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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • Vaya
    • September 22, 2014 at 12:40 PM
    • #241

    I missed zoo? will need to download and play by myself

  • El_Exodus
    • September 22, 2014 at 2:51 PM
    • #242
    Quote from Vaya

    I missed zoo? will need to download and play by myself

    same here

  • text_fish
    • September 22, 2014 at 6:40 PM
    • #243

    Me three. In future I'd like to demand that everyone do their play-tests on a Tuesday so that I can play.

  • borgking
    • September 23, 2014 at 7:53 PM
    • #244

    de_acceleration is uploaded and available here:

    https://dl.dropboxusercontent.com/u/22791159/de_acceleration_v10.rar

  • 'RZL
    • September 23, 2014 at 8:24 PM
    • #245

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015


    Playtest 23.09.14

    • borgking's DE_Acceleration
    • Lajron's DE_Havana
  • text_fish
    • September 23, 2014 at 10:53 PM
    • #246

    Feedback for tonight's maps


    Acceleration

    I've playtested this three or four times now and I think my favourite layout was the second time, which was just before the crescent shaped route between A and B got closed off. I realize that made rotation times super fast, but that's not necessarily a bad thing -- just look at nuke! I really think you should reinstate this path as it gave the map a unique gameplay element, which is quite rare these days. In order to balance it, you could lose all or most of the traditional "mid" section with all the dev textures, as that doesn't really offer any interesting gameplay anyway (and never has imho).


    You really need to try and figure out what's causing the lag too, as that's pretty game-breaking for any map! Have you done any optimization yet? Have you tested on different servers, or just MapCore?


    All in all it's a great theme and I think each bombsite has the potential for some really nice encounters, but the middle bits and winding corridors draw gameplay away from those important focus points.


    Havana

    The bits that have been dressed up look great already so I look forward to seeing how the theme progresses. I particularly like the wooden bits on the roof opposite the church bombsite -- it's a small detail, but the sort of thing I never think of doing myself!


    Gameplay-wise I find it hard to get to grips with a layout when I don't have a radar so I have to admit I did some pretty mindless running about during a lot of the playtest. As a CT I felt the only way to defend was to hang back and snipe, which is the sort of gameplay I don't much enjoy so I tended to charge ahead and then get cut off in a bad place by smokes and stuff. Could be worth giving CT's more oportunities to peek over cover if they push forward near the church bombsite -- either that or a way to flank the approaching T's, but it would be difficult to stop that being OP. As a T I had the most fun trying to get to the platform above the underground bombsite -- the little room with the ramp and the crates provided some good close quarter combat if enough people went that way.

  • Drakeee
    • September 24, 2014 at 11:13 AM
    • #247

    Apologies, can you remove my map for Thurs? I won't be available and I'm working major areas -_-

  • jackophant
    • September 24, 2014 at 11:22 AM
    • #248
    Quote from Drakeee

    Apologies, can you remove my map for Thurs? I won't be available and I'm working major areas -_-


    May I humbly request ones spot in the Thursday event if this is the case?


    Quote

    Willing to bribe with cat gifs and cookies

  • 'RZL
    • September 24, 2014 at 12:00 PM
    • #249
    Quote from Drakeee

    Apologies, can you remove my map for Thurs? I won't be available and I'm working major areas -_-


    Quote from jackophant

    May I humbly request ones spot in the Thursday event if this is the case?


    Willing to bribe with cat gifs and cookies


    Alright, the changes have been noted. Also Jacko, this makes 3 cat gifs pls.

  • jackophant
    • September 24, 2014 at 12:15 PM
    • #250
    Quote

    Alright, the changes have been noted. Also Jacko, this makes 3 cat gifs pls.


    Thanks, and paid in full!


    Quote

    [Blocked Image: http://i.imgur.com/el6CyjK.gif]


    [Blocked Image: http://i.imgur.com/er20Ng7.gif]


    [Blocked Image: http://i.imgur.com/1PTHCxL.gif]

  • borgking
    • September 25, 2014 at 5:40 PM
    • #251

    Thanks everyone for playtesting!

    I have written down as much as I could last playtest and am working on improving the issues.


    As I want to get quicker iterations, I would like to reserve a slot next tuesday (30th) again.

  • 'RZL
    • September 25, 2014 at 8:03 PM
    • #252

    Another Playtest is starting now! Come join us!
    94.250.201.180:27015

    Playtest 25.09.14

    • Vinneri's DE_Agri
  • Vaya
    • September 26, 2014 at 8:36 AM
    • #253

    I only got to play for like 10 minutes because my pizza came :/


    from what I played Agri is looking (and playing) a lot better.

  • jackophant
    • September 26, 2014 at 10:12 AM
    • #254
    Quote

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015


    Playtest 28.09.14

    • Jackophant's DE_Stupa
    • osKo's DE_Tivoli


    I've quoted RZL from the future to provide the link for download


    Quote

    [Blocked Image: http://i.imgur.com/lODnBOr.gif]


    https://drive.google.com/folderview?id=…YkE&usp=sharing

  • 'RZL
    • September 26, 2014 at 9:53 PM
    • #255

    Playtest Schedule


    Playtest 28.09.14

    • Jackophant's DE_Stupa
    • osKo's DE_Tivoli

    Playtest 30.09.14

    • Vinneri's DE_Agri
    • ics' DE_Region

    Playtest 02.10.14

    • Ruarai's CS_Biohazard
    • Jackophant's DE_Stupa

    Playtest 05.10.14

    • Lajron's DE_Havana
    • Borgking's DE_Acceleration

    Playtest 07.10.14

    • SoldierRob's DE_Concept
    • Konqi's DE_Innenhof
    Quote

    Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 CEST. 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!

    Display More


    Submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours.

  • Vinneri
    • September 27, 2014 at 8:33 AM
    • #256

    Can I has playtest for de_agri once more next tuesday. Thanks!

  • osKo
    • September 28, 2014 at 2:07 AM
    • #257

    Hi again - I'm sorry for the disturbance, but over the week I've done a lot of changes to the map, and I would like de_tivoli's BSP and NAV to be renewed by this new, updated file: https://www.dropbox.com/s/b4mz0q1xo7mi…pdated.zip?dl=0


    Thank you!


    edit: Please reply to verify you have updated it so I don't have a heart attack

  • 'RZL
    • September 28, 2014 at 8:06 PM
    • #258

    Another Playtest is starting now! Come join us!
    94.250.201.180:27015

    Playtest 28.09.14

    • Jackophant's DE_Stupa
    • osKo's DE_Tivoli
  • Deh0lise
    • September 28, 2014 at 9:30 PM
    • #259

    I really liked both maps. My 2 cents:


    STUPA: doors in mid create a sightline that finds Ts going up a ramp. Shoting from there feels awkward to me and makes smoke almost imprescindible making it more predictable (despite fakes). I'd flip doors or change the small ramp so peeking window is more even.


    Mid to B opens a rear path that makes it impossible for 2 CTs to cover the whole bombsite (3 open entrances). If the one on platform retreats he cannot see bombsite. That doesn't happen in A. The CTs sight line from the ramp prior to back mid-B exit should be reworked so it is possible to see the bombsite or modify the B-Mid route. Maybe closing mid-B route or changing its exit closer to bombspot so 2 cts can hold a bit. Removing some crates on bombspot might help.


    TIVOLI: I'd close windows path for Ts and open it for CTs. Cts cannot be confident if they have that many spots to watch from. The window's bomsite needs better placement of crates below on bombspot for CTs so they have an advantage over Ts coming from below.

  • Squad
    • September 29, 2014 at 12:56 AM
    • #260

    I really liked this part of A. Great and interesting use of verticality for a bombsite imo. Can't really give much feedback on the rest of the map since we only played a few rounds and the radar was missing (radar is badly needed for playtests).

    But there's definately some potential here!


    [Blocked Image: http://i.imgur.com/29BEsm5.jpg]

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