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MapCore CS:GO Playtesting 3.0

  • Puddy
  • May 15, 2013 at 7:56 PM
  • holiestcows
    • March 18, 2014 at 8:11 PM
    • #901

    Sorry about the cancellation of Import, I am basic, I know how excited you all were to play the glorious map of long sight lines and death.

  • El Moroes
    • March 18, 2014 at 8:29 PM
    • #902

    Ok, fail for us, sorry guys ! Next will be good

  • 'RZL
    • March 18, 2014 at 10:12 PM
    • #903

    DE_Highlands


    I like the changes you made, the gate that you cant look through anymore and the removal of the ramp for CTs, this should make it more enjoyable. Also, the radio is just great. Looking forward to playtest it again without the unfortunate placement of a few T spawns.


    DE_Crown


    Most of the changes you made were pretty nice, like the vent at B and the solo-boost into A window. But what I didnt really like were the very loud squeaky door and the visually pointless vent to A.


    I generally felt that the squeaky didn't really fit to the style of the map with it's wide corridors and double doors. A wrong solution in my eyes.

    A Vent has to be presented in another way, the way it looks now makes no sense. http://i.imgur.com/aK7sz6P.png


    I would really like to read what thoughts the others have about the changes.

  • Squad
    • March 19, 2014 at 11:39 PM
    • #904

    de_highlands


    Too bad some spawns weren't functional, but I do like that the gate is solid now. Makes the areas on both sides a lot less "I-can-get-shot-from-all-angles"-risky


    de_crown


    Can't really comment on the changes as I have only played the previous version offline with bots. I do agree with 'RZL that A vent wouldn't make common sense in a real environment: a stairway leading to a hole in the wall

    Giving the stairs a real purpose by adding a prop door somewhere would solve this off course.


    If there's one thing I could mention now it's that a few spots were a bit harder to spot ennemies in (mainly CTs). It's not a huge thing, but I'm bringing this up as the map is build for competitive play. I'll take some pictures of this soon for clarification.


    @ RZL: the squeaky door apparantly is a bug, so I guess that'll be fixed (unless you didn't just mean the door was audible in the whole map, but just that it's generally too loud in the nearby area).

  • Stranger
    • March 20, 2014 at 7:48 AM
    • #905

    Here is my newest version of De_WorkingTitle: https://dl.dropboxusercontent.com/u/1906363/Game…ingtitlev12.bsp


    Also, may I have a slot for Tuesday?

  • 'RZL
    • March 20, 2014 at 8:05 PM
    • #906

    The playtest of Stranger's DE_Workingtitle and OWK's DE_Map is starting now! Come join us!

    IP: 176.57.142.168:27250

  • tomm
    • March 20, 2014 at 10:15 PM
    • #907

    Here are some of my suggestions for stranger's map, maybe it's bullshit.. but I really dislike the connection from mid to B.


    aand I felt creative today

  • JediX
    • March 22, 2014 at 10:11 AM
    • #908

    Made some major changes to my map De_medieval. Can I get a playtest slot on Thursday? Could really do with some feedback before I move on.

  • 'RZL
    • March 23, 2014 at 7:53 PM
    • #909

    STARTING EARLY TODAY!

    The playtest of Yanzl's DE_Castle and 3Dnj's & Moroes' DE_Highlands is starting now! Come join us!

    IP: 176.57.142.168:27250

  • ElectroSheep
    • March 23, 2014 at 9:27 PM
    • #910

    Someone ask for the radar of Highlands so there it is :


    [Blocked Image: http://uppix.com/t-Radar532f512f0015d52b.jpg]


    Also thanks for the playtest, it's was really fun.


    I really love castle (fun that I'm watching the TV show right now ) just need a lot of clip on stairs and rocks and maybe wheck some fade distance, particullary some bushes. You are able to see people that are thinking they are hidden behind D:.


    Good job and congrats for the next operation (supposition but still)

  • Vilham
    • March 23, 2014 at 9:28 PM
    • #911

    castle is great. only issue was some clipping on rocks and stairs, and the contrast of the players and environment.


    highlands still seems very hard to get to a plant, CTs don't need to rotate much for the bombsites, this means if a bombsite is under attack you can immediately rotate before Ts break through and plant. The only way to plant is with a rush because of that. But it is very hard to rush the chokes.


    left route could use another option without breaking the choke, maybe something like this:


    [Blocked Image: http://i.imgur.com/BHf6qGx.jpg]


    the other route doesn't necessarily need something but maybe a very small open route to get up to B without crossing the bridge like a cliff path:


    [Blocked Image: http://i.imgur.com/Tro9myr.jpg]

  • ElectroSheep
    • March 23, 2014 at 9:32 PM
    • #912

    B needs definitively more easy access. Fun that the first screen you show is an idea I already have for improvement ^^ I will use this one for sure.

  • Squad
    • March 23, 2014 at 10:06 PM
    • #913

    de_castle


    Looks awesome and really fun too. Definately needs a clipping pass: small rocks, stairs and I sometimes got stuck on props in general.

    Here's the grey SAS model I mentioned. Don't know if'll improve players' contrast enough, but it's worth a shot.


    [Blocked Image: http://users.telenet.be/gus/grey_sas_model.jpg]


    de_highlands


    I still think Ts should travel a bit longer through mid. They can sit there ready and cover the door where CTs show up if they take the stairs. Either make Ts arrive a bit later or block that sight of line somehow, so they can get out leave the building without being visible from Ts entry point.


    B needs easier access, Vilham's idea is interesting (shorter route, but you have to navigate through the lower level which makes you more vulnerable), but maybe make it lead to the ramp instead of straight to the bombspot.


    [Blocked Image: http://users.telenet.be/gus/de_highlands_angle.jpg]

  • 'RZL
    • March 23, 2014 at 10:09 PM
    • #914
    Quote from Vilham

    the other route doesn't necessarily need something but maybe a very small open route to get up to B without crossing the bridge like a cliff path:


    [Blocked Image: http://i.imgur.com/Tro9myr.jpg]


    I really like the idea of the second path, would look pretty neat!

  • ElectroSheep
    • March 23, 2014 at 11:03 PM
    • #915

    That's interesting guys, thanks

  • 'RZL
    • March 24, 2014 at 8:11 PM
    • #916

    Playtest Schedule


    Playtest 25.03.14

    • Borgking's DE_Core
    • [OPEN]

    Playtest 27.03.14

    • Skybex' and RZL's DE_Bagra (Revamped)
    • Stranger's DE_Workingtitle

    Playtest 30.03.14

    • Holiestcow's and MrTVD's DE_Import
    • JediX' DE_Medieval

    Playtest 01.04.14

    • Kinggambit's map
    • 3Dnj's and Moroes' DE_Highlands

    Playtest 03.04.14

    • RZL's and Skybex' DE_Bagra
    • Borgking's DE_Core

    Playtest 06.04.14

    • Gooba's DE_Apache
    • Oskmos' CS_Insertion

    Playtest 08.04.14

    • UnknownPredator's DE_Blizzard
    • Vinneri's DE_Theos

    Playtest 10.04.14

    • [OPEN]
    • [OPEN]

    Playtest 13.04.14

    • Gami's DE_Folly
    • [OPEN]
    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!



    Submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours.

  • Stranger
    • March 25, 2014 at 3:42 AM
    • #917

    I'm unfortunately not going to be able to make it. If there's still a slot on Thursday open, I'd rather have it tested then.

  • holiestcows
    • March 25, 2014 at 5:46 AM
    • #918

    Id like to have import tested Thursday or Sunday, thanks!

  • JediX
    • March 25, 2014 at 8:23 AM
    • #919
    Quote

    Playtest Schedule


    Playtest 25.03.14

    • Stranger's DE_Workingtitle
    • JediX' DE_Medieval


    Hi 'RZL, Can we move this back to Thursday if not Sunday will be great. I need a couple more days to get it ready,

  • 'RZL
    • March 25, 2014 at 1:29 PM
    • #920

    Okay, changed the schedule accordingly. This means today is still completely free! Seize the opportunity!!

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