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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • misutow0lf
    • December 9, 2013 at 11:00 PM
    • #621

    Yeah, I do have a thread for my map. I'm up for a playtest ASAP. My bad not mentioning when I wanted one.

  • 'RZL
    • December 10, 2013 at 8:03 PM
    • #622

    alright, alright, alright! the playtest of catfoods and gami's maps are starting now! Come join us! 78.46.119.137:27016

  • misutow0lf
    • December 11, 2013 at 2:07 PM
    • #623

    I know this is silly, but I actually would like to withdraw my map from playtesting on Sunday. I've scrapped that map and started a new one with a new layout, because I was 150% unhappy with how the first attempt turned out. If possible, however, though...I'm hoping to get this version brushed out by Sunday so it can be playtested in de_misuto's place.

  • Skybex
    • December 12, 2013 at 6:01 PM
    • #624

    Download link for the map


    http://www.skybex.com/images2/de_pakistan_alpha33.rar

  • 'RZL
    • December 12, 2013 at 8:17 PM
    • #625

    The playtest of skybex' and jebus' maps is starting now, come join us! 78.46.119.137:27016

  • Wail
    • December 13, 2013 at 11:49 AM
    • #626

    Pakistan:


    I liked the aesthetic of this map, but I'm concerned about specifically the middle corridor of the map -- This is a pretty large area in terms of actual size, but was underutilized in our playtesting. Typical flow pushes T's towards A or B along outer paths of the map, while rotating through mid is slower & more convoluted than it should be.


    Not that this necessarily needs to be changed. Mid design reminds me of Mirage in some ways (but I don't like Mirage's mid either...).

  • Puddy
    • December 13, 2013 at 11:56 AM
    • #627

    Pakistan:

    Couldn't enjoy myself because of horrendous performance.


    Rostok

    Not too shabby layout-wise, but it does need some polish. The visuals, however, really let the map down. The environment light and the skybox are still not "clicking" for me and the brushwork, prop usage and indoor lighting reminds me too much of HL2. The gameplay areas are generally very noisy and hard to read. Look at maps like Nuke/Train and look at how their areas are built.

  • 'RZL
    • December 13, 2013 at 4:08 PM
    • #628

    DE_Pakistan:


    Wail has a good point here, the middle was definitely underused and didn't really feel attractive for both sides, it felt more like a little sideroute to me that you occasionally take, also those damn mannequins dude.

    Bombsites felt alright for me, but I was playing A site most of the time so can't really tell about B.

    The outer A approach was pretty good and fun and the inner was alright as well, but I disliked the curved walls in the last two rooms, they absolutely didn't fit.


    About the setting, I only have one word: brown

    The walls were brown, the props were brown, the floor was brown, pretty much everything was brown-ish to darkbrown, it didn't have much variety. Furthermore, the terrorists really blend in with the brown background, especially when standing behind an aid-crate against a dark wooden wall. Would really love to see some more vibrant coloring.


    About performance, please optimize your map a little for the next playtest, it was really tough to have fun on it with about 20 fps.


    DE_Rostok:


    Interesting layout but it is confusing and cluttered. Your map could really use some simplification, like removing a good chunk of props, aswell as in terms of layout, i felt very disoriented as a terrorist when I tried to find my way to the B site, try to make it more straight forward. Take a look at your map/overview and think about whats actually essential for your map. Also the lighting could need some proper rework for better readability.

  • Setin
    • December 14, 2013 at 2:24 AM
    • #629

    If there is a spot for Sunday to test, I'd like my map to be tossed in the ring again. Otherwise, next Tuesday will work.

  • Stranger
    • December 15, 2013 at 12:46 PM
    • #630

    Download link for my updated map: Here


    Alternate link: Here

  • 'RZL
    • December 15, 2013 at 8:07 PM
    • #631

    The playtest of stranger's and setin's maps is starting now, come join us! 78.46.119.137:27016

  • TheOnLY
    • December 15, 2013 at 11:05 PM
    • #632

    Didnt make it to the playtest. I really wanted to play plaza again

  • Puddy
    • December 16, 2013 at 3:35 PM
    • #633

    We've got two maps lined up for tomorrow, Tuesday at 21.00 CET! Mine and RZL's! Be there.

  • Puddy
    • December 17, 2013 at 9:47 PM
    • #634

    Thanks for testing all. Even prior to the test I had some larger modifications planned and the test confirmed those plans.

  • TheOnLY
    • December 17, 2013 at 9:48 PM
    • #635

    de_cliffs


    I liked the old layout more as it wasnt as standard as it is now, It basically is a square with a cross in it.

    Then again there is the side route to A ,that feels better and less camped now


    [Blocked Image: http://memecrunch.com/meme/1JJY4/i-was-told-there-would-be-cliffs/image.png]


    De_Bagra


    Nice and fun map. The layout encourages playermovement. Well balanced.


    The only things i noticed is ,that the players in the CT room in mid are hard to spot (too dark). and and too agressive fading distances.

    The vent feels out of playce though

  • Gami
    • December 17, 2013 at 10:08 PM
    • #636

    As far as cliffs goes, I feel like while the bombsites themselves might need reworked the paths to the bombsites are generally okay. If you added a little more mid control for Ts it would be overall better though. Blocking off the door on the right(for Ts) that leads from mid to B and adding a new entrance closer to T spawn and also adding a way for Ts to go from the B path to mid would do the job for the most part.


    Here's a picture of what i'm trying to explain

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

  • 'RZL
    • December 17, 2013 at 11:04 PM
    • #637

    Yepp, thanks for playtesting guys!


    Quote from TheOnLY

    De_Bagra


    Nice and fun map. The layout encourages playermovement. Well balanced.


    The only things i noticed is ,that the players in the CT room in mid are hard to spot (too dark). and and too agressive fading distances.

    The vent feels out of playce though

    Display More


    You are right and I'll tweak that definitely, thanks!


    Quote from Gami

    As far as cliffs goes, I feel like while the bombsites themselves might need reworked the paths to the bombsites are generally okay. If you added a little more mid control for Ts it would be overall better though. Blocking off the door on the right(for Ts) that leads from mid to B and adding a new entrance closer to T spawn and also adding a way for Ts to go from the B path to mid would do the job for the most part.


    Here's a picture of what i'm trying to explain

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


    wouldn't this make it pretty much impossible for CT's to defend mid?

  • leplubodeslapin
    • December 17, 2013 at 11:18 PM
    • #638
    Quote from TheOnLY

    de_cliffs


    It basically is a square with a cross in it.


    This hasn't changed, it's still a classic global layout for a bomb map. It's different when you take a closer look.


    And i agree with Rzl, mid is a strategic place that helps a lot to take each bombsites, it must not be easy for terrorists to take it. If you want to get the middle, you can easily use smokegrenades and annoy the CT of the middle.

  • Gami
    • December 17, 2013 at 11:42 PM
    • #639

    I just don't feel like terrorist have the ability to change strategy on a whim like other maps, there's no lower B so terrorist can go from mid to B or B to mid and all that jazz. Mid can be held from both bombsites and mid window plus they are all very quick rotates seeing as you can go from guarding mid to guarding the site in a matter of two seconds(which is good). But you're probably right that letting terrorist go to cat without conflicting with mid would be OP- I just felt like it might be okay since you can hold cat from A connector or the mid window hole.


    tldr; I think terrorist need a way to rotate between areas faster- not trying to make mid amazingly easier to take

  • Squad
    • December 18, 2013 at 12:37 AM
    • #640
    Quote from Gami

    tldr; I think terrorist need a way to rotate between areas faster- not trying to make mid amazingly easier to take


    I think that's a valid point, but then just the left route you suggested (or something like it) should do the job. The right route makes it too easy for Ts to push through mid (rendering the main street pretty much redundant).

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