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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • 'RZL
    • May 6, 2014 at 5:33 PM
    • #81

    Playtest Schedule

    Playtest 06.05.14

    • Demonz312's map
    • [OPEN]

    Playtest 08.05.14

    • Will2k's DE_Forlorn
    • Sathor's DE_Binnenhof

    Playtest 11.05.14

    • [OPEN]
    • [OPEN]

    Playtest 13.05.14

    • Tr0nic's DE_Mocha
    • [OPEN]

    Playtest 15.05.14

    • [OPEN]
    • [OPEN]

    Playtest 18.05.14

    • [OPEN]
    • [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.

  • Demonz312
    • May 6, 2014 at 7:20 PM
    • #82

    here is the link for the map de_dhaka

  • 'RZL
    • May 6, 2014 at 8:36 PM
    • #83

    The playtest of Demonz's DE_Dhaka is starting now! Come join us!

    94.250.201.180:27015

  • Sathor
    • May 7, 2014 at 1:48 PM
    • #84

    Uh, so there is no playtest on 09.05.2014 like


    Playtest 08.05.14

    • Will2k's DE_Forlorn
    • [OPEN]

    Playtest 09.05.14

    • Sathor's DE_Binnenhof
    • [OPEN]

    it states here?


    I wouldn't be able to participate on 08.05.2014. I'll notify whether we will give up the slot or still find a possibility at least one of us is there.

  • text_fish
    • May 7, 2014 at 7:33 PM
    • #85

    Sathor, "Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays", so I imagine the original schedule was an oversight as the 9th is a Friday? I might be wrong though!

  • Sathor
    • May 8, 2014 at 7:16 AM
    • #86

    Yes, indeed. RZL has already contacted me about that.


    I just thought it was an exception.


    Anyway, I have to give up the slot on 08.05.2014. Dr. Delta and me discussed it and we both want to be there on playtesting. I really can't make it, so we will have to do it on another date.

  • 'RZL
    • May 8, 2014 at 8:01 PM
    • #87

    The playtest of Will2k's DE_Forlorn is starting now! Come join us!

    94.250.201.180:27015


    Quote from Sathor

    Yes, indeed. RZL has already contacted me about that.


    I just thought it was an exception.


    Anyway, I have to give up the slot on 08.05.2014. Dr. Delta and me discussed it and we both want to be there on playtesting. I really can't make it, so we will have to do it on another date.


    Hey Sathor, we could make an exception for tomorrow evening if you're still up for it.

  • Squad
    • May 9, 2014 at 1:07 AM
    • #88

    de_forlorn


    will2k, I mentioned most, if not all, of these suggestions to you already, but just for future reference and debate I'll post them here as well


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


    - blue: windows

    - red: sightlines

    - ugly yellow: changed paths


    - Ts have a disadvantage going to mid through the parking lot, mainly because of two reasons: 1) CTs have height advantage (at catwalk) resulting in this case that they can see the legs of Ts coming through before Ts are able to see CTs at all and 2) CTs can just keep Ts entrance covered from the room leading to the upper catwalk (only exposing their heads if positioned well), without actually having to get onto the catwalk where they would expose themselves fully in a narrow space.


    To solve this both entrances shouldn't be directly opposite each other. This way, CTs would have to at least get out on the catwalk to have the advantage of spotting Ts before they can be seen themselves. This would be better, but probably not ideal still. The tunnel leading Ts to mid should probably be opened up vertically to give Ts a fair chance. Another thing worth thinking about would be to make the catwalk floor some sort of grate (which you can shoot through), so getting on the catwalk will get you a lot more exposed and vulnerable. There may be more changes needed to balance out mid, but it would definately be a step in the right direction


    - B is hard to take for Ts. If they take the shortest route they have two entry points, but both are facing the same small window where CTs can defend from (and one entry point is a narrow duct).


    To balance things out a bit, these entry points shouldn't be right next to each other. The CT window should either be removed, moved or made a lot larger, so CTs can't cover the tunnel when only exposing their heads.


    - There's a pretty long sightline (the long red line on the overview) from one of the windows (blue) at the lower side of the overview. If CTs rush through B they can easily shoot Ts who are trying to get into A in the back.


    I guess that's it in a nutshell

    It's great that the layout offers both close/mid-range and mid/long-range. I like the height variations in the map, some of them are rather big, giving an advantage to one team, but nothing that can't be fixed in my opinion!

    Overall, I like the layout. Testing was fun!


    And I'm looking forward to what you're gonna do with the Black Mesa theme

  • Sathor
    • May 9, 2014 at 12:13 PM
    • #89
    Quote

    Hey Sathor, we could make an exception for tomorrow evening if you're still up for it.


    We set up a playtest at 00:00 am CEST tonight ourselves, but would gladly accept the offer, if the time remains at 9 pm. That way, we would have two playtests which are far enough apart in time. I will post a link to the necessary files in a few hours.

  • Sathor
    • May 9, 2014 at 7:28 PM
    • #90

    You can download the map here:


    https://dl.dropboxusercontent.com/u/66424987/de_…aytest03_mc.rar


    Includes the BSP (radar map included in BSP) and a NAV file (which is pretty useless).

  • 'RZL
    • May 9, 2014 at 8:00 PM
    • #91

    The playtest of Sathor's and Dr. Delta's DE_Binnenhof is starting now! Come join us!

    94.250.201.180:27015

  • tr0nic
    • May 9, 2014 at 8:20 PM
    • #92

    Hey, I would like a playtest again on sunday tuesday if possible! Thanks

  • 'RZL
    • May 13, 2014 at 8:06 PM
    • #93

    The playtest of Tr0nic's DE_Espresso is starting now! Come join us!

    94.250.201.180:27015

  • 'RZL
    • May 19, 2014 at 7:27 PM
    • #94

    Playtest Schedule


    Playtest 20.05.14

    • [OPEN]
    • [OPEN]

    Playtest 22.05.14

    • [OPEN]
    • [OPEN]

    Playtest 25.05.14

    • Borgking's DE_Acceleration
    • [OPEN]

    Playtest 27.05.14

    • Will2k's DE_Forlorn
    • [OPEN]

    Playtest 29.05.14

    • [OPEN]
    • [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.

  • borgking
    • May 24, 2014 at 2:39 PM
    • #95

    Since I got time tomorrow I would like to reserve a slot, and have a playtest again.

  • borgking
    • May 25, 2014 at 3:41 PM
    • #96

    I prepared the map file for today:

    https://dl.dropboxusercontent.com/u/22791159/de_acceleration_v09.rar

  • 'RZL
    • May 25, 2014 at 8:07 PM
    • #97

    The playtest of Borgking's DE_Acceleration is starting now! Come join us!

    94.250.201.180:27015

  • 'RZL
    • May 27, 2014 at 8:08 PM
    • #98

    The playtest of Will2k's DE_Forlorn is starting now! Come join us!

    94.250.201.180:27015

  • 'RZL
    • May 29, 2014 at 9:44 PM
    • #99

    Surprise playtest!

    The playtest of Tr0nic's DE_Espresso is starting now. Come join us!

    94.250.201.180:27015

  • 'RZL
    • June 1, 2014 at 8:01 PM
    • #100

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

    94.250.201.180:27015

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