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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • Lizard
    • April 6, 2015 at 2:48 PM
    • #741

    @Fnuggi .I sent you a PM with bsp.

  • jackophant
    • April 7, 2015 at 2:38 PM
    • #742
    Quote from LizardPL

    @Fnuggi .I sent you a PM with bsp.


    Why wouldn't you make the download publicly available so we can load it in advance?

  • Lizard
    • April 7, 2015 at 2:47 PM
    • #743
    Quote from jackophant

    Why wouldn't you make the download publicly available so we can load it in advance?

    Sorry guys.


    .nav file:

    https://www.dropbox.com/s/l1ch1f259sd7…alpha1.nav?dl=0


    .bsp file:

    https://www.dropbox.com/s/z89kpl3ub8c0…alpha1.bsp?dl=0


    Radar files:

    https://www.dropbox.com/s/pr5g3klzfaa3…alpha1.txt?dl=0

    https://www.dropbox.com/s/xp8no6l0r6bb…_radar.dds?dl=0


    I couldn't include radar files in .bsp files .

  • Fnugz
    • April 7, 2015 at 8:00 PM
    • #744

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015

  • Tomato
    • April 7, 2015 at 8:05 PM
    • #745
    Quote from Fnuggi

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015


    Thanks for the playtest and the feedback. (gave me something to think about)


    all feedback welcome

  • Mvllsk
    • April 7, 2015 at 11:37 PM
    • #746

    The playtest today started off rough. As usual, the server filled very quickly, which isnt bad for the playtest but important for the later part of my story.

    Anyways, I feel like the playtest today and some of the more recent ones start to fail to achieve the quality that the playtest once had - even though the plugin improved the overall feedback system a lot.
    If it wasnt for that one incident today, maybe this discussion wouldnt have started but basically we have now people on the server that are behaving as if they were playing on any random public server.

    I'm not dropping names, but generally this regards even somebody that did give some feedback, then started fooling around like hiding in spawn or asking team mates to die in order to "clutch", essentially, wasting everybodys time on the server while not bringing anything productive towards the playtest. Some people stay very quiet throughout the game which is fine, of course, but I dont see them post in the respective thread after the PT either... I understand that the purpose of these playtests has always been that they are public and nobody other than the mapmaker should be priotized to play. But recently, the number of "random" people has grown. And I really do not want to insult anyone with that word, it's just some word to describe people that I havent seen actively giving feedback nor participating on the forums. I personally do not mind too much, but I just think it won't benefit the playtests in the long run.


    I think Vaya (?) caught on to my suggestion of making the playtests "invite only" and suggested posting a new password each time in this thread when a playtest starts for the 9pm reminder post. That way, it would at least gurantee that the people that are playing are actually checking the forum thread and care enough to do a playtest. A more complicated system would be a hand-picked honor system for people that apply in a seperate thread/via PM and can provide evidence in the form of feedback posts they made on the forums. Those players could either get priotized access or if it becomes a large enough amount, it could be the actual requirement to be able to participate in a playtest (whitelist system). While that wouldnt necessarily increase the quality of the feedback, it would at least increase the amount.

    Anyways, these were just some suggestions that originated in a discussion today during the PT due to a few instances of people going AFK while the server is full or people not doing a fine job actually testing the maps.

  • bEn-
    • April 8, 2015 at 12:39 AM
    • #747

    Hi guys, just learned about this awesome playtesting schedule and I wanted to submit my first map to get fast feedbacks about how it runs. I'm ok if it could happen on the 14 of april ! this is for the map called de_oilrig_beta. It's a greybox map available on Workshop and i'm looking for feedback about the layout. I also wanna know if it's really too small. because it's a smaller map than usual.

    I will also try to be there tommorow cause i absolutely want to discover your works

  • DrywallDreams
    • April 8, 2015 at 1:24 AM
    • #748
    Quote from Mvllsk

    The playtest today started off rough. As usual, the server filled very quickly, which isnt bad for the playtest but important for the later part of my story.

    Anyways, I feel like the playtest today and some of the more recent ones start to fail to achieve the quality that the playtest once had - even though the plugin improved the overall feedback system a lot.

    If it wasnt for that one incident today, maybe this discussion wouldnt have started but basically we have now people on the server that are behaving as if they were playing on any random public server.

    I'm not dropping names, but generally this regards even somebody that did give some feedback, then started fooling around like hiding in spawn or asking team mates to die in order to "clutch", essentially, wasting everybodys time on the server while not bringing anything productive towards the playtest. Some people stay very quiet throughout the game which is fine, of course, but I dont see them post in the respective thread after the PT either... I understand that the purpose of these playtests has always been that they are public and nobody other than the mapmaker should be priotized to play. But recently, the number of "random" people has grown. And I really do not want to insult anyone with that word, it's just some word to describe people that I havent seen actively giving feedback nor participating on the forums. I personally do not mind too much, but I just think it won't benefit the playtests in the long run.


    I think Vaya (?) caught on to my suggestion of making the playtests "invite only" and suggested posting a new password each time in this thread when a playtest starts for the 9pm reminder post. That way, it would at least gurantee that the people that are playing are actually checking the forum thread and care enough to do a playtest. A more complicated system would be a hand-picked honor system for people that apply in a seperate thread/via PM and can provide evidence in the form of feedback posts they made on the forums. Those players could either get priotized access or if it becomes a large enough amount, it could be the actual requirement to be able to participate in a playtest (whitelist system). While that wouldnt necessarily increase the quality of the feedback, it would at least increase the amount.

    Anyways, these were just some suggestions that originated in a discussion today during the PT due to a few instances of people going AFK while the server is full or people not doing a fine job actually testing the maps.

    Display More

    The problem with this is that the server is essentially a resource. Certainly a community evolved around it, but making it super exclusive seems a little dickish. 'vip' slots also tend to be shitty, sucks for someone to get kicked out midgame.


    I've been a little annoyed with how quick the server fills, though. Being stuck in spec sucks, allchat still doesn't seem to work.


    When did this stuff start up? I popped in late after class (after not playing for a little while over spring break), and people just seemed kind of angry at the end of the first map. Has this been just today, or the past week or so?

  • text_fish
    • April 8, 2015 at 9:10 AM
    • #749
    Quote from DrywallDreams

    The problem with this is that the server is essentially a resource. Certainly a community evolved around it, but making it super exclusive seems a little dickish. 'vip' slots also tend to be shitty, sucks for someone to get kicked out midgame.


    I've been a little annoyed with how quick the server fills, though. Being stuck in spec sucks, allchat still doesn't seem to work.


    When did this stuff start up? I popped in late after class (after not playing for a little while over spring break), and people just seemed kind of angry at the end of the first map. Has this been just today, or the past week or so?


    I can usually only join playtests on Tuesdays and not every Tuesday at that so I can't speak for much of it, but in the last couple of months I have noticed similar problems.


    I think rather than any sort of moratorium or hierarchy system, maybe the way to tackle it would be to use a combination of the plugin and good old fashioned 'moderation' to give the play-tests more structure, so that hopefully players won't forget that they're there to provide feedback on somebody's hard work.


    I'm just sort of spitballing here so this may be wildly impractical, but I imagine the best way to start would be by vetting the actual maps that get in; obviously we already make it clear to everybody that they need a working radar, nav mesh etc. but perhaps when they request the playtest the mapper should have to provide a link to a WIP thread in the 3D forum where they explain some of their intentions around the map, to ensure that there is a design process worth feeding back on. I guess it's then up to us in the community to tell the mapper if we think their design isn't ready to be tested, which may be hard/harsh sometimes, but that's often the nature of feedback. As CS:GO grows more people will want to map for it which is great, but obviously "quality" and "quantity" are often at odds.


    During the playtest itself I think we'd all benefit if the plugin could somehow identify the mapper (make their name bold, or put an asterisk next to it or something?) because the first few minutes of chat are always spammed by "who's the mapper?" "is the mapper even here?", and the last test I played I don't think a lot of people actually realized who the mapper was the whole way through even though they were definitely there trying to get noticed! This certainly isn't conducive to providing feedback to a designer.


    At the end of the playtest I guess it would be worthwhile reminding the players to come back to the forum and sum up their feedback on the WIP thread. I can't think of any way to enforce this fairly, but we're all sort of decent people (I think!) so hopefully a reminder will be enough.


    An even more wildly impractical idea I had would be to run two 5v5 servers side-by-side instead of one 10v10, which would encourage people to play the map a bit less "casually" and reduce the amount of spam in chat. The downsides of this are probably a significant cost factor and the need to throw 'RZL in to a cloning machine against his will(?).

  • Vaya
    • April 8, 2015 at 10:07 AM
    • #750

    nah it wasn't me that suggested a password for the server. The server is an awesome resource and I like the fact it's open and a mis-mash of mappers and players- I just wish there was more quality feedback. It's really up to Puddy and RZL (considering they pay for and maintain it) to decide the direction it goes in. The interloping last night was pretty annoying tho...

  • 'RZL
    • April 8, 2015 at 4:35 PM
    • #751

    Hey guys, I'm back!


    *Reads comments*


    nvm, hf fnuggi


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

  • Tomato
    • April 8, 2015 at 5:33 PM
    • #752

    How can I require the logs and the feedbacks that were given yesterday?

    It seems nobody posted something on my map topic yet, so thos logs are quite important next to the manual notes I took.


    BTW I can't find the topic to Lizard's De_Cargo from yesterday.

    I would like to give my ( maybe not very usefull ) feelings about his map.

  • 'RZL
    • April 8, 2015 at 5:35 PM
    • #753
    Quote from Tomato

    How can I require the logs and the feedbacks that were given yesterday?

    It seems nobody posted something on my map topic yet, so thos logs are quite important next to the manual notes I took.


    There's a link in the first post of this thread that leads to all the demos and log files.

  • Tomato
    • April 8, 2015 at 5:41 PM
    • #754
    Quote

    There's a link in the first post of this thread that leads to all the demos and log files.

    damn i forget everytime. Sorry for the inconvenience.

  • Lizard
    • April 8, 2015 at 6:17 PM
    • #755

    I will post topic later today.

  • Tomato
    • April 8, 2015 at 6:28 PM
    • #756
    Quote from LizardPL

    I will post topic later today.

    Ok, I'll probably add something tommorow then.

  • Lizard
    • April 8, 2015 at 9:18 PM
    • #757

    Here you go guys!

  • soldierrob
    • April 8, 2015 at 10:17 PM
    • #758

    Hey can I get the 14th for de_concept(need different name xD), how late is that for NL ?


    map overlay:

    Code
    http://steamcommunity.com/id/soldierrob/screenshot/532890227335739280
  • 'RZL
    • April 8, 2015 at 11:04 PM
    • #759
    Quote from soldierrob

    Hey can I get the 14th for de_concept(need different name xD), how late is that for NL ?


    There is a time-converter linked in the first post of this thread. You should be in the same Timezone (CEST), so it's going to be 21:00 CEST. I'll post an Up-To-Date schedule tomorrow.


    Quote from soldierrob

    map overlay:

    Code
    http://steamcommunity.com/id/soldierrob/screenshot/532890227335739280


    That's not a working hyperlink, nor a map overlay, nor a map overview . I hope you'll get a real one working by the time the playtest begins.

  • ozzion
    • April 8, 2015 at 11:58 PM
    • #760

    I can take qoph's spot on april 9th! My map for the playtest would be de_venice.


    I'll get the files up fast:


    edit: https://www.dropbox.com/s/c67t2gk456rja3v/avenice.bsp?dl=0

    I think I packed this right. I'm downloading a clean install of csgo to check, but hopefully I got it right first try.

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