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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • Finchy
    • April 19, 2015 at 7:20 PM
    • #801

    I would like to reserve this slot “Playtest 07.05.15” for my map “de_greece”.


    Here you can download all the files needed ---> https://drive.google.com/folderview?id=…cjQ&usp=sharing


    Workshop link ---> http://steamcommunity.com/sharedfiles/fi…s/?id=422469689


    I would like to request that a demo be made of the match for me to review. I would also like to request that after the match is over the admin enter these console commands for the players who stay...


    sv_cheats 1

    mp_maxmoney 48000

    mp_startmoney 48000

    mp_freezetime 1

    mp_roundtime_defuse 60

    mp_buy_anywhere 1

    mp_buytime 99999

    sv_infinite_ammo 1

    mp_warmup_end

    sv_showimpacts 1

    sv_grenade_trajectory 1

    mp_autoteambalance 0

    mp_limitteams 0

    mp_restartgame 1

    bot_kick


    If there are any problems with the map files just let me know. Thank you so much for giving mappers this opportunity. Ill see you on the 7th!

  • soldierrob
    • April 19, 2015 at 7:45 PM
    • #802

    I did everything how it should be, but somehow it's not working ...

  • Iceberg
    • April 19, 2015 at 9:46 PM
    • #803

    Hello, here are the links for the playtest of Cadiz villa for 21, MaanMan thank for their valuable assistance...!


    file bsp here --- https://www.dropbox.com/s/yrkewujpua2q…adiz_a.bsp?dl=0


    workshop link --- http://steamcommunity.com/sharedfiles/fi…s/?id=410815036

  • Vaya
    • April 20, 2015 at 12:00 PM
    • #804
    Quote from soldierrob

    I did everything how it should be, but somehow it's not working ...

    post your radar and info file in here?

  • bEn-
    • April 20, 2015 at 9:33 PM
    • #805

    Hi, here's the link to the files for the playtesting of de_offshore !
    https://drive.google.com/open?id=0B8AEH…wajA&authuser=0
    Unfortunately i won't be there to see it live. But i will analyse everything after

  • 'RZL
    • April 21, 2015 at 4:12 PM
    • #806

    PSA: Introduction of submission form and additional administrators


    To improve the playtest quality, please submit your maps through the new submission form from now on.


    Submission Form: http://goo.gl/forms/qK15A03oAI

    Submissions: https://drive.google.com/open?id=1tIZfm…2xY8&authuser=0


    MaanMan has volunteered to give most maps a quick check, to make sure they work for the playtests.


    Additionally, Fnuggi and Jackophant join us as additional admins, to make sure playtests run peacefully and without interruptions.


    Let us know what you think about the news, especially about the submission form as we plan to improve it with your feedback. Thanks!

  • Triple-M
    • April 21, 2015 at 4:24 PM
    • #807

    For those of us who put in a request between the last schedule post and this new system being implemented, should we re-do it?

  • 'RZL
    • April 21, 2015 at 4:30 PM
    • #808
    Quote from Triple-M

    For those of us who put in a request between the last schedule post and this new system being implemented, should we re-do it?


    No, you don't need to re-submit your maps for playtest. I mean, you can, but you don't have to.

  • Vaya
    • April 21, 2015 at 4:49 PM
    • #809

    Great changes. Do you think the feedback plugin could highlight the 'goal' of each playtest during warmup? Just a thought

  • 'RZL
    • April 21, 2015 at 5:28 PM
    • #810
    Quote from Vaya

    Great changes. Do you think the feedback plugin could highlight the 'goal' of each playtest during warmup? Just a thought


    At the moment it wont work as I'd have to enter it manually every time but it might work some time in the future.

  • jackophant
    • April 21, 2015 at 5:36 PM
    • #811

    PREPARE YOURSELVES!


    [Blocked Image: http://i669.photobucket.com/albums/vv52/ghost_dude17/BanHammer.gif]

  • Vaya
    • April 21, 2015 at 6:40 PM
    • #812
    Quote from Bevielis

    I think the changes are great in that it will actually make the mappers spend more time on their maps, making sure they work before submitting them on the form. This may discourage some people from applying, but you win some you lose some.


    The only problem I see with this is that you appareantly NEED a Mapcore thread. What if the person submitting doesn't want his map to be public at the time of the playtest? Not everybody wants to document their progress and I fail to see the why having a MapCore thread of your map is necessary when you have to state the "Additional info" and "Goal of the playtest".

    if he (or she! you sexist ) doesn't want thier map to be public why would they do a public playtest?


    Having a form to fill in and intentions to state will probably filter out a lot of the rushed_to_playtest deals. if people are discouraged from a playtest by a 12 field form then the playtest will probably be a waste of time too.

  • jackophant
    • April 21, 2015 at 7:40 PM
    • #813
    Quote from Bevielis

    so the thread doesn't make sence for both checking the map's quality and gathering the information about the map.


    I believe you'll find the thread is a form of vetting, similar to the job of MaanMan. A good thread with solid documentation of the map can show dedication to it's creation, and can save time running around the map to see if it's broken. A lot of people create maps, have poorly maintained threads and do not respond to map critique.


    The playtest is a public forum to come and show your map, receive feedback, give feedback and be involved in a community.


    If you want to show it off, and do it your way, then you can do it somewhere else, because ignoring the feedback is a waste of a maptest slot that could have been used by someone more deserving.


    The way I see it, that this is a good way of ensuring any map that's tested meets the minimum requirements to be played, subject to evaluation.

  • 'RZL
    • April 21, 2015 at 8:00 PM
    • #814

    Another Playtest is starting now! Come join us!

    94.250.201.180:27015

  • Smileytopin
    • April 21, 2015 at 10:24 PM
    • #815

    The changes look really nice for submission! My only real concern with it are, if you have a new bsp by the playtest, do what do you do?

    Do you message a mod or just use the old version?


    Edit: I put down the wrong date... I meant to put the 3rd of May, didn't see it was taken (nothing in answers, it was on page 52)

  • Muffin
    • April 22, 2015 at 6:08 AM
    • #816

    Sorry about this but I submitted de_cetza for a playtest but I realized the nav wasn't working. So here is the external download. https://drive.google.com/file/d/0B_k0UF…iew?usp=sharing

  • jackophant
    • April 22, 2015 at 10:25 AM
    • #817
    Quote from Bevielis

    Making a public thread would be the exact opposite of NOT showing it off. Sorry I thought this was an open discussion, I guess I'm undeserving for having an argumented opinion. I don't see this going anywhere so I'll refrain from any more comments.


    OK, let me rewrite my statement as I can see how some of it may have come across, but don't be a martyr. You aren't being snubbed for having an opposing opinion, it's a discussion. Nowhere in my post did I say you were wrong.


    Quote from The Problem

    Playtests were becoming increasingly low quality due to maps lacking a correct sense of scale, missing radars, far too many routes, easily abusable angles, etc.

    Quote from Proposed Solution

    Create a review system that makes sure maps meet a minimum standard regarding spawns/radar/buyzones/bombsites, as well as having a chance to suggest changes that may not have been clear to the original mapper before the map is tested which would have otherwise resulted in a poor experience.

    I'm going to use borgking's carrier as an example: The first playtest was brutal, it was a complete lockout for Ts who couldn't take a step without being shot at from under a plane. This map could have very easily been improved before the test by removing/hiding the gaps under the planes. I can't comment on whether or not borgking was aware of it at the time and thought it would make an interesting feature or not, but I know the plane issue has since been improved.


    Regarding keeping the map out of the public eye, there is an option to submit a portfolio. That could be a private imgur album of screenshots, or it could be your website portfolio showing previous level design work and a working knowledge of level design so we may trust your ability more.


    The aim isn't to stop people from testing their map, the purpose is to still give feedback. Sometimes you don't need to play the map 5v5 / 10v10 to know how broken something is. It could literally be something as simple as "make sure the spawns face the right way then your map will be ok to be playtested" or "it's not a good idea to have CT and T looking at each other when they spawn into the map" and then you make the change and resubmit.


    Coming back to my earlier point of "doing it your way". Some people don't listen to feedback, that's up to them, but we aren't going to test their map doesn't meet the basic criteria. Most maps won't be affected, and those that are will most likely be minor adjustments.


    TL;DR: If this does cause problems then it will probably be reversed.

  • Vaya
    • April 22, 2015 at 2:27 PM
    • #818
    Quote from Bevielis

    I fail to see how I could be categorised as a martyr, like I said before - I back up my claims with arguments, unless they're refuted I'm not changing my opinion. That's how a discussion works.


    For the third time now, I DO agree on having a form. I'm happy you realised that what I'm going for is privacy. Some people prefer to have their work private and I'm happy it's an option, because on the form, it states that the portfolio is optional and the MapCore thread is a must, we wouldn't even be talking right now if what you said was stated there.


    I don't think playtests should be a witch hunt about deciding who does and who doesn't follow feedback, just like the ideas of the creator, feedback may be flawed and ultimately it's what the mapper wants that should shape the end result. You can give feedback in game, privately, the maker can be selective who he wants feedback from, which like I said before, makes a MapCore thread unnecessary/optional. Analogy: you're asking the creator to make his idea out of clay so other people can deform it without his consent.

    Quote

    Coming back to my earlier point of "doing it your way". Some people don't listen to feedback, that's up to them,

    Come on...


    Simple as this- if you want to playtest your map on a public server then you should have no qualms about privacy. your BSP is going to be getting downloaded by 20+ people to be deconstructed and analysed, this is what a playtest basically is.


    A thread being posted beforehand doesn't just help the Admins (the guys providing this free service) to ensure the maps being tested meet a minimum standard but also introduces the map to the playtesters too so they can decide if they want to partake in a playtest or not. Flaws may be pointed out too so a playtest doesn't occur that wastes 19 peoples time.


    I understand your point but I think your logic is flawed.

  • 'RZL
    • April 22, 2015 at 3:18 PM
    • #819

    Thanks for your insights, guys. I don't think anyone's logic is flawed here. Both sides have really good arguments. What we're going to do is the following, I'll make it optional, tag it as "highly recommended" and see how it'll work out. People who post a mapcore thread have a much higher chance to get accepted for a playtest than people who don't, this is particularly important for those who are new to the community and want to playtest their first map.


    Is this okay, are you fine with this solution? Can we all be best buddies again? Please?

  • 'RZL
    • April 22, 2015 at 3:22 PM
    • #820

    Playtest Schedule

    Playtest 23.04.15

    • LizardPL's DE_Cargo
    • Jakuza's DE_Street

    Playtest 26.04.15

    • Borgking's DE_Carrier
    • Dosentti's DE_Urakka

    Playtest 28.04.15

    • Klem's DE_Bourg
    • Aerlynn's DE_Solitude

    Playtest 30.04.15

    • Triple-M's DE_Venezia
    • LizardPL's DE_Cargo

    Playtest 03.05.15

    • TheOnly's DE_Berg
    • Smileytopin's DE_Sideproject

    Playtest 05.05.15

    • Deathy's DE_FongHuang
    • Akatsuki's DE_Subliminal

    Playtest 07.05.15

    • Finchy's DE_Greece
    • Muffin's DE_Cetza

    Playtest 10.05.15

    • Borgking's DE_Carrier
    • Dosentti's DE_Farm

    Playtest 12.05.15

    • [OPEN]
    • [OPEN]

    Playtest 14.05.15

    • [OPEN]
    • [OPEN]

    Playtest 17.05.15

    • [OPEN]
    • [OPEN]

    Playtest 19.05.15

    • Triple-M's DE_Venezia
    • [OPEN]
    Quote

    Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 CEST. We playtest a maximum of 2 maps per playtest.

    Make sure to join our Playtesting Group on Steam to get notified when a playtest starts!

    For map creators:

    Please use our submission form to request a playtest and make sure to fulfill all the conditions listed in the form to get accepted for playtesting.


    Submission Form: http://goo.gl/forms/qK15A03oAI
    Submissions: https://drive.google.com/open?id=1tIZfm…2xY8&authuser=0

    Display More


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

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