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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • Tomato
    • January 22, 2016 at 4:55 PM
    • #1,161

    If my map is still greyboxed and not detailed, but the layout is set and most of the basic principles of the map are there, can I submit it for a test then?

  • El_Exodus
    • January 22, 2016 at 5:07 PM
    • #1,162
    Quote from Tomato

    If my map is still greyboxed and not detailed, but the layout is set and most of the basic principles of the map are there, can I submit it for a test then?

    A map doesn't have to be detailed to be tested. You need:

    -At least 10 spawns per team
    -Basic optimization so it runs on every PC
    -Working Radar
    -Custom content packed
    -Basic clipping

    Basically it just has to be in a playable state so valuable testing is possible.

  • Tomato
    • January 22, 2016 at 5:11 PM
    • #1,163
    Quote from El_Exodus

    A map doesn't have to be detailed to be tested. You need:

    -10 spawns per team
    -Basic optimization so it runs on every PC
    -Working Radar
    -Custom content packed
    -Basic clipping

    Basically it just has to be in a playable state so valuable testing is possible.

    Well it has spawns, I know how to make a working radar and how to pack the custom content.

    For optimization i'm not so sure. I've never looked into that, but I guess while the map is still quite simple it doesn't need much optimization.

    About the clipping:

    I clipped some spots where you should get over while jumping on your own.
    I clipped spots where the bomb would get stuck.
    But there are spots (walls) where you can boost ur friend on or throw the bomb over.

    If a player has some common sense, he would know that isn't a spot he should boost or throw the bomb,

    Is it necessary to clip those spots too?

  • El_Exodus
    • January 22, 2016 at 5:16 PM
    • #1,164
    Quote from Tomato

    Well it has spawns, I know how to make a working radar and how to pack the custom content.

    For optimization i'm not so sure. I've never looked into that, but I guess while the map is still quite simple it doesn't need much optimization.

    About the clipping:

    I clipped some spots where you should get over while jumping on your own.
    I clipped spots where the bomb would get stuck.
    But there are spots (walls) where you can boost ur friend on or throw the bomb over.

    If a player has some common sense, he would know that isn't a spot he should boost or throw the bomb,

    Is it necessary to clip those spots too?

    Display More

    -Greyboxes need only little optimization, but if you skip this by 100% it might be unplayable on some PCs.

    -Just avoid selfboosts so nobody is able to get out of the map on their own.

  • Tomato
    • January 22, 2016 at 5:19 PM
    • #1,165
    Quote from El_Exodus

    -Greyboxes need only little optimization, but if you skip this by 100% it might be unplayable on some PCs.

    -Just avoid selfboosts so nobody is able to get out of the map on their own.

    Okay, I'll look into some optimization techniques, never bad to learn them anyway.

    Any tips?

  • El_Exodus
    • January 22, 2016 at 5:37 PM
    • #1,166
    Quote from Tomato

    Okay, I'll look into some optimization techniques, never bad to learn them anyway.

    Any tips?

    func_detail; hint/skip; render distance for models; area portals(enough to do this in later stages of a map)

  • MinorThreat
    • January 23, 2016 at 5:44 PM
    • #1,167

    I've recently submitted my map, Docks, for playtesting. It was rejected because the custom content wasn't packed into the .bsp. I think I may have uploaded the wrong file and was wondering whether you could give it another try:

    http://steamcommunity.com/sharedfiles/fi…s/?id=606876470

  • 'RZL
    • January 24, 2016 at 2:07 PM
    • #1,168
    Quote from MinorThreat

    I've recently submitted my map, Docks, for playtesting. It was rejected because the custom content wasn't packed into the .bsp. I think I may have uploaded the wrong file and was wondering whether you could give it another try:

    http://steamcommunity.com/sharedfiles/fi…s/?id=606876470

    Just checked it, there is still custom content missing, the radar is the same as well. Here is a screenshot: http://i.imgur.com/YwPzs37.jpg

  • Squad
    • January 24, 2016 at 3:13 PM
    • #1,169
    Quote from Tomato

    If my map is still greyboxed and not detailed, but the layout is set and most of the basic principles of the map are there, can I submit it for a test then?

    Yes. Just make sure the map has a working radar, enough spawn points (16 per team) and working bomb sites/hostages.

  • Tomato
    • January 24, 2016 at 4:33 PM
    • #1,170
    Quote from Squad

    Yes. Just make sure the map has a working radar, enough spawn points (16 per team) and working bomb sites/hostages.

    Okay, thanks to remind me of the 16 spawnpoints per team.
    I just have 10 each.
    And i'll probably add some priority too them, something I learned today by browsing the forum. :P

  • MinorThreat
    • January 24, 2016 at 6:49 PM
    • #1,171
    Quote

    Just checked it, there is still custom content missing, the radar is the same as well. Here is a screenshot: http://i.imgur.com/YwPzs37.jpg

    I think that I must have forgotten to pack a curb model. I think that this one should work:

    http://steamcommunity.com/sharedfiles/fi…s/?id=607848272

    I've fixed the radar too.

  • 'RZL
    • January 24, 2016 at 7:55 PM
    • #1,172
    Quote from MinorThreat

    I think that I must have forgotten to pack a curb model. I think that this one should work:

    http://steamcommunity.com/sharedfiles/fi…s/?id=607848272

    I've fixed the radar too.

    Yepp, looks good to go, but the date is already full now. Wanna playtest on the 28th instead?

  • MinorThreat
    • January 24, 2016 at 9:25 PM
    • #1,173
    Quote

    Yepp, looks good to go, but the date is already full now. Wanna playtest on the 28th instead?

    Better make it the 31st, I can't do Thursdays. Would you like me to fill out another submission form?

  • 'RZL
    • January 24, 2016 at 11:28 PM
    • #1,174
    Quote from MinorThreat

    Better make it the 31st, I can't do Thursdays. Would you like me to fill out another submission form?

    No, it's fine, I updated your submission.

  • MinorThreat
    • January 25, 2016 at 6:44 PM
    • #1,175
    Quote

    No, it's fine, I updated your submission.

    Okay, thanks.

  • Tomato
    • January 26, 2016 at 7:38 AM
    • #1,176

    Status 2 in the playtest forms says "OK, fnuggi's type of map".

    I'm curious what it means?

  • Fnugz
    • January 26, 2016 at 9:10 AM
    • #1,177
    Quote from Tomato

    Status 2 in the playtest forms says "OK, fnuggi's type of map".

    I'm curious what it means?

    So am I. :D

  • jackophant
    • January 26, 2016 at 9:56 AM
    • #1,178

    I would guess there's a lot of unclipped stuff to climb?

  • Vaya
    • January 26, 2016 at 12:58 PM
    • #1,179

    kz_funhouseclimbv3

  • Tomato
    • January 26, 2016 at 2:28 PM
    • #1,180
    Quote from jackophant

    I would guess there's a lot of unclipped stuff to climb?

    Quote from Vaya

    kz_funhouseclimbv3

    Well I guess it's not that bad. I mean, i clipped most of the basic stuff.
    Only thing left are spots where you can trhow the bomb over a wall or boost someone over a wall.
    But then the player would be out of the map or stuck so There is no point doing it ( I hope)

    The playtest is just for the layout though. i hope people will play it that way.

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