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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • TheOnLY
    • August 13, 2013 at 11:09 PM
    • #301

    Hey i would like the 2nd alpha of my map de_catchment to be playtested.


    Forgot to post a link

    http://steamcommunity.com/sharedfiles/fi…s/?id=169300833

  • tr0nic
    • August 14, 2013 at 12:44 AM
    • #302

    ok I'd like to have my map tested next tuesday!


    Mapname: De_mocha


    I've made a ton of small/medium but necessary gameplay improvements since the last playtest that need to be tested.


    Will post new screenshots in the coming days with detailed changelog

  • Puddy
    • August 15, 2013 at 7:52 PM
    • #303

    The new maps have been scheduled in the playtesting group's calendar! PM me with map download links later!


    Speaking of tests, we're playing Agency and Coldshell in 5 minutes!!! Join up.

  • Puddy
    • August 15, 2013 at 8:01 PM
    • #304

    Okay seems like there was some issues after the big update, I'm working on em!

  • Puddy
    • August 15, 2013 at 8:25 PM
    • #305

    Almost done!

  • Puddy
    • August 15, 2013 at 8:37 PM
    • #306

    DONE!!!! Join up!

  • Puddy
    • August 15, 2013 at 10:39 PM
    • #307

    Thanks for playing, yo.


    Be sure to write feedback in the thread! I'll sum up my thoughts on coldshell in a bit.

  • Puddy
    • August 18, 2013 at 9:41 AM
    • #308

    Coldshell (sorry for the late feedback):


    Gameplay:

    I think the basic layout is a bit too mazey and I don't think the encounter points were too interesting to be honest. I think you need to take a look at your paths, perhaps redesign the main combat areas and make sure the timings are balanced for these areas. Still, the map felt pretty balanced and it was nice seeing a map that focuses a bit more on close quarters.


    Visuals:

    The visuals felt a bit crude, the texture work wasn't too great. The level felt very gamey and I didn't really "buy" the environments. Felt like the compound of an early-era Bond villain.


    Furthermore, we've got DE_Bagra and CS_Mass lined up for tonight and DE_Catchment and DE_Mocha lined up for Tuesday. The authors of these maps need to get back to me with the latest versions of their maps! I'll schedule another Agency test for next Thursday, which means there's another slot available if anyone needs it.

  • blackdog
    • August 18, 2013 at 9:56 AM
    • #309

    Hope i'll be able to play tonight, thursday there was the GO update taking forever, my parents are also back and my dad is downloading stuff as if there's no tomorrow...

  • Vilham
    • August 18, 2013 at 10:27 AM
    • #310

    Had some issues with getting the minimap working on my pc yesterday and im at work so I cant fix it today. So no cs_mass tonight. Sorry.

  • TheOnLY
    • August 18, 2013 at 2:12 PM
    • #311

    We could try playing it without minimap

  • Vilham
    • August 18, 2013 at 2:27 PM
    • #312

    we did that the first time, it does negatively effect the playthrough, and im at work now anyway, so its not going to get packed and sent to puddy before the playtest starts.

  • 'RZL
    • August 18, 2013 at 5:23 PM
    • #313

    I'm sorry to hear that your map won't be played Vilham, I was looking forward to it. You can hit me up if you need help with the radar, I would be glad to help you with it.


    Anyhow, here is an overview of DE_Bagra, with the most basic call-out positions:


    [Blocked Image: http://www.abload.de/img/de_bagra_v15_radarybj91.jpg]

  • Vilham
    • August 18, 2013 at 5:47 PM
    • #314

    I popped home from work early, so should have the map ready in a second.

  • Puddy
    • August 18, 2013 at 7:55 PM
    • #315

    Gametime in 5 minutes!

  • Puddy
    • August 18, 2013 at 8:02 PM
    • #316

    Gogogo!


    31.3.246.66:27015

  • Puddy
    • August 19, 2013 at 8:13 AM
    • #317

    DE_Bagra


    It took a while to learn since the map is pretty "naked" and mostly consisted of dev textures. But once you got a hang of things it was a pretty damn enjoyable layout. Don't know if the layout might be slightly on the too interconnected side of things, considering there are so many paths, connectors and sightlines to think about.


    I had fun with my AWP. Perhaps too fun?

  • Vilham
    • August 19, 2013 at 10:08 AM
    • #318

    Yeah, once I learnt it it was nice, but it seemed very mazy at the start. Also some of the sight lines are pretty insane down the middle.

  • Wail
    • August 19, 2013 at 4:46 PM
    • #319
    Quote from Puddy

    DE_Bagra


    It took a while to learn since the map is pretty "naked" and mostly consisted of dev textures. But once you got a hang of things it was a pretty damn enjoyable layout. Don't know if the layout might be slightly on the too interconnected side of things, considering there are so many paths, connectors and sightlines to think about.


    I had fun with my AWP. Perhaps too fun?


    I really enjoyed this map, and I'm hesitant to make too many suggestions for alterations. I do feel like it plays better with teams of more than 5 though. It's just larger than a standard map.


    Couple of things I think might be worth considering:


    1. Mid is pretty wide and particularly dangerous for CTs to cross going to B site (less so for Ts due to the boxes at their entrance to mid). It might be worth thinking about narrowing mid up, or adding some cover for CTs.


    2. On B approach, there's a room with boxes that connects to mid. This room is actually fine, but if you follow the approach to B, you end up going from "twisty box room" to "twisty corridor." This area just feels off to me because it's too maze-like. I would probably get rid of that second turn by angling out the walls and buildings so that it just opens out into B site.


    3. Between A short and A long there is a door on an elevated area. This part actually confused me a lot while playing because I wanted to know how to get up there (it doesn't look like there is a way, unless you jump on people's heads).


    I'd like to get another playtest of this before offering any more suggestions.

  • 'RZL
    • August 20, 2013 at 1:36 AM
    • #320

    Thanks for the feedback guys! I'm going to consider your suggestions when further working on my map with a focus on simplyfing the map by a reasonable amount, which is also going to be the biggest challenge.

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