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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • Dejavo
    • October 18, 2013 at 8:51 AM
    • #501

    What I said on mumble: I'd like A entrance for T to have a mirage-push style timing where T can push out and grab som ground easily. For B-push I feel a bit awkward and vulnerable as T before reaching the red doors. A bit to much open space overall on T-side of map for my cs-taste.


    Overall I like the dynamic of the map when a bomb plant is happening and mid is being used to rotate.

  • Psy
    • October 18, 2013 at 12:30 PM
    • #502

    Can we test Overgrown on Sunday?


    I've made a bunch of major changes and I'm eager to see how they pan out.

  • 'RZL
    • October 18, 2013 at 4:21 PM
    • #503

    [Blocked Image: http://i.imgur.com/O2BTUqS.png]


    The map played pretty T sided at the last playtest and it might be due to the high number of routes the terrorists can take once the mid is in their hands. With a total of 6 paths it's impossible for the remaining CTs to hold the bombsites. Even though the bombsite B narrows its chokepoints down to two paths, it's definitely too late for the CTs to react in time, if terrorists start to breach. The only viable option for CTs here is to stack on one bombsite or even rush one route and then to retake the the site where the bomb is planted, but thats not how a de_ map should be imo.


    I would suggest:

    - remove path 4 for the Terrorists as an option.

    - make the ramps at 1 and 2 not so brutal

    - middle feels pretty cramped already, more space would be nice here

    - A and B are a too spacious and have too many entry-points for retakes

    - 3, 5, 6 need some rework so that they do not clash at one height. I felt pretty helpless as a defender there.


    just my 2 cents tho.


    Quote from Psy

    Can we test Overgrown on Sunday?


    I've made a bunch of major changes and I'm eager to see how they pan out.


    Sure thing, mate! Sunday 21:00 GMT+1 it is!


    Edit: and you wanted to know what Rig I have the last time we playtested, here it is:


    GPU: GeForce GTX 460

    CPU: Intel Core 2 Quad CPU Q6600 @2.40Ghz

    Ram: 4,00 GB

    Resolution: 1920x1080, 60Hz

  • Psy
    • October 18, 2013 at 7:29 PM
    • #504
    Quote from roflzomglol

    Sure thing, mate! Sunday 21:00 GMT+1 it is!


    Edit: and you wanted to know what Rig I have the last time we playtested, here it is:


    GPU: GeForce GTX 460

    CPU: Intel Core 2 Quad CPU Q6600 @2.40Ghz

    Ram: 4,00 GB

    Resolution: 1920x1080, 60Hz

    Thanks, man.

    I'll get the new version up sometime between now and Sunday afternoon. It might be a little rough around the edges but I'm focusing on the layout for this iteration.

  • Psy
    • October 20, 2013 at 12:59 PM
    • #505

    Here's the map for tonight's test: BSP / NAV

  • 'RZL
    • October 20, 2013 at 8:05 PM
    • #506

    Playtesting DE_Overgrown by Psy now! Come join us!


    - 78.46.180.197:27016 || - de.eoreality.net (Port: 64738)

  • 'RZL
    • October 20, 2013 at 8:37 PM
    • #507

    Playtest of DE_Overgrown is getting postponed to tuesday 21:00 GMT+1 since we were not enough players.

  • borgking
    • October 21, 2013 at 1:55 AM
    • #508

    Since de_overgrown seems to be the only map on tuesday yet, I would like to have de_core as the second map to be tested.

    Download: https://dl.dropboxusercontent.com/u/22791159/de_core_v02.rar

  • borgking
    • October 22, 2013 at 5:26 PM
    • #509

    I'm sorry, but I'm occupied by another spontanious event this evening, so i won't be able to attend.

    So I would like to postpone the test of core to sunday.

  • Vilham
    • October 22, 2013 at 6:31 PM
    • #510

    k, my map it is, who do i need to send it to?

  • 'RZL
    • October 22, 2013 at 8:03 PM
    • #511

    Sorry, I just arrived home from work, you can send me the .bsp and the .nav here or on steam. Playtest is going to begin shortly.

  • Psy
    • October 22, 2013 at 9:31 PM
    • #512

    My thoughts on Overgrown:

    • Seems too T-sided.
    • A is too difficult to defend. It feels like the Ts get there way too early before the CTs can even get comfortable.
    • Same with B but too a lesser extent.
    • Rotation from B to A is a ballache. I think I might bring back that B to Mid connecting route.
    • Needs moar bins.

    As for Vilham's map:

    • It's very dark in a lot of areas making it almost pitch black in places.
    • The route with the container is very busy. Also, it felt like the CTs could gain access to advantageous positions way too easily.
    • The sewer section could do with fewer pillars. It makes it look kinda confusing when you have so many vertical lines everywhere.

    But overall it seemed pretty solid! Definitely worth finishing. I think it could look pretty snazzy once it's all arted up.

  • leplubodeslapin
    • October 22, 2013 at 10:08 PM
    • #513

    Overgrown :

    There was a clip issue here :


    [Blocked Image: http://img98.xooimage.com/files/0/6/8/2013-10-22_00002-41a5883.jpg]


    A light model is missing here :

    [Blocked Image: http://img98.xooimage.com/files/b/7/b/2013-10-22_00003-41a5885.jpg]


    The last thing i would like to take note is about the railings, i think you should disable their collision and make one more simple with playerclip texture. This is important mainly because it's extremely annoying when you are shooting at someone through the railing and the player moves just behind a metal bar of the railing : you can't shoot through it but you are still a big target behind the railing for the ennemy. This might seem ridiculous but trust me, this is one of the most annoying thing that can happen in a CS map, you must fix this (i'm speaking as a regular CS player). Plus, it will prevent from bouncing grenades on the railing, which is also really annoying.

    But the map plays well, i really like the improvements you made since the last playtest, good decisions.


    cs_mass :

    There is in my opinion a big big mistake here :

    [Blocked Image: http://img97.xooimage.com/files/0/e/f/2013-10-22_00004-41a5889.jpg]


    Rescuing an hostage is already extremely hard to do as a counter-terrorist, but you make it harder by making the place very tight and impossible to cover. The CT can't stay behind the hostage and rescue him, i personnaly do this a lot : I rescue the hostage from behind so that if a terrorist sees me :- it will be harder for him to shoot me (because he doesn't want to shoot the hostage, it will cost him a lot of money- i will be able to see if a terrorist is aiming at me and i can stop rescuing the hostage and try to kill the terrorist first But the map still plays great, it's fun to play and i'm glad to see you working on it (still a lot of art work to do but this is a great start). I hope you can understand my english, sry about that.

  • OrnateBaboon
    • October 24, 2013 at 5:02 AM
    • #514

    Overgrown


    The map is much improved from the earlier version we tested. Mid is much cleaner and inviting, plus a lot of the crates and misc objects you could climb on have been removed, making combat more predictable (a good thing in CS!)

    • The site letter decals being yellow makes them blend in with the rest of the environment, so are very easy to miss. Since they impart critical information - where the sites actually are, I think they should stand out a lot more - maybe by following the CS:GO convention of being orange or red. Since they can really aid navigation, and make the layout more intuitive, I feel that changing the colour will add more to the map, than keeping them yellow will take away.
    • The map does seem T sided. I think a large part of this is because the sites themselves have a lot of entrances. Site A has 7 entrances, and site B has 8. For medium sized areas, this is definitely a lot! I think it could be a good idea to block off the windows so that the CT's have more of an idea of precisely where the T's are coming from, and provide protection when covering some of the other doors, in that they won't get shot in the back.

    [Blocked Image: http://www.skybex.com/home/de_overgrown_01.jpg]
    [Blocked Image: http://www.skybex.com/home/de_overgrown_02.jpg]
    [Blocked Image: http://www.skybex.com/home/de_overgrown_03.jpg]

    • Retaking the sites seems hard. Once the bomb is planted, it usually always goes off, or the T's kill the remaining CT's because there are a lot of places they can be hiding as they try and defuse. At the moment, I would worry that once the bomb is down, an equal number of CT's v T's might not try and defuse, and instead, decide that it is best to just stay alive and save their weapons for the next round.


    Mass


    Cool map. I have enjoyed it from the second iteration really. I feel it just needs polish, and of course a lot of art!

  • ElectroSheep
    • October 24, 2013 at 3:38 PM
    • #515

    i'm not fan of the "number of acces in a bombsite" thing. If you take a look on mirage, people can comes from a lot of different places / windows and it's not making it less good than dust2 and its 2/3 ways only.


    And it's not like all those entrance were 360°, 3 4 5 and 6 can be the same in the first screen for example.


    Also Psy, I have a good feeling with this one, congrats for the next Operation

  • 'RZL
    • October 24, 2013 at 9:39 PM
    • #516

    DE_Overgrown


    the performance definitely got better since the last time, my fps weren't too low.

    I definitely like the changes you made, enjoyed playing it alot more this time.


    But:

    • Rotating from B to A is kinda hard, the old mid to B path would be great, but please make it more wide.
    • Retaking the Bombsites is rather hard in general since the entry points are leaving you very vulnerable, especially the B site, since there are no good ways to flash/smoke your way in, as far as I can tell. Maybe make the windows in the roof/ at the top of the walls breakable?
    • The lower path from CT spawn to A is also really tough, being exposed to three different heights and a bazillion positions, it's like getting [CENSORED].


    Either way, I think it's a nice map already and I am also convinced that it has great chances of entering the next operation.


    CS_Mass


    The map improved quite a bit since the last time, but there was a strong problem showing, the terrorists were simply pushing the rescue zone and camping for the CT's to return with the hostage. You could solve it by adding an additional rescuezone. Otherwise I do not have much to add to the others.

  • Sentura
    • October 25, 2013 at 3:52 PM
    • #517

    Hey guys, I got a blockout of a level I'd love to test out. Whens the next test?

  • 'RZL
    • October 25, 2013 at 10:15 PM
    • #518

    Next test in sunday, 27.10.13, 21:00GMT+1, but I might not be able to make it in time for administrating it, since I am going to be at a family reunion.

  • Puddy
    • October 27, 2013 at 2:24 PM
    • #519

    aight dudes, i'm hosting the test tonight, we'll be playing borgking and senturas maps.


    next tuesday we'll be playtesting cliffs, and any other map that is ready by then!

  • Puddy
    • October 27, 2013 at 6:03 PM
    • #520

    Also, the IP to the server is now 78.46.119.137:27016

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