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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • mjens
    • December 26, 2013 at 6:51 PM
    • #661

    OK, how to join? Seriously...


    Is there an auto-download option or I have to download the maps?

  • Oskmos
    • December 26, 2013 at 7:39 PM
    • #662

    I am updating my map on workshop now, 30 min before playtest. I hope this doesn't screw up everything, if so... Sorry for the trouble!

  • Puddy
    • December 26, 2013 at 8:07 PM
    • #663

    Seir; it's auto-dl

  • 'RZL
    • December 26, 2013 at 8:12 PM
    • #664

    Playtest of MisutoWolf's de_pozar and Oskmos' cs_insertion is starting now! Come join us! 78.46.119.137:27016

  • mjens
    • December 26, 2013 at 9:57 PM
    • #665

    I've recorded some AVIs, will upload them on YT.

  • tomm
    • December 26, 2013 at 11:13 PM
    • #666

    de_pozar


    I enjoyed playing CT's more than T, probably because you have better options where to go atm.

    Mid is just bad, feels very out of place in my opinion, and it doesn't really make much sense either, it's just a huge empty warehouse with very little cover. And since it's probably the most important part of the map, i'd re-do it from scratch and make it more interesting for both teams(more and better cover especially).


    I hope the pic below is readable.


    [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/pozar_crits.jpg]


    cs_insertion


    Original idea. Visually beautiful. Gameplay is different from standard maps, but I enjoyed it!


    just my insights, but remember, I'm not a pro level designer so take it with a pinch of salt.

  • mjens
    • December 26, 2013 at 11:18 PM
    • #667

    That was my first playthrough with real people. I have no idea how to shoot someone, how you're doing it?


    Go to 7:50


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    cs_insertion:

    - performance problems

    - not enough covers

    - I'm not sure about the fog distance, it will be cool to check some farer distances

  • misutow0lf
    • December 27, 2013 at 1:48 AM
    • #668

    Thanks for the feedback. I think at that little spot near A that you marked, I could add a ladder similar to Train.

    As for the missing part of the map, B tunnel actually partially runs under the floor of B so it can't really be seen on the map from above.

    I need some advice as to how I might fix mid though. I don't care to remake it, I just don't have any ideas right offhand.

    I do want to keep a height difference though.

  • Gami
    • December 27, 2013 at 10:25 PM
    • #669

    I think mid felt odd largely because Ts get there so fast and CTs have little to no cover, so by fixing those you'll probably come up with how mid should be redone overall. Making things feel natural with that much of a height difference in such a small space might be really hard though.

  • tomm
    • December 27, 2013 at 10:54 PM
    • #670

    Btw updated my map, mainly just changes on bombsite B.


    Overview is outdated though, but the most important paths are there so I don't think it's necessary to make a new one.


    dl link https://dl.dropboxusercontent.com/u/23699866/med…de_27122013.zip

  • misutow0lf
    • December 28, 2013 at 4:06 PM
    • #671

    I don't mind to reduce the amount of height difference, but I do want to keep one. I'm sure I'll figure out something by the time I can get another playtest.

  • 'RZL
    • December 29, 2013 at 8:31 PM
    • #672

    Playtest of de_shade and de_folly is starting now! Come join us! 78.46.119.137:27016

  • Setin
    • December 30, 2013 at 8:14 PM
    • #673

    Put my map down for Sunday.

  • w0llmart
    • December 31, 2013 at 9:45 AM
    • #674

    would it be possible to test de_rostok later this tuesday around 3-4pm EST?

  • 'RZL
    • December 31, 2013 at 5:24 PM
    • #675

    Sorry, not possible jebus, we here in europe will be in the middle of celebrating new years eve. The next free day is sunday with one open slot.

  • w0llmart
    • December 31, 2013 at 8:45 PM
    • #676

    pssh who even celebrates, does 5 est on sunday work?


    happy new year btw!

  • 'RZL
    • January 1, 2014 at 5:33 PM
    • #677

    Playtest 02.01.14

    • Squad's de_zoo
    • RZL's de_bagra

    Playtest 05.01.14

    • Setin's de_plaza
    • Jebus' de_rostok

    Playtest 07.01.14

    • Radu's de_muskeg
    • Jebus' de_rostok

    Playtest 09.01.14

    • kinggambit's de_fracture_b
    • LATTEH's arms race map

    Playtest 12.01.14

    • borgking's de_core
    • tomm's de_shade
    Quote

    Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 GMT+1. We playtest a maximum of 2 maps per playtest.

    For map creators:
    If you want your map tested, post in the thread and suggest a day that is suitable for you. If the above mentioned time isn't a good fit, let us know and we can probably work something out!

    Prior to the test you will have to send Roflzomglol one .bsp file, one .nav file and an optional .kv file. All custom content (models, materials, sounds, mapradar) needs to be packed into the bsp. For this, you can use Pakrat. He'll take care of the rest!


    I'm making a schedule like this every now and then (~weekly). Meaning: submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours. Happy New Year, dudes.

  • Gami
    • January 1, 2014 at 11:38 PM
    • #678

    Thanks for taking the time to schedule/host these playtest RZL, its appreciated.

  • 'RZL
    • January 2, 2014 at 8:06 PM
    • #679

    Playtest of de_zoo by squad and de_bagra by rzl is starting now! Come join us! 78.46.119.137:27016

  • kinggambit
    • January 3, 2014 at 2:24 AM
    • #680

    Hi can I make an appointment for my map de_fracture at 12.1.14? (Will have preliminary radar ready soon)


    De_fracture_b:

    http://steamcommunity.com/sharedfiles/fi…s/?id=208874864


    Thanks to RZL and the mapcore staff!


    *EDIT* sorry, I'm new here. How do I upload media content for this site? I'm trying to send RZL the files and too noob.

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