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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • Sentura
    • November 12, 2013 at 3:09 AM
    • #541
    Quote from OrnateBaboon

    A more fundamental issue with the site however, is that it is very hard for the T's to attack using the main T entrances. The CT's have a lot of places to set-up, with multiple sightlines on the doors that require a large aim adjustment from the T's. I think reducing the number of sighlines on the doors, and closing off one of the T entrances - probably the one closest to the T spawn, could make the site a more attractive option. It would also harden the choke point - probably a good thing in this case, since the two doors next to each other make the area feel too loose.


    Jesus christ this is what the previous iteration had, and people wanted a change because it didn't work. I'll try closing the gap and placing the bombsite above ground (and also cover).


    As for A: Thanks, I can make that work

  • Puddy
    • November 12, 2013 at 7:50 PM
    • #542

    Game time in 10 minutes yo!

  • Sentura
    • November 12, 2013 at 8:40 PM
    • #543

    Sorry guys, I'm missing out due to workload. I'll try to be there next time

  • Puddy
    • November 12, 2013 at 8:57 PM
    • #544

    Thanks for playing all! Let me know if you have any crits!

  • TheOnLY
    • November 12, 2013 at 10:08 PM
    • #545

    Fund it pretty hard to defend the route to B to stop the CTs form pushing as a terrorist. There is only one direction to watch as a CT going out but two for defending Ts. Additionally i found it hard to push in as T because they can be shot form two very differnt locations at the same time. I think that the door should be opened to the oposite side as it is now to avoid this. I feel like there wasnt a lot of action on B because 3 players defending were enough.

  • MinorThreat
    • November 15, 2013 at 4:02 PM
    • #546

    Hi, is there any chance you could give my map a try?


    http://steamcommunity.com/sharedfiles/fi…851&searchtext=


    More blocks need to be added, and I'm not sure about bombsite A, but hopefully your feedback could help me with these.


    Cheers.

  • Setin
    • November 15, 2013 at 11:47 PM
    • #547

    I'd like to get in an actual 5v5 playtest in this weekend if possible.

  • esspho
    • November 18, 2013 at 10:34 AM
    • #548

    Can we squeeze de_twinstar_a2 into one of the next playtests?

    The layout got some and i'd like to hear / see what people think about it.

  • Rick_D
    • November 18, 2013 at 12:33 PM
    • #549

    >mediafire

    >not steam workshop

    >2013

    >being this retarded

  • esspho
    • November 18, 2013 at 1:31 PM
    • #550
    Quote from Rick_D

    >mediafire

    >not steam workshop

    >2013

    >being this retarded

    ... you may have a point there.

    i was planning to upload it to the workshop after another playtest.

    I'll get to this when i come home.

  • 'RZL
    • November 18, 2013 at 2:53 PM
    • #551

    It's fine like this esspho, we needed the files anyway since we generally don't use the workshop for the mapcore server.

    The next playtest would be tomorrow at 21:00 GMT+1 like always.


    We are going to playtest de_hydroplant and de_twinstar.

  • MinorThreat
    • November 19, 2013 at 5:13 PM
    • #552

    Alright guys,


    Due to unforseen circumstances I can't make the 21:00 playtest tonight, I'm really sorry for the late notice. If you want to do someone else's map that's fine. Mine could probably do with a bit more work anyway.

  • 'RZL
    • November 19, 2013 at 8:32 PM
    • #553

    With a little delay, we are going to playtest de_twinstar_a2 now! Join us!

  • Jpley
    • November 19, 2013 at 8:47 PM
    • #554

    Hey Guys,


    We'd like to setup a playtest for our upcoming CS:Go map. We started a new topic few days ago here ==>


    Name is just a temporary one of course. The available map on the workshop is super straightfoward with less art as possible. We just want to experience as much as possible the layout before to go deeper into the art job. Map is located in Paris. We woul'd especially appreciate any feedbacks related to the layout such as feeling / balancing/ teamplay experience etc


    We have a huge preference for Sundays at 21:00 GMT+1 but if that's not possible we can try it any Tuesdays or Thursdays.


    Cheers

  • 'RZL
    • November 19, 2013 at 9:16 PM
    • #555

    DE_Twinstar


    damn, the first iteration was gigantic, the second now is kinda small, very interconnected and terrorists can swarm out and push the CT's in like 5 seconds, it really felt more like a fight yard (fy_) map than a defuse map. I would suggest to put the T spawn further back and close off a few routes to make it work. Otherwise it was a very nice setup and already showed how beautiful it's going to become.

  • 'RZL
    • November 19, 2013 at 9:21 PM
    • #556
    Quote from Kanee

    Hey Guys,


    We'd like to setup a playtest for our upcoming CS:Go map. We started a new topic few days ago here ==>


    Name is just a temporary one of course. The available map on the workshop is super straightfoward with less art as possible. We just want to experience as much as possible the layout before to go deeper into the art job. Map is located in Paris. We woul'd especially appreciate any feedbacks related to the layout such as feeling / balancing/ teamplay experience etc


    We have a huge preference for Sundays at 21:00 GMT+1 but if that's not possible we can try it any Tuesdays or Thursdays.


    Cheers

    Display More


    That is alright with us, your spot for this sunday is reserved then and leaving one more open spot for that day. You'll just need to send me the version you want to test (.bsp and .nav) at least two hours before we begin either here in this topic or per PM.


    Cheers

  • leplubodeslapin
    • November 19, 2013 at 9:45 PM
    • #557

    I could also be able to playtest a new version of my map cs_opera, which had a lot of improvements. It's also located in paris (damn, why did you also have chosen this location ? ^^) but currently it's still in dev textures anyway.


    About your map esspho (de_twinstar_a2). As i told you, i think it's currently an excellent deathmatch map, because it's kinda small and has lots of short paths that allow you to easily get around ennemies and kill very quickly a lot of people. Also i think that this is going to be beautiful, it's a great start.

    But if you want to make it more like a serious bomb map, maybe you should change things, starting by deleting some paths.


    [Blocked Image: http://img97.xooimage.com/files/1/9/b/suppr1---copie-423db12.jpg]

    This path has 2 issues : it makes the other path (with the conveyor belt for seeds or garbages i don't know) useless and it allows CT to rush immediatly the middle at the terrorists positions.


    [Blocked Image: http://img98.xooimage.com/files/1/b/e/suppr2---copie-423db18.jpg]

    This path is also not needed, terrorists shoud be able to climb in the middle if they want to rush the middle, so they don't need it. Also, counter terrorists can jump from the middle catwalk.


    [Blocked Image: http://img98.xooimage.com/files/8/1/7/suppr3---copie-423db1c.jpg]

    It's true that terrorists must be able to rush the middle but this thing makes it too fast and easy for them. Instead, put some crates and stuff on the ground to let them climb and reach the CT position.


    [Blocked Image: http://img95.xooimage.com/files/7/1/0/suppr4---copie-423db1e.jpg]

    This path is also something complicated that doesn't really make things more interesting. Instead of it, you can make a recess in the wall with some obstacles to make some covers in order to defend the bombsite.


    [Blocked Image: http://img98.xooimage.com/files/4/5/4/suppr5---copie-423db27.jpg]

    I'm not completely sure with this one but i think it's not really needed (because it's possible to access the corridor behind with the path on your left or the one from the bombsite B).


    [Blocked Image: http://img98.xooimage.com/files/0/6/3/suppr6---copie-423db2d.jpg]

    Here, there are 2 ways to get out from the corridor behind, i don't think it helps and it makes things more complicated as usual.


    There are also a lot of tight paths that you should enlarge, keep in mind that in any paths players should be able to run with at least 2 or 3 players easily, without getting stucked. So here are some examples of tight corridors :


    [Blocked Image: http://img99.xooimage.com/files/2/7/9/elarg1---copie-423dd11.jpg]


    [Blocked Image: http://img99.xooimage.com/files/f/e/c/elarg2---copie-423dd19.jpg]


    [Blocked Image: http://img96.xooimage.com/files/a/d/7/elarg3---copie-423dd1f.jpg]


    [Blocked Image: http://img98.xooimage.com/files/d/a/6/elarg4---copie-423dd23.jpg]


    There is also that sightline that might be overpowered in my opinion, maybe you should make it smaller.


    [Blocked Image: http://img96.xooimage.com/files/2/1/b/coupe_mid1---copie-423dd51.jpg]


    [Blocked Image: http://img97.xooimage.com/files/c/1/4/coupe_mid2---copie-423dd55.jpg]


    That's it for today, i hope it helps !

  • esspho
    • November 19, 2013 at 10:37 PM
    • #558

    About your map esspho (de_twinstar_a2). As i told you, i think it's currently an excellent deathmatch map, because it's kinda small and has lots of short paths that allow you to easily get around ennemies and kill very quickly a lot of people. Also i think that this is going to be beautiful, it's a great start.But if you want to make it more like a serious bomb map, maybe you should change things, starting by deleting some paths.


    Quote

    [Blocked Image: http://img97.xooimage.com/files/1/9/b/suppr1---copie-423db12.jpg]

    This path has 2 issues : it makes the other path (with the conveyor belt for seeds or garbages i don't know) useless and it allows CT to rush immediatly the middle at the terrorists positions.


    Quote

    [Blocked Image: http://img98.xooimage.com/files/1/b/e/suppr2---copie-423db18.jpg]

    This path is also not needed, terrorists shoud be able to climb in the middle if they want to rush the middle, so they don't need it. Also, counter terrorists can jump from the middle catwalk.


    Quote

    [Blocked Image: http://img98.xooimage.com/files/8/1/7/suppr3---copie-423db1c.jpg]

    It's true that terrorists must be able to rush the middle but this thing makes it too fast and easy for them. Instead, put some crates and stuff on the ground to let them climb and reach the CT position.


    Quote

    [Blocked Image: http://img95.xooimage.com/files/7/1/0/suppr4---copie-423db1e.jpg]

    This path is also something complicated that doesn't really make things more interesting. Instead of it, you can make a recess in the wall with some obstacles to make some covers in order to defend the bombsite.


    Quote

    [Blocked Image: http://img98.xooimage.com/files/4/5/4/suppr5---copie-423db27.jpg]

    I'm not completely sure with this one but i think it's not really needed (because it's possible to access the corridor behind with the path on your left or the one from the bombsite B).


    Quote

    [Blocked Image: http://img98.xooimage.com/files/0/6/3/suppr6---copie-423db2d.jpg]

    Here, there are 2 ways to get out from the corridor behind, i don't think it helps and it makes things more complicated as usual.


    There are also a lot of tight paths that you should enlarge, keep in mind that in any paths players should be able to run with at least 2 or 3 players easily, without getting stucked. So here are some examples of tight corridors :


    Quote

    [Blocked Image: http://img99.xooimage.com/files/2/7/9/elarg1---copie-423dd11.jpg]


    Quote

    [Blocked Image: http://img99.xooimage.com/files/f/e/c/elarg2---copie-423dd19.jpg]


    Quote

    [Blocked Image: http://img96.xooimage.com/files/a/d/7/elarg3---copie-423dd1f.jpg]


    Quote

    [Blocked Image: http://img98.xooimage.com/files/d/a/6/elarg4---copie-423dd23.jpg]


    There is also that sightline that might be overpowered in my opinion, maybe you should make it smaller.


    Quote

    [Blocked Image: http://img96.xooimage.com/files/2/1/b/coupe_mid1---copie-423dd51.jpg]


    Quote

    [Blocked Image: http://img97.xooimage.com/files/c/1/4/coupe_mid2---copie-423dd55.jpg]


    That's it for today, i hope it helps !


    wow thanks man!

    this is REALLY helpful.

    the deathmatch-character showed especially during the warmup imo. i'll look at the mentioned shortcommings and try to change the gameplay

    to a more de-ish style.


    thank you for taking the time


    Quote from roflzomglol

    DE_Twinstar


    damn, the first iteration was gigantic, the second now is kinda small, very interconnected and terrorists can swarm out and push the CT's in like 5 seconds, it really felt more like a fight yard (fy_) map than a defuse map. I would suggest to put the T spawn further back and close off a few routes to make it work. Otherwise it was a very nice setup and already showed how beautiful it's going to become.


    moving the t start sounds like a good idea. thanks for playing everyone!

  • leplubodeslapin
    • November 20, 2013 at 7:42 PM
    • #559

    No problem, you're welcome.


    My map cs_opera_alpha4 will be ready for the sunday playtest, can it be in ?

  • Hashtag
    • November 21, 2013 at 6:53 PM
    • #560

    rolfzomglol> thanks for the playtest of de_streets_beta1

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