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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • 'RZL
    • September 9, 2014 at 7:41 PM
    • #201

    Playtest Schedule

    Playtest 09.09.14

    • Text_Fish's DE_88mm
    • Gooby's DE_Market

    Playtest 11.09.14

    • Austinweiss13's DE_Beirut
    • [OPEN]

    Playtest 14.09.14

    • [RESERVED]
    • [RESERVED]
    • [RESERVED]

    Playtest 16.09.14

    • tomm's DE_Shade
    • Gattsu's map

    Playtest 18.09.14

    • Vinneri's DE_Agri
    • [OPEN]

    [RESERVED] Spots are reserved for mapcore veterans (this is an exception).

  • 'RZL
    • September 9, 2014 at 8:01 PM
    • #202

    The playtest of Text_Fish's DE_88mm and Gooby's DE_Market is starting now! Come join us!

    94.250.201.180:27015

  • text_fish
    • September 9, 2014 at 9:38 PM
    • #203

    RZL, how can I view the GOTV playback of tonight's playtest?

  • Gooby
    • September 9, 2014 at 10:31 PM
    • #204
    Quote from text_fish

    RZL, how can I view the GOTV playback of tonight's playtest?

    I'd like to see it too

  • 'RZL
    • September 9, 2014 at 11:05 PM
    • #205
    Quote from text_fish

    RZL, how can I view the GOTV playback of tonight's playtest?


    Quote from Gooby

    I'd like to see it too


    Here ya go, buds:


    de_88mm

    https://drive.google.com/file/d/0B1VMhS…dit?usp=sharing de_markethttps://drive.google.com/file/d/0B1VMhS…dit?usp=sharing

  • text_fish
    • September 9, 2014 at 11:06 PM
    • #206

    Awesome, thanks!

  • Vinneri
    • September 9, 2014 at 11:24 PM
    • #207

    I'd like to playtest my De_agri 18.9 Thursday

  • kinggambit
    • September 10, 2014 at 12:40 AM
    • #208

    Textfish's map:


    Lay out was great. Didn't see any big issues. Easy flanks and good map control for CT's though (not a bad thing), but I noticed flanks were really easy as CT's. Might just be a result of the small map.


    -Window room at B (seems too strong of a position to guard site from since you can safely hide there and it's really inaccessible). Also, the ledge that peaks into T spawn felt too strong; there's a lot of open space to quickly catch T's off guard. That area seemed CT-sided already with the 3-way chokepoint for CT's.


    Some areas could use some cleaning up IMO:

    -mid bridge windows camouflage players inside but it's easy to spot players from the bridge.

    -B's staircase/wooden platform has holes in it (you can spot T's pushing out from the lower sewer route very easily.

    -A few props you can jump on to get from that upper B route down into T spawn (the metal window bars). I actually liked this but if it's intentional, make it more obvious to players.


    Gooby's map:


    seemed like there was too much access for T's (6 routes IIRC?) Bomb sites could be redesigned to make them a bit more fun to play in (too small and too empty which makes it really hard for bomb defenders to zone out enemies and fend them off).


    Other than that, I liked it! I liked the mid platform for T's and CT's. I liked the long B route. Someone mentioned adding cover so you can't see into T spawn from the pier area.

  • Gooby
    • September 11, 2014 at 3:00 AM
    • #209
    Quote from kinggambit

    Gooby's map:


    seemed like there was too much access for T's (6 routes IIRC?) Bomb sites could be redesigned to make them a bit more fun to play in (too small and too empty which makes it really hard for bomb defenders to zone out enemies and fend them off).


    Other than that, I liked it! I liked the mid platform for T's and CT's. I liked the long B route. Someone mentioned adding cover so you can't see into T spawn from the pier area.


    The thing with there being so many routes for Ts is not so straightforward in this map, as for example to get to A, passing middle is a must, unless the cts at b get picked off. Though I'm guessing you meant the map would be too complex and confusing because of so many routes.


    Hmm, many others said they liked B, but it was too empty and needed more cover and details.

    Ahaha that long route on B.. people just rushed that place and cts couldn't do anything


    I don't really know how to make a good bombsite though, maybe I'll just try different things and see if it works..

  • Gooby
    • September 11, 2014 at 3:55 AM
    • #210
    Quote

    I'd like to see it too


    Here ya go, buds:


    de_88mm

    https://drive.google.com/file/d/0B1VMhS…dit?usp=sharing de_markethttps://drive.google.com/file/d/0B1VMhS…dit?usp=sharing


    Erm.. how do I view these? my game just crashes when I load them on demoui..

  • tomm
    • September 11, 2014 at 6:40 AM
    • #211
    Quote from Gooby

    Erm.. how do I view these? my game just crashes when I load them on demoui..


    same here.


    btw, can you guys run hammer after update? It won't run for me, no crash, no error log, nothing.

  • Gooby
    • September 11, 2014 at 7:50 AM
    • #212

    Nope, valve managed to break hammer and a bunch of other things in the game. Why do they update the game if it only makes it worse?

    Yes I'm salty.

  • text_fish
    • September 11, 2014 at 8:38 AM
    • #213
    Quote from tomm

    same here.


    btw, can you guys run hammer after update? It won't run for me, no crash, no error log, nothing.

    Yeah I just tried the demo and got the same thing. I put it in csgo folder, then type playdemo demoname in console and CS shuts down. I haven't found anybody experiencing the same issue on google. I tried renaming the dem file to something shorter with no special characters, still nada.

    Is weird.


    Also yeah, Valve fucked Hammer three days before the date for Operation submissions to be on the workshop. Bravo Valve, bravo.

  • Vaya
    • September 11, 2014 at 12:54 PM
    • #214

    is the mapcore server still running fine for playtesting tonight? want to play

  • 'RZL
    • September 11, 2014 at 8:58 PM
    • #215

    I tried to get the server running but it's not updated yet. The playtest gets postponed to tomorrow, sorry guys.

  • text_fish
    • September 11, 2014 at 10:40 PM
    • #216
    Quote from kinggambit

    Textfish's map:


    Lay out was great. Didn't see any big issues. Easy flanks and good map control for CT's though (not a bad thing), but I noticed flanks were really easy as CT's. Might just be a result of the small map.


    -Window room at B (seems too strong of a position to guard site from since you can safely hide there and it's really inaccessible). Also, the ledge that peaks into T spawn felt too strong; there's a lot of open space to quickly catch T's off guard. That area seemed CT-sided already with the 3-way chokepoint for CT's.


    Some areas could use some cleaning up IMO:

    -mid bridge windows camouflage players inside but it's easy to spot players from the bridge.

    -B's staircase/wooden platform has holes in it (you can spot T's pushing out from the lower sewer route very easily.

    -A few props you can jump on to get from that upper B route down into T spawn (the metal window bars). I actually liked this but if it's intentional, make it more obvious to players.

    Display More


    Thanks King, really appreciate the feedback.

    I wasn't aware of the window bars route, I'll have to nerf that otherwise people will expect to be able to get on the roofs as well and that would lead to all sorts of other shenanigans!

    I'm also going to reduce the power of the room above B by blocking visibility from the 'nest' area all around so that it's basically just a route to the one-way drop.

  • Gooby
    • September 12, 2014 at 12:36 PM
    • #217
    Quote

    I tried to get the server running but it's not updated yet. The playtest gets postponed to tomorrow, sorry guys.


    Would it be bad of me to get my map playtested again after doing a few changes after the last one that was on 9th.. or is that just considered "spamming" the schedule?


    Anyways, if the playtest is going to be held today, here are the files http://www.gamefront.com/files/24471853/market.rar

  • 'RZL
    • September 12, 2014 at 8:08 PM
    • #218

    The playtest of Austinweiss13's DE_Beirut and Gooby's DE_Market is starting now! Come join us!

    94.250.201.180:27015

  • tomm
    • September 14, 2014 at 1:47 PM
    • #219

    can i has playtest on 16th(tuesday) pls

  • Gattsu
    • September 14, 2014 at 11:20 PM
    • #220

    I'm gonna ask for another playtest run whenever possible, let me know the date!


    Thank you very much, mapcore has been very helpful.


    After some gameplay changes from the previous feedback wave, I'm uploading the map to the workshop as well (you'll find the thread in the 3D section)

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