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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • ashton93
    • July 25, 2014 at 12:41 AM
    • #121

    Any chance for a quick playtest of my map de_skewed? It's not a whole lot of eye-candy at the moment, but I really need to nail the layout down. Here's the workshop link which I'm guessing is sufficient enough when it comes to getting the right files and so on; http://steamcommunity.com/sharedfiles/fi…s/?id=286582088


    Hopefully something can be figured out, testing can be done whenever you feel like really, and I think we're in the same timezone too (RZL)

  • Puddy
    • July 25, 2014 at 6:18 PM
    • #122

    New VOIP Server info. See my signature.

  • Niller^.-
    • July 31, 2014 at 10:58 AM
    • #123

    Can I get a playtest of my map today ?

  • 'RZL
    • July 31, 2014 at 11:49 AM
    • #124

    sure babe! But pls make sure you have added enough spawns on the map

  • Niller^.-
    • July 31, 2014 at 12:17 PM
    • #125
    Quote

    sure babe! But pls make sure you have added enough spawns on the map


    Will do, and as a bonus the bombsite names will also work correctly!

  • Smileytopin
    • July 31, 2014 at 4:31 PM
    • #126

    Hey, is there any chance I can get my map tested today?

    I tried doing a private match, but 4 people got kicked for team killing...


    If you wait 20 minutes, I'll try setting up a radar.


    https://www.dropbox.com/s/fli83mk9ii6j…04_fix2.bsp.bz2 - Wait I didn't pack it right... 10 more minutes...


    Ok, it should work now.

  • El_Exodus
    • July 31, 2014 at 4:54 PM
    • #127

    well, i had the same thought to get my map tested today. i guess i am too late^^

  • 'RZL
    • July 31, 2014 at 6:04 PM
    • #128

    alright, smileytopin, you're in for today. Exodus, we can playtest your map on sunday though. Sunday would be fully booked then as well :>

  • Smileytopin
    • July 31, 2014 at 8:49 PM
    • #129

    RZL try this version https://www.dropbox.com/s/srbqn41cxhhe…ed_a04_fix2.bsp


    Well I'm not sure whats wrong... It worked last night :/

  • jackophant
    • August 1, 2014 at 11:55 AM
    • #130

    Seeing as Exodus' map was played last night, is there a chance for me to squeeze my map (de_stupa) in on Sunday? I haven't post it as a WIP yet in these forums (this is in fact my first post ) but I have got a workshop link for it:


    http://steamcommunity.com/sharedfiles/fi…s/?id=126126567


    Just a small list regarding the state of the map:

    • No proper playtest yet, it could be a horrible experience
    • Just greyboxed currently, and yes it is quite blocky hut I will adjust that when I feel the layout is less likely to change
    • No radar (yet), as I am having problems with cl_leveloverview where large chunks of the map keep disappearing or blacking/greening out
    • The only real detailing that has been done roughly is bombsite A, purely for proof of concept for myself (yes, I am planning on using the ar_monastery/tibet theme)
    • I'm unsure about the timing for mid, and I'm fairly happy with timings for the bombsites


    Let me know if you need a direct link to bsp, nav or kv files, I'm currently at work so only had access to the workshop link


    Thanks, and hi all!

  • Vilham
    • August 2, 2014 at 9:01 PM
    • #131

    Room on sunday for cs_mass?

  • 'RZL
    • August 2, 2014 at 9:12 PM
    • #132

    Sorry Jacko and Vilham, sunday is already fully booked. I could offer tuesday for both of you though.

  • Vilham
    • August 2, 2014 at 9:52 PM
    • #133

    Sure thing.

  • jackophant
    • August 2, 2014 at 10:57 PM
    • #134

    Sounds good to me!

  • JeanPaul
    • August 3, 2014 at 2:33 AM
    • #135
    Quote from jackophant
    • No radar (yet), as I am having problems with cl_leveloverview where large chunks of the map keep disappearing or blacking/greening out


    I cannot stress enough how much this really skews playtests. Not having a radar is a big deal in early gameplay tests tbh. Definitely get one in before tuesday!


    Your problem with the map going green or blacking out (might) stem from not being outside the map before enabling cl_leveoverview. Turn on noclip, fly to way above your map and look down - THEN enable cl_leveloverview. Does that fix it?

  • Oskmos
    • August 3, 2014 at 6:50 PM
    • #136

    Or compile a version of the map that has the entire map inside a big skybox cube, or a very high skybox.

  • 'RZL
    • August 3, 2014 at 8:03 PM
    • #137

    The playtest of Ashton's DE_Ashtonmap and Vilham's CS_Mass is starting now! Come join us!

    94.250.201.180:27015

  • Niller^.-
    • August 3, 2014 at 10:15 PM
    • #138
    Quote from ashton93

    Any chance for a quick playtest of my map de_skewed? It's not a whole lot of eye-candy at the moment, but I really need to nail the layout down. Here's the workshop link which I'm guessing is sufficient enough when it comes to getting the right files and so on; http://steamcommunity.com/sharedfiles/fi…s/?id=286582088


    Hopefully something can be figured out, testing can be done whenever you feel like really, and I think we're in the same timezone too (RZL)

    Here is the concept I talked about:


    Left: Old layout, Right: Suggestion layout.


    This messes a bit with how T's enter each bombsite (and the CT-timing for the bombsites), but afterall this is just something I did rather fast, but should be enough to show you the idea

  • ashton93
    • August 3, 2014 at 11:51 PM
    • #139

    Thanks for the suggestions Niller, it seems pretty drastic, and it's definitely something I want to try, but first I feel like changing the current layout a small bit (with suggested changes during the playtesting) in order to see how it plays. If that doesn't end up any good I'll have a shot at mirroring it


    Here's what I've come up with;


    [Blocked Image: http://i.imgur.com/U6rVFrL.jpg]


    What do you guys reckon?

  • Niller^.-
    • August 4, 2014 at 12:10 AM
    • #140
    Quote from ashton93

    Thanks for the suggestions Niller, it seems pretty drastic, and it's definitely something I want to try, but first I feel like changing the current layout a small bit (with suggested changes during the playtesting) in order to see how it plays. If that doesn't end up any good I'll have a shot at mirroring it


    Here's what I've come up with;


    [Blocked Image: http://i.imgur.com/U6rVFrL.jpg]


    What do you guys reckon?

    Display More


    Sounds interesting, looking forwards to the next playtest.

    Maybe make a thread under 3D for it, so we don't fill up this one

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