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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • Smileytopin
    • August 18, 2014 at 12:58 AM
    • #161

    de_smileyunamed_a5


    https://www.dropbox.com/s/fmawar6q89q9q7q/de_smileyunamed_a5r_fix.bsp -- FIXED link


    http://steamcommunity.com/sharedfiles/fi…s/?id=294150800 -- Workshop link

  • ozzion
    • August 19, 2014 at 4:27 AM
    • #162

    Hey! I'd like to have my map on the server for playtesting!


    Here's the workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=286737643


    Is Sunday the 23rd of August free?

  • aaaaasdasdasdasdasda
    • August 19, 2014 at 10:21 AM
    • #163

    I'd love to get a playtest for cp_altro, but those times are all impossible for me to be on during since I live in Australialand.


    Looking at the time converter, this seems to be the most appropriate.

    http://www.worldtimebuddy.com/?qm=1&lid=8,0,…-8-23&sln=14-15


    There's no way I could be on at the same time as Americans though, so maybe a playtest could be run without me altogether?

  • tomm
    • August 19, 2014 at 10:42 AM
    • #164
    Quote from ruarai

    I'd love to get a playtest for cp_altro, but those times are all impossible for me to be on during since I live in Australialand.


    Looking at the time converter, this seems to be the most appropriate.

    http://www.worldtimebuddy.com/?qm=1&lid=8,0,…-8-23&sln=14-15


    There's no way I could be on at the same time as Americans though, so maybe a playtest could be run without me altogether?

    Display More


    Well that sucks, but I'm ok with an earlier playtest if it falls on weekend.


    in any case I can record a demo for you if you want or you can just get up at 5 am

  • aaaaasdasdasdasdasda
    • August 19, 2014 at 1:58 PM
    • #165
    Quote from tomm

    Well that sucks, but I'm ok with an earlier playtest if it falls on weekend.

    in any case I can record a demo for you if you want or you can just get up at 5 am A demo would be great, especially if it was one of those fancy ones with the voice chat and everything

  • 'RZL
    • August 21, 2014 at 9:24 PM
    • #166

    The playtest of Smileytopin's DE_Smileyunamed is starting now! Come join us!

    94.250.201.180:27015

  • kinggambit
    • August 21, 2014 at 10:26 PM
    • #167

    Just some stuff I noticed for smileytopin's map:


    • That house at long A wasn't really used. CT's are in poor position if they move down from A site into long A.
    • Mid way too CT-sided. Lots of vantage points (catwalk, that hallway, and the mid alley) to just watch the T stairs. Consequently, smokes from T side didn't really help. Even if you threw smoke close up just so you could sneak through into the upper B route, CT's can easily push up mid for a flank. Maybe get rid of the catwalk?
    • upper B and lower B route could use some extra width. Chokes are way too tight.
    • upper B route's elevated platform was too high and not used much (timing issue for CT's and irrelevant position for T's since CT's are better off defending B from inside the site
    • The foliage platform at B needs to be lowered IMO. The plants create some unfair visibility issues (hard to see through plants).
    • Both sites have some really strong bomb plant positions; you can guard bomb at B from behind B door's entrance, inside the CT spawn-to-B door, and the cubby right down lower B's ramp.
  • 'RZL
    • August 23, 2014 at 8:19 PM
    • #168

    Hey everyone, I took some time to make a few changes to the server configurations.

    These changes include:

    • implemented GOTV that automatically records every playtest we have
    • Armor is no longer for free
    • Startmoney is now 800$ (1.000$ before)
    • Maxmoney is now 16.000$ (10.000$ before)
    • Moneyrewards are now the same as in classic competitive
    • Roundtime is 2 minutes (3 minutes before)
    • Bombtimer stays at 45 seconds

    Players are still not solid but it can be changed individually if wanted by the mapcreator.

    The rounds stay like in casual without halftime and always at least 8 rounds per match. We always play two matches on each map while switching teams after the first match.

    This means the settings are a hybrid of competitive and casual now and the mapcreator can request to get the demo of the match so he can review it as many times as he wants to.


    ozzion and Ruarai: We are going to playtest your maps tomorrow at the usual time.

  • Vilham
    • August 23, 2014 at 8:22 PM
    • #169

    Awesome.

  • leplubodeslapin
    • August 23, 2014 at 8:35 PM
    • #170

    Congratulation rzl, you've made a great job as usual, i'm sure people will be glad to re-watch the playtest with the demo records.

    And nice ideas for a hybrid casual/competitive gamemode

  • El_Exodus
    • August 23, 2014 at 9:56 PM
    • #171

    Great thing with GOTV

  • 'RZL
    • August 24, 2014 at 8:07 PM
    • #172

    The playtest of Ozzion's DE_Plant and Ruarai's CP_Altro is starting now! Come join us!

    94.250.201.180:27015

  • 'RZL
    • August 26, 2014 at 8:11 PM
    • #173

    The playtest of Distortion's DE_Decline is starting now! Come join us!

    94.250.201.180:27015


    Delete the old de_distortion mapfile from your maps folder to join the server (if you played the map before).

  • kinggambit
    • August 26, 2014 at 9:06 PM
    • #174

    Feedback for de_decline:


    • Main issue is that there's 6 "safe" routes for T's, 3 per site. 5 defenders will not be able to guard all the routes. IMO, that secluded route into A is unnecessary. You can actually boost up into window which suffices as a "3rd" route" into the site.
    • Another big part of this T-sided issue is that mid felt really easy for T's to take control of (and they're right next to both sites) and gave too much map control. All you have to do is smoke off the CT-side of mid and you have a fast-pass access ready into both sites.
    • I agree that the map would benefit from being bigger, but it's not a priority compared to the balance issue. Timing is a big element for competitive players. With such a small map, you have to consider the notion that CT's have a huge advantage retaking sites. I don't see the bomb ever detonating and CT's have a lot of leeway to clear a bombsite. Also, fights inside site get really claustrophobic.
    • You said you were designing the map for competitive play; Just my opinion but I really suggest you try to use cleaner prop models (by clean i mean, no little cracks you can peak through, no collision clipping issues). Most competitive players do not like it when railings absorb damage (i.e. some awpshot penetrates the metal bar and only does half damage to an opponent who should've died).

    Cache is a great map to use as a reference if you want to see how to design a competitive map while preserving aesthetics.


    Your map had some really good ideas! I liked that window room at A (boosting allows for dynamic play), diverse heights, and I actually enjoy the fast-paced feeling (reminds me of gwalior).

  • 'RZL
    • August 28, 2014 at 8:18 PM
    • #175

    The playtest of Niller's DE_Testlayout is starting now! Come join us!

    94.250.201.180:27015

  • aaaaasdasdasdasdasda
    • September 2, 2014 at 8:44 AM
    • #176

    Seems like a recent update broke the demo for cp_altro's playtest, so I'd love to hear how it went. Otherwise I'll just release the map and see how it goes!

  • jackophant
    • September 2, 2014 at 3:24 PM
    • #177

    Greetings and salutations. Could I please reserve myself a spot on the Sunday night play test for Stupa?

  • El_Exodus
    • September 2, 2014 at 4:31 PM
    • #178
    Quote from ruarai

    Seems like a recent update broke the demo for cp_altro's playtest, so I'd love to hear how it went. Otherwise I'll just release the map and see how it goes!

    as far as i remember there was this feedback:


    -the scale of the map felt a little small for the number of players we were. about twice the size may be better.

    -the ways out of the spawns should be one-ways to prevent spawncamping.

    -imo the cap-time could be a little shorter to be similar to the ones out of the bf3/bf4 mode domination. would fit to this fast gamemode.

    -i'd appreciate one or two alternate routes between the cp's


    but in the end, the cp mode is fun. it just needs adjustments.

  • 'RZL
    • September 2, 2014 at 6:32 PM
    • #179

    Exodus summed it up pretty well, I've got nothing to add to it. Most important for me is that you should try to give the map some more space to breath. It felt pretty claustrophobic. Otherwise a great gamemode and it was a lot of fun to play it. Feel free to ask for another playtest whenever you want.


    Quote from jackophant

    Greetings and salutations. Could I please reserve myself a spot on the Sunday night play test for Stupa?

    Alright, it's noted.

  • jackophant
    • September 2, 2014 at 8:54 PM
    • #180

    Exodus makes good points, but just adding that I thought the route from spawn to spawn over the top encouraged a lot of spawn camping and detracted from the objective at hand.


    Quote

    Alright, it's noted.


    Thanks!

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