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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • leplubodeslapin
    • September 3, 2013 at 9:38 PM
    • #361

    Hey, about what i said on the server :


    [Blocked Image: http://img97.xooimage.com/files/3/0/d/de_tunnels_v8-overview-40a73f9.png]


    Every thing in your map follows the lines of the hammer 2D top grid. It's easy to notice it and it makes the gameplay a bit too much predictable, it should be more natural.There is also an important concept in de_ maps that it seems you know but you should work a bit more on it : there must be rooms and corridors. By room, i don't mean you have to make inside rooms, it's just the concept of an open area. Between each rooms, there are the corridors.What i mean is that it's not always easy to determine what is a room and what is a corridor in your map, every thing is a bit tight, even the bombsites. Maybe you could try to enlarge some areas to make it more obvious. I like the verticality you have in the middle, it makes it very fun to play. But ... good luck to make it credible in terms of architectural structure

  • Stranger
    • September 4, 2013 at 4:08 AM
    • #362

    Thanks for the feedback! Lots to think about.

  • Stranger
    • September 5, 2013 at 8:22 AM
    • #363

    Barely anyone showed up to the last playtest. Could I have De_Tunnels played again this Thursday?

  • JeanPaul
    • September 7, 2013 at 1:05 AM
    • #364

    I will 100% have a map for tuesdays test. Are we still on for the regular time?


    I am making this post merely to hold myself accountable for getting the map into a playable state asap.

  • OrnateBaboon
    • September 7, 2013 at 2:04 AM
    • #365
    Quote from Stranger

    Barely anyone showed up to the last playtest.


    Yeah, that happens sometimes. Then the week after, it might be a full server. Luck of the draw!


    Hopefully there were enough players so you could get some useful information from the test.

  • Stranger
    • September 7, 2013 at 5:55 AM
    • #366

    I will also have a map ready for either sunday or tuesday playtesting. Whichever has a slot open for me.

  • LexxoR
    • September 8, 2013 at 12:59 AM
    • #367

    I want to say Stranger thanks for his notice about this tread!

    Also, I want to put into playtesting today (Sundays at 21:00).

  • Stranger
    • September 8, 2013 at 2:43 AM
    • #368
    Quote from LexxoR

    I want to say Stranger thanks for his notice about this tread!

    Also, I want to put into playtesting today (Sundays at 21:00).


    Sure thing. I hope you get some helpful feedback.


    I also have a map ready, so if no one else had resquested a Sunday slot. I'll have a download link up soon.

  • Puddy
    • September 8, 2013 at 10:38 AM
    • #369

    I can't host tonight. I'll start getting more admins.

  • Stranger
    • September 8, 2013 at 11:18 AM
    • #370

    Damn. So no playtest today? I hope I can get in on Tuesday then.

  • Puddy
    • September 8, 2013 at 6:33 PM
    • #371

    We'll playtest on tuesday.


    JeanPauls and Strangers maps.

  • Stranger
    • September 8, 2013 at 9:09 PM
    • #372

    Thanks! Hope I didn't seem rude. Thanks for putting in all the work to make these playtests happen.

  • JeanPaul
    • September 9, 2013 at 6:40 PM
    • #373

    Okay guys here we go


    de_volt_a1


    Things I sent out to accomplish with this map:

    -Train-esque bombsite A in the map's "mid" that is several times larger than a normal bombsite

    -More vertical gameplay elements than most DE maps

    -Design that immediately orients the player so no one ever gets lost

    -A layout that has immediately recognizable bombsite locations

    -Other minor things I dont feel like typing out


    [Blocked Image: http://i.imgur.com/43BVBMa.jpg]


    Screenshots of the map if you care enough to view them:

    http://imgur.com/a/1yQb0


    And finally the download link:

    http://jeanpaultron.com/maps/de_volt_a1.zip See you tomorrow

  • blackdog
    • September 9, 2013 at 7:15 PM
    • #374

    I alays welcome more vertical gameplay, but this seems a bit confusing

    [Blocked Image: http://i.imgur.com/egq9IOth.jpg]

    maybe too many ramps close together? I know the final won't look like this but reminds me of a skate park.

  • JeanPaul
    • September 9, 2013 at 7:26 PM
    • #375

    Not sure, hopefully testing lets me figure it out. Its a LOT more staightforward in that area when you play it than that screenshot shows.

  • selmitto
    • September 9, 2013 at 9:58 PM
    • #376

    JP, your TF2 background is noticeable

    looking forward to test this map with y'all

  • Rick_D
    • September 10, 2013 at 9:02 AM
    • #377

    it doesn't look like a real place at all, architecture is very unbelievable for an industrial setting but it can be resolved if layout works i suppose. there's some very big differences in height though, looks a lot more appropriate for tf2 than cs atm

  • JeanPaul
    • September 10, 2013 at 4:29 PM
    • #378

    CS players fear change more than old men.


    But seriously, why even bother commenting on the realism of a map when its barely even the first alpha? I mean thats a bit absurd.


    WHAT POWER PLANT HAS GREY WALLS I MEAN COME ON

  • Stranger
    • September 10, 2013 at 4:46 PM
    • #379

    I'm certainly no architect, but I ran around in your map last night and thought is geometry was pretty interesting. Definitely a lot of open space, but lots of great cs maps make open spaces feel safe just by strategic placement of cover. Looking forward to seeing how it plays.

  • FMPONE
    • September 10, 2013 at 5:50 PM
    • #380

    It has absolutely nothing to do with fearing change and everything to do with the fact that Rick is right and you're hesitating to take his feedback

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