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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • Puddy
    • August 6, 2013 at 9:36 AM
    • #261

    2 hours before the test is nice.

  • Setin
    • August 6, 2013 at 4:11 PM
    • #262

    I'd like to get mine in on the next available testing time if possible.

  • MrSkellyBones
    • August 6, 2013 at 5:14 PM
    • #263
    Quote from Puddy

    2 hours before the test is nice.

    In that case here's the files =).


    https://dl.dropboxusercontent.com/u/41027277/de_sake_067a.bsp

    https://dl.dropboxusercontent.com/u/41027277/de_sake_067a.nav


    Just a disclaimer for everyone. Some parts of the map have most of the detail work done, most do not. You'll find lots of ugly buildings, missing areas outside of spawns, and lots of single texture pieces. In many of these chases I'm up for suggestions as I'm running out of ideas as to what to put where. The map is built with competitive play in mind and I'd like to here and suggestions and concerns on it based on that goal. Aesthetically , I'm just not that good at detail work XD. This is my first time texturing and optimizing a map. It's been quite the learning experience. =)

  • Puddy
    • August 6, 2013 at 6:54 PM
    • #264
    Quote from Setin

    I'd like to get mine in on the next available testing time if possible.


    This thursday then! I created an event in the Steam Playtesting group.

  • Puddy
    • August 6, 2013 at 10:45 PM
    • #265

    Thanks for the test, I'll get back to ya'll with some feedback tomorrow!

  • Vilham
    • August 7, 2013 at 12:01 PM
    • #266

    first map (tarrys map)


    Moving the A bomb site was a good idea. The new route at the far right of B im not sure about. Otherwise its still pretty fun. Rotating to A from B is still very harsh though as its a low entry.


    Second map


    I would simplify the map back down to box layout (there is too much noise right now), remove any random shapes etc and simplify the routes down. Then think about the theme of the level.

  • Puddy
    • August 7, 2013 at 9:48 PM
    • #267

    Overrun

    I can't remember which bombsite was which so I'll call the one with two ladders A and the other one B. I think the A site is pretty good, though I disliked the new route for T's that is opposite the old one (the routes where they enter the bomb site area). Perhaps the old choke was a bit brutal but I feel like they have a bit too much freedom now. I mean, they can also push in from mid into A.


    I disliked that T's sniper nest on B was connected to ground level on the CT side. I think T should have that sniper nest to themselves (the one with the window) and that they can jump down from the window to push forward, but it's a one-way thing (they have to commit basically). The indoor paths in and around the sniper nest felt a bit mazey.


    Sake

    Surprisingly good foundation but with crude and confusing visuals. The material choices, types of buildings and exteriors feel a bit random. And some of the architecture feels very implausable. I would love to see a more cohesive look.

  • MrSkellyBones
    • August 7, 2013 at 10:06 PM
    • #268
    Quote from Vilham

    I would simplify the map back down to box layout (there is too much noise right now), remove any random shapes etc and simplify the routes down. Then think about the theme of the level.


    Quote from Puddy

    Sake

    Surprisingly good foundation but with crude and confusing visuals. The material choices, types of buildings and exteriors feel a bit random. And some of the architecture feels very implausable. I would love to see a more cohesive look.


    Thanks for the feedback guys! I'm going back and trying to work out a more coherent theme. I'm also reworking a few of the paths and hopefully we can do another playtest in a week or so =D. (Also just got the minimap working. hooray)

  • OrnateBaboon
    • August 7, 2013 at 11:01 PM
    • #269

    cs_agency

    I like the new routes - the toilets and first floor walkway - they stop T's rushing a lot, which slows the pace a bit. Makes the map more balanced.

    The art is looking great!

    One thing that is not clear yet is what type of office it is - an architecture company, a law firm etc Some indication of that would go a long way I think.

    Random ideas

    [Blocked Image: http://www.foxmaintenance.com/img/bas-offices-6.jpg]


    [Blocked Image: http://www.london-fine-art-photographer.co.uk/wp-content/upl…interiors5b.jpg]


    [Blocked Image: http://s3-media1.ak.yelpcdn.com/bphoto/ZpUj5l1…DNdbNjjNQ/l.jpg]


    [Blocked Image: http://nordarchitecture.com/wp-content/upl…foyer-web-1.jpg]


    Something big in main room


    [Blocked Image: http://www.rounds.com/blog/wp-conten…l-Istanbul.jpeg]


    http://www.diymag.com/creative-ideas…-and-furniture/

    http://www.london-fine-art-photographer.co.uk/tag/buildings/page/5/

    http://www.cgtrader.com/3d-models/arch…ne-render-ready


    [Blocked Image: http://www.skybex.com/home/cs_agancy_02.jpg]

    Possibly something blocking the ground to the first floor so that people have some sold cover there. The two guys can't see each other.


    de_viper


    I enjoyed the map. Took a bit to learn, but I think this was because there was no radar. Layout is really straighforward.From the blockout, it looks like it will be really interesting visually. Looks like it might be based in Karnak?


    This spot feels really powerful.


    [Blocked Image: http://www.skybex.com/home/de_viper_01.jpg]

    Felt like a route here might be worthwhile since the spot up top can only be accessed from round the back.


    [Blocked Image: http://www.skybex.com/home/de_viper_03.jpg]


    Dead end here.


    [Blocked Image: http://www.skybex.com/home/de_viper_02.jpg]


    de_overrun


    Really like the map, and has good opportunities for different weapons. One route I avoided a lot after using it a couple of times was the under the bridge rotation route from the ladder site, to the other site. It felt like you could get shot from a lot of places. I definitely think some extra basic landmarks would help now, even if they are really rough.


    de_sake


    Felt a bit confusing at first. But easy enough to learn. The sites felt solid, though one of them - the outside one seemed to have a lot of windows and places to hide. The ladder route in the wooden tunnel felt a bit out of keeping with the rest of the map. I liked the stair route up to the site, but the metal railings got in the way of player movement in an area that sees a lot of action.

  • Puddy
    • August 8, 2013 at 12:37 PM
    • #270

    Thanks for the input OP. Seems models are checkerboxed on the map though, did everyone have this issue?

  • FMPONE
    • August 8, 2013 at 12:43 PM
    • #271

    Not I, map looked nice

  • Squad
    • August 8, 2013 at 3:44 PM
    • #272

    Me neither, didn't have any materials missing.

  • blackdog
    • August 8, 2013 at 7:42 PM
    • #273

    Testing tonight?

  • Puddy
    • August 8, 2013 at 7:58 PM
    • #274

    Yes! Game on pretty much now!

  • Puddy
    • August 8, 2013 at 8:03 PM
    • #275

    Now! Join up!

  • Vilham
    • August 8, 2013 at 8:06 PM
    • #276

    can't join the server tonight for some reason.

  • Setin
    • August 8, 2013 at 9:22 PM
    • #277

    Hey guys, thanks for the playtest! I can tell there are a lot of things to work on, fixing the rain being number 1. Thanks again for the feedback.

  • MrSkellyBones
    • August 8, 2013 at 9:27 PM
    • #278

    Just got done testing de_monsoon. For general game play it feels to open at times. The B and Mid routes both have very long sight lines which make the map more awp focused. You can change mid quite easily by eliminating large terrorist route to mid and offsetting that with an opening in the apartment that lets you drop down (there might even be one. I only saw that spot on spec once and never went there). Water also affects the way flashbangs and grenades behave so you might want to add more displacement maps or solid ground to walk on in the lower parts of the map.


    Overall the layout felt pretty good. There are a few bits I would change though. First CT spawn is very long and open. I suggesting adding a little cover so that rotating through it isn't quite so painful. Also the back of B site has a small hallway that wraps around a world block. I feel like between it and the many boxes in B there were to many spots to hide. A couple lights are needed in the door room so it isn't so dark. Even with the rain off I couldn't see CT's inside it.


    A side felt much more solid. You might want to extend the catwalk so it goes all the way to the T door entrance so that is isn't immediately a great spot to defend from. It didn't get played a much but when it did I liked it quite a bit.

  • OrnateBaboon
    • August 8, 2013 at 9:40 PM
    • #279

    I liked the theme. It reminds me of the MW2 map Underpass.


    [Blocked Image: http://www.themodernwarfare2.com/images/mw2/maps/underpass-prev.jpg]


    The main issue was the fog overlay which made it really hard to see.


    Gameplay wise, I think there were some really long sight lines, which made a few of the areas a no go zone unless you sniped. The fallen palm tree route is a little awkward - maybe do something like the box and wooden plank route on Mirage which is a lot cleaner. The fountain in the map also reads as a bomb site the first few rounds - probably because it is used that way on Inferno.

  • blackdog
    • August 9, 2013 at 11:02 AM
    • #280

    de_monsoon

    I really enjoyed the test yesterday, layout base is pretty solid –as others said already while playing.

    I particularly like the height variation you have provided; overall size and routes seems pretty good to me for rotation timing.


    Problems encountered.

    • The first few rounds as a CT (my first steps in the map too) I wasn't finding my way to B, maybe unlucky spawn that made me look the other way, but I'd say the CT spawn is too "flat" and doesn't help in showing all the routs right away, maybe you can retreat its position a little back (compensating the T one for keeping the timing).
    • The sniping nest for the Ts is too vicious imo, it wasn't camped ferociously during the test, but I imagine how in public servers it could degenerate. Also, being it dark, is very difficult to counter someone in there, quite the contrary of what Valve did in Mirage. It's not like in DoD, where with a Kar I can shoot a couple of rounds in the dark and probably hit something anyway.
    • Everything is a placeholder at this stage, but I found the mid area a bit confusing and noisy with columns and fountain/pond.
    • I too find that B seems to have too many cover spots, but I wouldn't say to delete right away the small backalley going around it.
    • On the flip side, A-site feels a bit too enclosed, but we never rushed it as a team; maybe you are expecting Ts to split and push mid to ease the others to enter from main entrance there, but it felt like the second option, to take the sneaky way playing a fake on B.
    • palm-ramp on the way to B, didn't gave me problems at the beginning, in later rounds when it was crucial to get up quickly i missed it even 2-3 times in a row. Because of the theme, I guess you can make something like a destroyed house and a ramp made of rubble, I don't see why it should be a route to climb or something

    Not much to say about the mist and rain (i didn't removed those btw) that hasn't been already said. Just iterate through and find a sweet spot that makes for a good ambience. Dunno what is possible to do with Source, maybe have it on lower parts of the map, where water is.


    Because of the setting, maybe the "Pirates" T faction is more appropriate?

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