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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • 'RZL
    • August 27, 2013 at 2:45 AM
    • #341

    Thanks for the feedback blackdog and wail, I am currently working on the points you mentioned, could we get another playtest then? Maybe even this thursday with a few more people and test the changes?

  • Puddy
    • August 27, 2013 at 6:17 PM
    • #342

    Thursdays first slot goes to DE_Bagra!


    Me and Rick will get a new Agency version with completed art for Thursday as well. See you then guys!

  • Mazy
    • August 27, 2013 at 7:03 PM
    • #343

    Isn't there a playtest tonight? O_O

  • Puddy
    • August 27, 2013 at 7:11 PM
    • #344

    Nope!

  • Mazy
    • August 27, 2013 at 7:13 PM
    • #345

    But I wanted to play cool maps today! ;(

  • blackdog
    • August 27, 2013 at 7:55 PM
    • #346

    Compile yer maps!

  • Stranger
    • August 28, 2013 at 10:33 PM
    • #347

    I would love to have my map tested! I can't figure out how to pack the radar .dds into the bsp, but everything else should be working. I am available for pretty much any time. So as soon as it can be tested, I would really appreciate it!


    Here is the download link: https://dl.dropboxusercontent.com/u/1906363/Game…/de_tunnels.rar


    For any feedback, the thread for the map is here:

  • Puddy
    • August 29, 2013 at 7:53 PM
    • #348

    Game time in about 5 minutes guys! DE_Bagra and then CS_Agency (ARTED)!!!


    We'll playtest DE_Tunnels on Sunday.

  • Vilham
    • August 29, 2013 at 8:59 PM
    • #349

    Bagra - The last time I played I preferred it. T spawn was closer, which meant the choke points were a bit further forward, less snipy. B route for T's had a door to rotate to mid and A route vent was possible to access from both sides.

  • 'RZL
    • August 29, 2013 at 11:27 PM
    • #350
    Quote from Vilham

    Bagra - The last time I played I preferred it. T spawn was closer, which meant the choke points were a bit further forward, less snipy. B route for T's had a door to rotate to mid and A route vent was possible to access from both sides.


    I could have been wrong here, but when the mid to b connector existed, it was too interconnected and the cts could also use these routes and have an easy time to flank the terrorists pretty fast, if they try to go for a b take and get blocked off by a smoke. About the vent, it is still accessible from both sides, but the jump got harder, the thought behind it is to prevent the cts to rush straight into the vent and camp there waiting for the terrorists to move either mid or short and backstab them. Concerning the T-spawn, I didn't really move it, I just relocated some spawns behind and in front of it, so the spawns arent side by side like they used to be. The T spawn just looks bigger since I removed some walls.


    I know there was a lot of feedback about the map but I think I missed some, here is what I noted:


    * more landmarks, people are getting lost like ALL THE TIME

    * too many walls, like there are walls EVERYWHERE

    * b route has toomany chokepoints

    * terrorist routes are too straight forward, you are getting four routes you can choose from like you're at a gameshow and you have to choose between gate 1, 2, 3, or 4 (good metaphor?)

    * too flat, there isn't enough vertical variation.

    * something about the ct spawn?

    * too many huge ass crates?


    what more?

  • Stranger
    • August 30, 2013 at 1:35 AM
    • #351
    Quote from roflzomglol

    * more landmarks, people are getting lost like ALL THE TIME

    * too many walls, like there are walls EVERYWHERE

    * b route has toomany chokepoints

    * terrorist routes are too straight forward, you are getting four routes you can choose from like you're at a gameshow and you have to choose between gate 1, 2, 3, or 4 (good metaphor?)

    * too flat, there isn't enough vertical variation.

    * something about the ct spawn?

    * too many huge ass crates?


    what more?

    Display More


    That covers all of my complaints. My biggest issue were the choke points made it very difficult for Ts, and the lack of height variation.

  • sven
    • August 30, 2013 at 2:39 PM
    • #352

    I can't make it this weekend, but I would like to playtest a new version of de_holland some time next week if possible .

  • Stranger
    • September 1, 2013 at 1:13 AM
    • #353

    Updated my map a bit. Here is the latest build: https://mega.co.nz/#!WZAFHLYD!QUk…9724UfHt9EqB4Dw

  • Stranger
    • September 1, 2013 at 8:15 PM
    • #354

    Is the playtest still on for today?

  • Puddy
    • September 1, 2013 at 8:19 PM
    • #355

    Sorry about that, we'll have to reschedule! Tuesday should be all good.

  • Stranger
    • September 1, 2013 at 8:23 PM
    • #356

    okay then.

  • sven
    • September 3, 2013 at 6:07 PM
    • #357

    Not sure which maps are in the playtest that is scheduled to today, but if mine is in it, the current version is on the Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=170074372


    Workshop name is "sventestmap", the file is hland144.bsp.

  • Puddy
    • September 3, 2013 at 6:14 PM
    • #358

    Hey sven, can you please point me at a direct link for the files?

  • sven
    • September 3, 2013 at 6:56 PM
    • #359
    Quote from Puddy

    Hey sven, can you please point me at a direct link for the files?

    Sure .


    BSP


    Nav file

  • Stranger
    • September 3, 2013 at 8:06 PM
    • #360

    Server is up.

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