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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • yukari
    • April 12, 2015 at 7:20 PM
    • #781

    DL link for de_aggro https://www.dropbox.com/s/boqjk6in4lqkaxc/de_aggro.rar?dl=0

  • yukari
    • April 12, 2015 at 7:51 PM
    • #782

    What is the Password?

  • 'RZL
    • April 12, 2015 at 7:57 PM
    • #783

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015

  • Vaya
    • April 12, 2015 at 7:59 PM
    • #784

    it's passworded. I've guessed 'password', it did not work

  • Mvllsk
    • April 12, 2015 at 7:59 PM
    • #785

    I've tested all kinds of food. So far, negative.

  • Klems
    • April 12, 2015 at 11:18 PM
    • #786

    Can I get a slot for de_bourg for the 28/04?

    I have a few changes I need to test, especially the ramp.

  • Muffin
    • April 13, 2015 at 12:15 AM
    • #787

    What's this thing about the password ?

  • 'RZL
    • April 13, 2015 at 7:41 AM
    • #788
    Quote from Muffin

    What's this thing about the password ?


    There was a password still set from the last 5v5 we had. It got removed.


    Quote from Klems

    Can I get a slot for de_bourg for the 28/04?

    I have a few changes I need to test, especially the ramp.


    Added you to the schedule.

  • Vaya
    • April 13, 2015 at 12:57 PM
    • #789

    RZL can you fire my demo/feedback in the google drive when you get a min? Mainly the demo I'm after as I got the gist of the feedback during the playtest


    danke

  • swst.turn
    • April 13, 2015 at 7:55 PM
    • #790

    Files for tomorrow playtest of de_yard here.

    Map topic here.

  • Dosentti
    • April 14, 2015 at 5:00 PM
    • #791

    Hello, I would like my map to be playtested april 26th. Is there slot for me still open?

    Map name de_urakka


    workshop link here
    files in here

  • text_fish
    • April 14, 2015 at 9:32 PM
    • #792

    De_stocked

    Qoph, I have to be honest I think you should start over. You have the makings of an interesting layout with the two long parallel paths and the bombsite with the weird vent (let's call that B for now because I can't remember) has an interesting design. Unfortunately Mid has way too many angles and too much cover so a CT and T could pass through it without ever meeting -- this sort of defeats the purpose of having a mid to be contested. Bombsite A has some interesting stuff going on with verticality, but the timings are flawed so it's difficult to take advantage of this design point strategically. CT's should get there sooner (or T's later) in order to set up a potentially interesting fight. As was said plenty of times during the playtest, the doors were way too numerous and too slow, and didn't seem to serve any gameplay purpose -- that's not to say they never could, but it's better to use one or two doors cleverly than a whole load of them randomly.


    Overall I think you should take the general idea of the layout and rebuild it on a thicker (16x16) grid. Don't be shy about making walls unrealistically thick, it may seem silly for a wall to be 32 or 64 units at this stage, but when you come to detailing you can explain that stuff away, and it gives you more room to adjust scale and timings later on.

  • Aerlynn
    • April 15, 2015 at 2:23 PM
    • #793

    Hey, could I get a slot on the 28th for another round of De_Solitude? There've been a lot of big changes that need testing with actual people . File will pop up later.

  • Triple-M
    • April 16, 2015 at 4:10 PM
    • #794

    Hi. Could I get the second slot on the 30th for de_venezia?

  • 'RZL
    • April 16, 2015 at 8:10 PM
    • #795

    Todays playtest has to be postponed. We will be holding the playtest tomorrow instead.


    The server was not updated by our provider yet and is therefore running an old version. Nobody is able to join.


    Console output: "Server is running an older version, client version 13481, server version 13480"


    Sorry for the inconvenience.

  • qoph
    • April 16, 2015 at 11:37 PM
    • #796
    Quote from text_fish

    De_stocked

    Qoph, I have to be honest I think you should start over. You have the makings of an interesting layout with the two long parallel paths and the bombsite with the weird vent (let's call that B for now because I can't remember) has an interesting design. Unfortunately Mid has way too many angles and too much cover so a CT and T could pass through it without ever meeting -- this sort of defeats the purpose of having a mid to be contested. Bombsite A has some interesting stuff going on with verticality, but the timings are flawed so it's difficult to take advantage of this design point strategically. CT's should get there sooner (or T's later) in order to set up a potentially interesting fight. As was said plenty of times during the playtest, the doors were way too numerous and too slow, and didn't seem to serve any gameplay purpose -- that's not to say they never could, but it's better to use one or two doors cleverly than a whole load of them randomly.


    Overall I think you should take the general idea of the layout and rebuild it on a thicker (16x16) grid. Don't be shy about making walls unrealistically thick, it may seem silly for a wall to be 32 or 64 units at this stage, but when you come to detailing you can explain that stuff away, and it gives you more room to adjust scale and timings later on.

    I actually changed the whole map to be on a 16 unit grid, which didn't take too long since I had so little geometry. I have adjusted numerous other things, but I don't have enough time in my life to start over. The "useless" vent was supposed to be a lurking/suprise spot, and all that stuff in mid was supposed to reduce the effectiveness of an awper camping at the top of ramp. The doors were stupid. I put them in early in development, and have hated them ever since. I got rid of most of them, and the ones that were necessary have bee sped up so they're not so annoying.

  • TheOnLY
    • April 18, 2015 at 2:59 PM
    • #797

    Hey

    I'd like to playtest my completly overhauled version of de_berg on the 3rd of May (03.05.2015)

  • Lizard
    • April 19, 2015 at 12:57 AM
    • #798

    Link for de_cargo_alpha3 !
    https://www.dropbox.com/s/6ijlqflgpg1w…alpha3.bsp?dl=0

    Radar, nav file included!

  • soldierrob
    • April 19, 2015 at 5:09 PM
    • #799
    Code
    https://www.dropbox.com/sh/7ahr21gm5i5stce/AAD0tkq2AQNRf7cgTEcYRKVja?dl=0
    
    
    
    
    I cant copy on this site, I hope the radar works
  • Vaya
    • April 19, 2015 at 6:34 PM
    • #800

    Rob- it's in there but not centred/aligned correctly at all. did you pack the radar info file too?

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