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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • OrnateBaboon
    • July 30, 2013 at 7:48 PM
    • #221

    Game time soon. Three maps today. I will send out invites.

    cs_agency - it has had a bit of spruce-up.

    cs_compound


    de_overrun - a new map.

    For those that missed it.

    The IP (which is the same as last week) is:

    31.3.246.66:27015

    The server not auto downloading has also been fixed, so everything will be fine with map changes.

  • Puddy
    • July 30, 2013 at 9:53 PM
    • #222

    Thanks for playtesting guys!


    My gut feeling tells me that Agency played better than the last time. Or at least more like I want it to play. There are now three distinct paths for the CTs to push and all of them require some solid pushing/nading. There used to be four paths and they were more interconnected, which made the map a bit CoD:y. But that's just my take and tbh, I'm too "close" to the map to see things clearly. Let me know what you think!


    cs_compound

    A bit on the large side. Also, some paths have extremely short travel distances (jump-over-wall) while others have extremely long (sewer ladder exit). My suggestion would be to "tighten" the map and to trim a lot of the fat. The sewer path and the path that loops all the way around the T area should definitely be considered for removal or revision.


    de_overrun

    I don't think the CTs need the window overlooking mid from their side. Pushing into the bombsite is already very tricky as the elevation is very treacherous for T. Some ramps and architecture felt really wonky. I would try to settle on a theme and do some basic texture work to make everything less abstract. The general layout has potential! Bombsites are very rough though. B was pretty bland and also very cramped. A was probably too exposed. I wouldn't want to defuse a bomb there, ever!

  • Puddy
    • July 31, 2013 at 11:17 AM
    • #223

    Me and OrnateBaboon have decided that, in the future, we will only playtest 2 maps per night and that Tuesdays and Thursdays are our testing days of choice. This is only to encourage consistent player numbers throughout the tests and prevent player fatigue. We are not trying to stifle your creativity.

  • Vilham
    • July 31, 2013 at 11:59 AM
    • #224

    cs_agency


    First time I played it, liked the architecture, I imagine the outside could look great. Corridors need a bit more cover tbh. Damn hard for CTs, left route, heavily favours Ts as snipers, Right route favours Ts, mid route favours Ts as you can easily shoot through that wall. Tbh, there needs to be another route mid on the ground floor that links to the big atrium.


    de_overrun


    Nice small map, doesn't feel like it needs any structural changes. Just start themeing it and see where that takes it.


    cs_compound


    The far left CT route could be closed off from the pipes that cross over the road, this allows CTs to flank a little bit past the gate, but not too much. There are a few too many ways for CT to jump over the wall, making it super hard for Ts to defend the compound.

  • iwxanthi
    • July 31, 2013 at 12:39 PM
    • #225

    Yes I'm already planning some layout changes to improve it for lower amount of players. I'm really grateful for all the feedback I received in testing and here on the forum.

    Thanks!

  • blackdog
    • July 31, 2013 at 3:46 PM
    • #226

    Any playtest tonight?

    I'd download yesterday's maps anyways, but I don't see links in the recent posts and maps like Agency don't have a topic.

    Btw i'm off the hook from training in august, so I can hopefully be more present (tue-thu were the days I was busy at basketball).

  • Puddy
    • July 31, 2013 at 3:56 PM
    • #227
    Quote from Vilham

    cs_agency


    Damn hard for CTs, left route, heavily favours Ts as snipers, Right route favours Ts, mid route favours Ts as you can easily shoot through that wall. Tbh, there needs to be another route mid on the ground floor that links to the big atrium.


    Hehe, that was what the last version had actually. The lower atrium path was removed since it divided the combat between too many locations. If CT's didn't cover all paths, T's would easily loop around and hit them in the back. All routes do favor Ts more or less by design, but CTs have the advantage of being able apply pressure where they choose (T generally needs to spread out). I am doing minor tweaks to even the odds a bit, but I think that chokepoints and routes have to be pretty brutal to encourage tactics, nading and strong pushes.

  • TarrySruman
    • July 31, 2013 at 5:58 PM
    • #228

    I said it before, but I really hated that mid room on CT side with the nade window. Theres no cover on the inner side of that highly penetrable wall, so Ts can sit across the atrium and spam bullets through the wall and there isn't much the CTs can do about it, other than fire back through the wall. Fights that consist of two teams blindly firing full auto into a wall are really dumb imo.

  • Mapham
    • July 31, 2013 at 7:01 PM
    • #229

    I have made a map which I would like to have playtested in this server. 20 player defuse map.


    http://steamcommunity.com/sharedfiles/fi…s/?id=164839400


    Any time is fine for me, but not during night. I live in gmt+2 timezone.

  • Puddy
    • August 1, 2013 at 7:30 AM
    • #230
    Quote from TarrySruman

    I said it before, but I really hated that mid room on CT side with the nade window. Theres no cover on the inner side of that highly penetrable wall, so Ts can sit across the atrium and spam bullets through the wall and there isn't much the CTs can do about it, other than fire back through the wall. Fights that consist of two teams blindly firing full auto into a wall are really dumb imo.


    I'll take care of that wall!

  • OrnateBaboon
    • August 1, 2013 at 3:52 PM
    • #231

    cs_agency


    Definitely the best version yet, and a lot of fun (I remember the first build with the elevator shaft and garage!).

    As a T, I thought that the map was totally solid with lots of obvious places to snipe from, and it feels like you can both rush, and hang back comfortably.

    On the CT side, things felt a lot tougher. The CT's are almost always on lower ground with limited cover, and the T's have quite defendable positions separated by fairly open spaces. If as a CT you don't have the money to buy good guns, the only route that I felt safe taking was the one that leads to the room where players shoot through the wall (mid). Going left or right always ran the risk of going up against an auto sniper or an AWPer already in position on higher ground.


    My gut feeling is that the map might heavily favour the T's at the moment, though of course this might be down to the make up of the teams, and us not knowing what spots to use smoke grenades.

    cs_compound

    Looks really nice! However, I felt it was too big with the new routes. The area round the back of the compound creates some really long sight lines, and made some sections feel a bit too dangerous. The sewer definitely balances the map more, but at the moment it only has two exits, which makes it feel like one really long route.


    If the sewers are kept in, I think adding multiple exits between the main entrances could be a good idea (like cs_militia/cs_siege), just so they don't feel quite as detached from the main part of the map.


    de_overrun

    A fun layout, with a lot of nice height variation, bridges and underpass sections. I thought some of the areas felt too tight, especially the interiors - we should have turned player collisions on to see if this really was the case. The bomb sites were a little cramped, and perhaps the rotation times were too quick, but it is easy to see how this will be an excellent layout with a few tweaks.

  • Puddy
    • August 1, 2013 at 10:19 PM
    • #232

    Thanks for the feedback! I've made a bunch of changes and have a few more to go.


    Okay guys, I'm announcing a test for next Tuesday, the 6th of August at 21:00 GMT+1. What I can offer is a revised version of Agency. No dramatic layout changes, just a bunch of gameplay tweaks to make the map more fun to play. Oh and there will be some more art on the level!


    Mapham: Let me know if this time is suitable or which time is.

  • JeanPaul
    • August 1, 2013 at 11:28 PM
    • #233

    The 8th is thursday bro.

  • TarrySruman
    • August 1, 2013 at 11:50 PM
    • #234

    I'll have an updated version of Overrun ready

  • FMPONE
    • August 2, 2013 at 9:55 AM
    • #235

    I'll also have a new map to test.

  • iwxanthi
    • August 2, 2013 at 10:39 AM
    • #236
    Quote from OrnateBaboon

    cs_compound

    Looks really nice! However, I felt it was too big with the new routes. The area round the back of the compound creates some really long sight lines, and made some sections feel a bit too dangerous. The sewer definitely balances the map more, but at the moment it only has two exits, which makes it feel like one really long route.


    If the sewers are kept in, I think adding multiple exits between the main entrances could be a good idea (like cs_militia/cs_siege), just so they don't feel quite as detached from the main part of the map.

    Yes, it's a bit to much. Will see what I can do with sewers. Really want to keep them though

    Thanks for the feedback!

  • Puddy
    • August 2, 2013 at 12:14 PM
    • #237

    Yeah sorry, I meant the 6th!


    Since we have more than two maps, we'll playtest on Thursday the 8th too (FMPONE's new map). I'm scheduling these tests on our playtesting group page: http://steamcommunity.com/groups/MapCorePT/events. Join the group to stay up to date!

  • blackdog
    • August 2, 2013 at 12:25 PM
    • #238

    I tried Agency yesterday with bots and liked it already; but more appropriate comments after a playtest with humans. Unfortunately next tuesday I will be 90% away.


    Available for thursday the 8th and whatever the maps you will have!

  • Mapham
    • August 2, 2013 at 1:13 PM
    • #239
    Quote from Puddy

    Thanks for the feedback! I've made a bunch of changes and have a few more to go.


    Okay guys, I'm announcing a test for next Tuesday, the 6th of August at 21:00 GMT+1. What I can offer is a revised version of Agency. No dramatic layout changes, just a bunch of gameplay tweaks to make the map more fun to play. Oh and there will be some more art on the level!


    Mapham: Let me know if this time is suitable or which time is.

    That time is okay.

  • Setin
    • August 3, 2013 at 3:26 PM
    • #240

    I'd like to have mine playtested as well while it's still mostly dev textures. Before I start going into too much more detail.


    Looking forward to seeing FMPONE's new map!

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