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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • esspho
    • October 7, 2013 at 11:00 PM
    • #441

    thanks for the hint stranger. i got it brighter and toned down the textures saturation.

    once more an update http://www.mediafire.com/download/e65vn…a1_brightup.rar


    looking forward to the playtest (also puddy's layout)

  • borgking
    • October 7, 2013 at 11:30 PM
    • #442

    Ok, small update: I renamed the map to de_core_v01b for the different map issue.

    Also I fixed the overview to work with this map name.

    http://www59.zippyshare.com/v/67428169/file.html

  • Puddy
    • October 8, 2013 at 9:00 PM
    • #443

    They decided to upgrade the server with the promised changes RIGHT NOW. Even though I mentioned that we were gonna playtest.


    REDACTED

  • Psy
    • October 8, 2013 at 9:02 PM
    • #444

    I kinda liked Twinstar after a while but it definitely needs to be scaled way the hell down.

  • Puddy
    • October 8, 2013 at 9:06 PM
    • #445

    I think it's best if we reschedule since we don't exactly know when the upgrade is complete! Since I really want to see how it plays so I can get back to working on the map, I'm scheduling an extra emergency test tomorrow at the same time (21:00!).


    See you then hopefully!

  • PogoP
    • October 8, 2013 at 9:12 PM
    • #446

    Damn that's annoying. Ah well, looking forward to tomorrow.


    I enjoyed Twinstar, but it seemed way too big. I liked it though, I think it's going to be quite good fun. Try cutting down some of the superfluous routes, especially round the back of A.

  • esspho
    • October 8, 2013 at 9:15 PM
    • #447

    i'm really happy that so many people showed up and gave twinstar a run. to sum up the feedback so far: IT'S TOO BIG!

    stupid me: i was kind of thrilled to see real people play the map for once so that i used the team chat all the time.

    I'll try to get a new mic for tomorrow's test.


    so thanks again for playing

  • Puddy
    • October 9, 2013 at 8:33 AM
    • #448

    Okay guys! We've got our new, updated server! The IP is now 78.46.180.197:27016 !


    I'll ensure that it is configured and ready for the test tonight at 21.00 GMT+1!

  • Puddy
    • October 9, 2013 at 7:57 PM
    • #449

    Game time yo! Join up!

  • PogoP
    • October 9, 2013 at 9:04 PM
    • #450

    I enjoyed it Puddy, feels like it has the potential to go somewhere.


    Few notes:


    • Right route feels underused for Ts at start, making bomb site B hard to get to. Perhaps curve the route slightly to let them get there quicker to match CTs.
    • T start feels flat.. Just a bit boring to run around. Perhaps it should start on an incline to give further impression of verticality?
    • Middle area is slightly confusing. I think a lot of people felt this. Feels quite mazelike.
    • CT area behind restaurant is hardly used, perhaps this can be integrated a bit better. Not sure how!
    • Really like left route with cliff top part. Bomb site A feels good too, I like hiding behind the mortar bags. I think area needs defining a bit more.
  • Psy
    • October 9, 2013 at 9:04 PM
    • #451

    I enjoyed Cliff. Only issues was T's route to B being way too exposed and Mid being waaaaay too biased against the Ts.

    As for being able to throw the bomb in the water, there is a workaround. You can use a physics clip around the map and a filter so that everything can pass through it except the bomb. If you wish, I can go into the more depth at a later time.

  • esspho
    • October 9, 2013 at 9:18 PM
    • #452

    some places are really narrow - especially this part:

    [Blocked Image: http://i.imgur.com/bUw8E2o.jpg]

    but like you said it could be better in 5on5.

    also i wonder if cts should be able to do this:

    [Blocked Image: http://i.imgur.com/x61MvdW.jpg]

    it could be too much of an advantage i think.

    overall it was really fun. but it could use some variations in the height of buildings (some could be lower).

  • tr0nic
    • October 9, 2013 at 10:21 PM
    • #453

    Maybe add a clear boosting area for terrorists in middle (where the second yellow car is) Combine this with a better Right Side Terrorist route and I think middle would certainly be a better option for terrorists.

    http://puu.sh/4LX0D.jpg

  • Vilham
    • October 10, 2013 at 9:16 AM
    • #454
    Quote from Psy

    I enjoyed Cliff. Only issues was T's route to B being way too exposed and Mid being waaaaay too biased against the Ts.

    As for being able to throw the bomb in the water, there is a workaround. You can use a physics clip around the map and a filter so that everything can pass through it except the bomb. If you wish, I can go into the more depth at a later time.

    That doesn't stop people jumping off though does it?

  • Puddy
    • October 10, 2013 at 10:07 AM
    • #455

    Thanks for the feedback yo!


    Vilham: No.

  • Psy
    • October 10, 2013 at 12:41 PM
    • #456
    Quote from Vilham

    That doesn't stop people jumping off though does it?


    Nope. But at least it stops the bomb from falling into the water when dropped upon death.


    There's probably a work around to teleport the C4 back to T Spawn when it hits a trigger brush. I might investigate as I need to do it in my map as well.

  • Setin
    • October 10, 2013 at 2:49 PM
    • #457

    I like how I'm in both of those pictures. =D


    Anyways on to feedback:


    I liked the layout, especially around A. I felt like it was way too hard for Ts to get to B, maybe they should reach that inclined route before CTs? In mid, change it to stairs or a ramp, something easier than a car jump to get to the balcony room. Also move the other car in mid closer to the wall so it's easier to boost on.

  • FMPONE
    • October 10, 2013 at 3:45 PM
    • #458

    I enjoyed cliffs, layout seemed like it was on the right track. My major gripes were the cramped corridors, mid seemed awkward and unfair to Ts, and the map name didn't reflect that it appeared to take place in a Greek town.

  • PogoP
    • October 10, 2013 at 4:32 PM
    • #459

    Just so you guys know, this is the sort of feel we're going for, visually:


    [Blocked Image: http://1.bp.blogspot.com/_M5mQhY1RgcI/TFr7gquGd9I/AAAAAAAAKZk/V3EZLDrz8oc/s1600/Vernazza,+Cinque+Terre,+Liguria,+Italy.jpg]

  • catfood
    • October 10, 2013 at 4:54 PM
    • #460

    nice, i also used that picture of manarola for reef. looking forward to see how your aproach is going to be.
    im also joining the playtest tonite if thats ok!

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