https://www.dropbox.com/s/l55q3jl989tz4ry/agro9.bsp?dl=0
Heres a non corrupt version but without radar
https://www.dropbox.com/s/l55q3jl989tz4ry/agro9.bsp?dl=0
Heres a non corrupt version but without radar
Really guys ?
What happened
You should really try your map with a friend before doing a playtest ...
Apparently both maps were corrupt ...
Rouge worked for me, both the version I sent and the Workshop version,
https://www.dropbox.com/s/km7bcuhy4dr6…uge_a5.bsp?dl=0and http://steamcommunity.com/sharedfiles/fi…s/?id=382430891 both work for me - idk what the problem is.
Both maps are corrupt, for the first map the server crashes, for the second the client clashes. Playtest today is cancelled.
For maps with no custom content (thanks to Andre for the method)
> Make full version of playtest map
> compile/run in sdk.
> generate nav mesh, build cubemaps and update radar
>upload to workshop (you set to private if you don't want anyone to see)
> download the map from workshop. It'll have everything (radar, nav, kv etc) packed into the bsp.
> grab this this bsp from the maps/workshop folder. it'll be the last one on the list (highest number)
> copy this elsewhere and upload to here via dropbox or whatever
Happy playtest. No cancelling or making RZL despair ![]()
For custom content you'll need to use pakrat or an alternative (you can still use this method for packing the radar etc though)
these guys cant pak maps correctly and their getting playtest spots!? RZL what kind of guide lines do you have in place for things like this? How do you know some guy is not just wasting your/everyones time?
Quote from VayaDisplay MoreFor maps with no custom content (thanks to Andre for the method)
> Make full version of playtest map
> compile/run in sdk.
> generate nav mesh, build cubemaps and update radar
>upload to workshop (you set to private if you don't want anyone to see)
> download the map from workshop. It'll have everything (radar, nav, kv etc) packed into the bsp.
> grab this this bsp from the maps/workshop folder. it'll be the last one on the list (highest number)
> copy this elsewhere and upload to here via dropbox or whatever
Happy playtest. No cancelling or making RZL despair
For custom content you'll need to use pakrat or an alternative (you can still use this method for packing the radar etc though)
Thanks dude, The guy mapping my layout has used pakrat for years but for some reason it didn't work this time, will try this method.
Don't know if totally necessary, but here are the files of my map for tonights playtest
I hope you guys can provide me with some usefull feedback
Another Playtest is starting now! Come join us!
94.250.201.180:27015
Greetings.
I'd like to playtest my map with the MapCore community. I prefer a playtest with 10players, this means 5v5 competitive match. Thank you. I await response.
http://steamcommunity.com/sharedfiles/fi…s/?id=402046105<-- Workshop File
Many thanks again to everyone who helped test my map tonight. It's invaluable to have a few real people running around in it and I've taken a lot of good notes. 'RZL, you mentioned where to get the demo in text chat at the end of the test but I'm a doofus so I didn't note that bit down! Could you remind me please? Tomato, I think de_east has some spots with a lot of potential, but overall the layout needs to be simplified a lot as there are loads of tight little connecting paths to go through before the action's even begun. The best part of the map by far (and I think nearly everyone really liked it!) was the sight-line between two balcony's through a middle one near the sewer bombsite, but because your map has too many routes people don't get to use it enough. I would extend the T balcony towards sewers so that T can use it to peak the sewer bombsite to make it a more advantageous route to take, and remove the path through the lower sewers (and the bit with all the bottles on the wall) so as not to split the team up so much. If you post an overview I'd be happy to scribble all over it to better describe what I mean. The other bombsite should be moved to a more central position in the large open area so that daring T's can rush it through dome and CT's can defend from behind it, as it felt a bit redundant stuck in the corner.
Quote from text_fishMany thanks again to everyone who helped test my map tonight. It's invaluable to have a few real people running around in it and I've taken a lot of good notes. 'RZL, you mentioned where to get the demo in text chat at the end of the test but I'm a doofus so I didn't note that bit down! Could you remind me please?
I was joking with the link, it was just a random local path i mentioned. Here is the real link: https://drive.google.com/folderview?id=…bDdOMnVGMXBMVG8
QuoteI was joking with the link, it was just a random local path i mentioned. Here is the real link: https://drive.google.com/folderview?id=…bDdOMnVGMXBMVG8
Aha! Lol, thanks 'RZL.
I'll take the slot on the 19th for the new version of de_stadium
Another Playtest is starting now! Come join us!
94.250.201.180:27015
Id love to get a test in with some of my changes I made to contra.
Some quick sloppy screens:
The radar:
http://i.imgur.com/Uj2ePWf.jpg
And the map file:
http://jeanpaultron.com/maps/de_contra_a4.zip
Is the next available test really the 17th? ![]()
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