 GMT+1.

    • GMT-3 = 17:00. Brazil
    • GMT+0 = 20:00. UK
    • GMT+1 = 21:00. Sweden, France, Germany etc,
    • GMT+2 = 22:00. Finland, Baltics, Greece etc.
    • US Pacific = 12:00
    • US Mountain = 13:00
    • US Central = 14:00
    • US Eastern = 15:00


    If someone would like to edit the OP and add, that's 17h here in Brazil.

  • JeanPaul
    • July 11, 2013 at 7:49 PM
    • #143

    FMPONE's internet is acting up, he asked if we can play his map last.

    EDIT: Nevermind, apprently its fixed.

  • General Vivi
    • July 11, 2013 at 8:00 PM
    • #144

    OMG I HAVE TO WORK T_T I NEVER GET TO PLAYTEST

  • selmitto
    • July 11, 2013 at 8:01 PM
    • #145
    Quote from Al Anselmo~Intelect0

    Playtesting info:

    Playtesting sessions are scheduled on Tuesdays to Thursdays at 21:00 GMT+1.

    • GMT-3 = 17:00. Brazil
    • GMT-2 = 16:00. Brazil
    • GMT+0 = 20:00. UK
    • GMT+1 = 21:00. Sweden, France, Germany etc,
    • GMT+2 = 22:00. Finland, Baltics, Greece etc.
    • US Pacific = 12:00
    • US Mountain = 13:00
    • US Central = 14:00
    • US Eastern = 15:00


    If someone would like to edit the OP and add, that's 17h here in Brazil.


    Actually, because of daylight savings, we are currently in GMT -2 (16:00).

    (the default is -3)

  • Vilham
    • July 11, 2013 at 8:52 PM
    • #146

    cant join the server for some reason, or is the playtest not today?

  • OrnateBaboon
    • July 11, 2013 at 10:06 PM
    • #147

    Yeah, the test was on, but it seemed like a lot of people had trouble connecting for the first 10 minutes or so.


    And really good games I thought. Some great maps on the way. Will post feedback tomorrow.

  • OrnateBaboon
    • July 12, 2013 at 1:31 PM
    • #148

    de_cache - Really nice looking, and the games were a lot of fun.

    The T spawn could benefit from some buildings in the 3d skybox going behind the main base section of the map, so that the area has even more depth. Similar maybe to how to de_nuke uses the big chimney stacks to create more visual interest.

    [Blocked Image: http://images.wikia.com/cs/images/5/5a/De_nuke_css.jpg]

    The 3d sky elements could also be used to draw the player towards the sites, since the layout is set up for that to be possible.

    I also noticed that some of the textures are not tiled properly - offhand I remember the red brick texture, and the big block texture used in the interior bombsite being two of them.

    The main thing that I think could improve the map is making it look even more overgrown. As though it has been abandoed for a much longer time. More grass, more foliage hanging through the windows and roofs, more graffiti, plants, damage, and puddles. Things that could all be added, yet not effect the layout.

    The only other issue I noticed was that there were fps drops near the middle of the map.

    de_ tibet - really promising map no doubt! Almost like a good mix of dust 2, mirage and inferno - yet the map has its own personality. Definitely one of the best maps we have played so far (in my opinion of course!). It is easy to learn, very intuitive, and all the routes seem really well refined. I really like the interior sections, the different fighting ranges, and mid - which is really clean and has some great sniping opportunities.


    Even though it is mostly a blockout, it feels like there are not really much wrong at all with the layout - apart from some of the crates being hard to jump on when trying to go up to some of the windows in one of the sites.

    de_mocha - Another fun map. The main issue for me was that it looks more complicated than it is. Some of the eye candy areas look like they are playable, and you don't realise that they can't be accessed until you actually hit the clip brushes. These areas were mostly round the CT spawn.

    The T spawn also has routes that are not obvious until you see another player go that way, or you have played several rounds. The route going right (where you jump on the pipes), and the rooms above where the T's spawn for example, could benefit from being much more intuitive.

    Definitely looking forward to more iterations of the map.

  • Psy
    • July 14, 2013 at 6:58 PM
    • #149

    So I've been working on Icebound and have a new version up and running. Obviously, I've been out of the loop for a while but I'm guessing that this could be tested at some point?

    You can download it here: https://www.dropbox.com/s/0qyrsvpw2qxx…cebound_a32.zip

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/de_icebound_a320007.png]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/de_icebound_a320008.png]

  • OrnateBaboon
    • July 14, 2013 at 10:21 PM
    • #150

    Yep. Just choose a day, and we can arrange a test.

  • Psy
    • July 15, 2013 at 12:15 PM
    • #151

    Tuesday's good for me. Not too fussed about the time as long as it's after 7pm GMT.

  • OrnateBaboon
    • July 15, 2013 at 1:59 PM
    • #152

    Next playtest:

    16th of July at 21:00 GMT+1 (20: 00 if you are in the UK)


    Anyone else have a map that will be ready for testing?

  • Squad
    • July 15, 2013 at 8:03 PM
    • #153

    I may have something ready if all goes well.

  • holiestcows
    • July 15, 2013 at 8:39 PM
    • #154

    I may have something for Wednesday or Tuesday depending how fast we get it ready.

  • FMPONE
    • July 16, 2013 at 12:25 AM
    • #155

    YEAH LETS DO THIS


    Cache please


    edit: actually, I'm gonna push it to Wednesday if possible. I'd like to spend some more time with it.

  • Squad
    • July 16, 2013 at 1:12 PM
    • #156

    Link to map here


    Not sure if I will be able to make it myself, but hopefully I will.

  • OrnateBaboon
    • July 16, 2013 at 1:46 PM
    • #157

    Yep, so that is:


    de_icebound

    de_cache

    de_ali_b6


    FMPONE - are we testing the same build, or do you have an updated version of de_cache?


    Ahh, saw you edited the post.

  • Puddy
    • July 16, 2013 at 1:52 PM
    • #158

    Great job organising these tests OB! I hope the server has been behaving!

  • FMPONE
    • July 16, 2013 at 2:07 PM
    • #159
    Quote from OrnateBaboon

    Yep, so that is:


    de_icebound

    de_cache

    de_ali_b6


    FMPONE - are we testing the same build, or do you have an updated version of de_cache?


    Ahh, saw you edited the post.

    Display More


    Let's test a new cache, tommorow, if possible. Not much to be gained from testing that old version

  • OrnateBaboon
    • July 16, 2013 at 2:29 PM
    • #160

    Puddy - yeah, server has been good. No problems at all, apart from last week when some people found it hard to join for the first 10 mins or so. Might have been a Steam issue though, since some of us were able to get in without issue.


    FMPONE - Yep, no problem.


    Anyone else have a map ready for testing? There is room for another.

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