DL link for de_aggro https://www.dropbox.com/s/boqjk6in4lqkaxc/de_aggro.rar?dl=0
MapCore CS:GO Playtesting 4.0
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What is the Password?
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Another Playtest is starting now! Come join us!
94.250.201.180:27015
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it's passworded. I've guessed 'password', it did not work
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I've tested all kinds of food. So far, negative.
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Can I get a slot for de_bourg for the 28/04?
I have a few changes I need to test, especially the ramp.
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What's this thing about the password ?
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RZL can you fire my demo/feedback in the google drive when you get a min? Mainly the demo I'm after as I got the gist of the feedback during the playtest
danke
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Hello, I would like my map to be playtested april 26th. Is there slot for me still open?
Map name de_urakka
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De_stocked
Qoph, I have to be honest I think you should start over. You have the makings of an interesting layout with the two long parallel paths and the bombsite with the weird vent (let's call that B for now because I can't remember) has an interesting design. Unfortunately Mid has way too many angles and too much cover so a CT and T could pass through it without ever meeting -- this sort of defeats the purpose of having a mid to be contested. Bombsite A has some interesting stuff going on with verticality, but the timings are flawed so it's difficult to take advantage of this design point strategically. CT's should get there sooner (or T's later) in order to set up a potentially interesting fight. As was said plenty of times during the playtest, the doors were way too numerous and too slow, and didn't seem to serve any gameplay purpose -- that's not to say they never could, but it's better to use one or two doors cleverly than a whole load of them randomly.
Overall I think you should take the general idea of the layout and rebuild it on a thicker (16x16) grid. Don't be shy about making walls unrealistically thick, it may seem silly for a wall to be 32 or 64 units at this stage, but when you come to detailing you can explain that stuff away, and it gives you more room to adjust scale and timings later on.
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Hey, could I get a slot on the 28th for another round of De_Solitude? There've been a lot of big changes that need testing with actual people
. File will pop up later. -
Hi. Could I get the second slot on the 30th for de_venezia?
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Todays playtest has to be postponed. We will be holding the playtest tomorrow instead.
The server was not updated by our provider yet and is therefore running an old version. Nobody is able to join.
Console output: "Server is running an older version, client version 13481, server version 13480"
Sorry for the inconvenience.
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Quote from text_fish
De_stocked
Qoph, I have to be honest I think you should start over. You have the makings of an interesting layout with the two long parallel paths and the bombsite with the weird vent (let's call that B for now because I can't remember) has an interesting design. Unfortunately Mid has way too many angles and too much cover so a CT and T could pass through it without ever meeting -- this sort of defeats the purpose of having a mid to be contested. Bombsite A has some interesting stuff going on with verticality, but the timings are flawed so it's difficult to take advantage of this design point strategically. CT's should get there sooner (or T's later) in order to set up a potentially interesting fight. As was said plenty of times during the playtest, the doors were way too numerous and too slow, and didn't seem to serve any gameplay purpose -- that's not to say they never could, but it's better to use one or two doors cleverly than a whole load of them randomly.
Overall I think you should take the general idea of the layout and rebuild it on a thicker (16x16) grid. Don't be shy about making walls unrealistically thick, it may seem silly for a wall to be 32 or 64 units at this stage, but when you come to detailing you can explain that stuff away, and it gives you more room to adjust scale and timings later on.
I actually changed the whole map to be on a 16 unit grid, which didn't take too long since I had so little geometry. I have adjusted numerous other things, but I don't have enough time in my life to start over. The "useless" vent was supposed to be a lurking/suprise spot, and all that stuff in mid was supposed to reduce the effectiveness of an awper camping at the top of ramp. The doors were stupid. I put them in early in development, and have hated them ever since. I got rid of most of them, and the ones that were necessary have bee sped up so they're not so annoying.
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Hey
I'd like to playtest my completly overhauled version of de_berg on the 3rd of May (03.05.2015)
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Link for de_cargo_alpha3 !
https://www.dropbox.com/s/6ijlqflgpg1w…alpha3.bsp?dl=0Radar, nav file included!
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Rob- it's in there but not centred/aligned correctly at all. did you pack the radar info file too?
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