1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Off-Topic

MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • Jpley
    • November 26, 2013 at 9:49 PM
    • #581

    Thanks for those who came tonight (de_streets_b1). Feel free to share your feedbacks so we can improve/ change things for the next beta layout


    Cheers

  • Nerve
    • November 26, 2013 at 9:53 PM
    • #582

    Missed this, maybe next time

  • Puddy
    • November 26, 2013 at 10:44 PM
    • #583

    Cool, unique map. Great foundation for future versions and some interesting art.


    Some ideas to consider:


    • There's one sloping path up to B from the train section. CT can, however, look down on approaching T's via a vantage point. There's no way to get up there however. I think it would be really cool to try and see if it would work for T's to be able to boost up there OR if there was a ladder. A high risk alternate entrance basically; for when you want to flashbang up to the site and gamble a bit. This opportunity also keeps CT's on their toes.
    • The trains have ladders on the models, but they weren't useable in game it seems. I think having them active could create some interesting situations.
    • If a terrorist pushes towards B but is held back, he can get REALLY cornered by CT if they decide to go down to the trains. The terrorist retreat path will be really exposed. See here.
    • When terrorists try to push out of the A-site gate they are extremely exposed and have NO cover or flexibility. They currently have to hang back and kill CT's before moving in. It would probably be good if they had some cover they could move to after leaving the safety of the gate. I also think T's need something to counter CT's advantage in this area. What if they could dash out of the gate and run into some apartment which either gave them another angle to shoot from OR let them move toward CT's staircase without exposing themselves? This allows for good smoke useage etc.
    • You probably need to look a bit at your timings and how they affect the balance. I didn't play the map enough to draw some solid conclusions, so I'll leave you to it.

    EDIT: Actually, T's might already be able to boost up to that vantage point! It's a shame we play casual with no collisions.

  • Hashtag
    • November 27, 2013 at 9:29 PM
    • #584

    Thanks for the playtest and feedbacks !

  • Setin
    • November 27, 2013 at 11:44 PM
    • #585

    I'd like to get my map in either this Thurs or Sunday, w/e works best for people for another playtest.

  • 'RZL
    • November 28, 2013 at 8:23 PM
    • #586

    Alright guys, playtest of de_plaza_beta1 is starting now! gogo join us! 78.46.119.137:27016

  • Gami
    • November 29, 2013 at 10:36 AM
    • #587

    I wasn't able to make the playtest but I ran around the map a bit, the layout/timings seemed really good. The Bombsites feel a little unfinished though- the pit at A seems a little odd, and the tree at B windows T side kinda blocks sniper vision which is a little annoying.

  • Nerve
    • November 29, 2013 at 11:35 AM
    • #588

    Like the map so far, one of the things that annoyed me were the plant pots in the centre. The wall they're on is already quite high, so when you come around a corner into that area it's kind of hard to see what's going on at first.


    I noticed it more on T side at the start of a round if both sides rush the centre. CT seemed to get to the bottom of the stairs on their side before T get to the doorway on theirs, so they have the vision advantage and can sort out their aim. By the time T get to the doorway, CTs heads are already clipping the walls, blending in with the plant pots and they're scoped in on your face. (Puddy)


    I'd probably lower the height of the entire centre piece slightly and remove the plant pots. That's just me being picky though


    Can't wait to see it finished, awesome stuff.

  • Setin
    • November 29, 2013 at 6:27 PM
    • #589

    Thanks for the playtest and feedback guys!

  • catfood
    • December 5, 2013 at 10:33 AM
    • #590

    Are there any playtests planned? and is there still room to add de_crossfire_concept to the next one?

  • 'RZL
    • December 5, 2013 at 3:28 PM
    • #591
    Quote from catfood

    Are there any playtests planned? and is there still room to add de_crossfire_concept to the next one?


    We can playtest today at 21:00 GMT+1, all I need is your .bsp and .nav, (with a packed radar if possibru), or we can playtest on sunday at the same time. You decide.

  • Gami
    • December 5, 2013 at 4:37 PM
    • #592

    I'd like to get my map in as well whenever possible, http://steamcommunity.com/sharedfiles/fi…s/?id=190643360

  • MaK
    • December 5, 2013 at 11:49 PM
    • #593

    If we could get a playtest for de_shotoen on Sunday that would be pretty fantabulous.

  • Stranger
    • December 6, 2013 at 12:23 AM
    • #594

    If there's any room on Sunday, I would love to have my map tested.

  • 'RZL
    • December 6, 2013 at 12:21 PM
    • #595

    Ok guys, we're playtesting MaK's and Stranger's maps on sunday, and on tuesday we'll play catfood's and Gami's maps.

    And I have two favors to ask for:

    1. please read whats written at the beginning of this topic.

    2. please give us a clear statement on what day you want to play, "whenever possible" is just bothersome, since I have to answer and explain on what days we can play even though it's stated at the beginning of the topic by Puddy.

  • Puddy
    • December 6, 2013 at 12:28 PM
    • #596

    Updated the first post to reflect that roflzomglol is hosting the tests from now on.


    And yes, please read the first post.

  • Stranger
    • December 6, 2013 at 10:19 PM
    • #597

    Thanks so much!

  • Gami
    • December 7, 2013 at 4:06 PM
    • #598

    Sorry about that- I know what days you guys test I was just trying to ask for the next available spot open on those days, ill try to be more clear next time.

  • Skybex
    • December 8, 2013 at 2:32 AM
    • #599

    Hey, can I get a testing slot for Thursday?

  • 'RZL
    • December 8, 2013 at 4:05 AM
    • #600
    Quote from Skybex

    Hey, can I get a testing slot for Thursday?


    Affirmative, you get your playtest on thursday 21:00 GMT+1. One more open slot remains for that day!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. POLYSTRIKE - Finally Announced After Years of Development!

    davidroman
    September 3, 2026 at 10:03 AM
  2. Building a Huge Library of Free Images for Everyone

    Thrik
    September 2, 2026 at 1:13 PM
  3. [CS:GO][WiP] cs_opera

    leplubodeslapin
    August 20, 2026 at 12:31 AM
  4. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  5. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  6. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  7. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  8. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  9. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  10. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™