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MapCore CS:GO Playtesting 4.0

  • 'RZL
  • March 31, 2014 at 3:19 PM
  • jackophant
    • January 26, 2016 at 2:35 PM
    • #1,181
    Quote from Tomato

    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.

    It's safer to just clip everything. It also prevents people getting snagged on doorways or props which can be life/death situation and you don't know how badly it can be abused. Favela in one of the early operations had a horrific boost in T spawn which broke the map and was heavily abused. You could get on top of the map and jump across the rooftops, but also had no draw surfaces so you could give information and basically had WH against CTs

  • MaanMan
    • January 26, 2016 at 4:02 PM
    • #1,182

    @Fnuggi and @Tomato There is a very hard jump section on B. While the jump isn't that rewarding, I can see people trying to do it for all of warm up.

  • Tomato
    • January 26, 2016 at 4:31 PM
    • #1,183
    Quote from MaanMan

    @Fnuggi and @Tomato There is a very hard jump section on B. While the jump isn't that rewarding, I can see people trying to do it for all of warm up.

    On B site there are a few intentional jumps, but most of them aren't hard, cause I can do it and I'm not a good jumper.
    That's probably the reason I didn't find the one you mentioned.

    Maybe You can show me?

    (map thread)

  • Jayslash
    • January 28, 2016 at 11:37 AM
    • #1,184

    Just a heads up, I'm creating a forum thread for my map as requested. Can I fill the form again right away or should I wait?

  • 'RZL
    • January 28, 2016 at 11:51 AM
    • #1,185
    Quote from Jayslash

    Just a heads up, I'm creating a forum thread for my map as requested. Can I fill the form again right away or should I wait?

    You can fill the form again right away, or you can just post the link to the thread in here and I'll update your submission.

  • Jayslash
    • January 28, 2016 at 12:16 PM
    • #1,186

    All right, here's the thread: https://migrationtest.mapcore.org/topic/19844-csgo-de_tiger-wip/

  • leplubodeslapin
    • January 31, 2016 at 8:39 PM
    • #1,187

    [Blocked Image: http://i.imgur.com/zecFiL8.jpg]

    I'm too old for this shit

  • Jayslash
    • February 1, 2016 at 10:32 AM
    • #1,188

    Hi!

    My map got rejected because of spawns, apparently?

    I just double checked and my map has 10 working spawnpoints for each team. Can you check again or clarify if there's another problem?

  • Vaya
    • February 1, 2016 at 11:22 AM
    • #1,189

    have you flooded the spawns with bots or did you just count them in hammer and compile? :)

  • jackophant
    • February 1, 2016 at 12:27 PM
    • #1,190

    @Jayslash Spawns need to be a certain distance above the ground. If they sit directly on top of a world brush they can bug out and fail to work. Easiest way to do this is to just make sure they're at least 32-64 units above the ground.

    You can also compliment the map with a .kv file which allows you to dictate how many players can be on the map (regardless of spawns), including spectator spots and team factions.

    I didn't check the map to know what was the cause for rejection, but if you think you have them, and the map inspector doesn't think you did, this could be the problem.

  • Jayslash
    • February 1, 2016 at 12:48 PM
    • #1,191
    Quote from Vaya

    have you flooded the spawns with bots or did you just count them in hammer and compile? :)

    Quote from jackophant

    @Jayslash Spawns need to be a certain distance above the ground. If they sit directly on top of a world brush they can bug out and fail to work. Easiest way to do this is to just make sure they're at least 32-64 units above the ground.

    You can also compliment the map with a .kv file which allows you to dictate how many players can be on the map (regardless of spawns), including spectator spots and team factions.

    I didn't check the map to know what was the cause for rejection, but if you think you have them, and the map inspector doesn't think you did, this could be the problem.

    I spammed bot_add until I had 10 players on each side. I also restarted the match to make sure that they were spawning from different spawnpoints. I used the map_showspawnpoints command to check that all spawnpoints were green. All spawnpoints are 32 units above ground. I also haven't changed the spawns since the last time the map was playtested here.

  • soldierrob
    • February 1, 2016 at 3:21 PM
    • #1,192

    Hey I posted my thread : https://migrationtest.mapcore.org/topic/19849-csgo-de_climate-wip/ maybe I could get a playtest on 7 February? Thx :D

  • MaanMan
    • February 1, 2016 at 3:53 PM
    • #1,193
    Quote from Jayslash

    Hi!

    My map got rejected because of spawns, apparently?

    I just double checked and my map has 10 working spawnpoints for each team. Can you check again or clarify if there's another problem?

    Sorry about that, its been fixed now.

  • Tomato
    • February 1, 2016 at 7:14 PM
    • #1,194

    I didn't recieve many negative critics yesterday eve, guess that's a good sign?

  • Tomato
    • February 3, 2016 at 3:41 PM
    • #1,195

    If you only have one filled spot for tommorow, would it be possible to fill in the open spot with my map?

    (the railings are fixed)

  • MaanMan
    • February 3, 2016 at 5:50 PM
    • #1,196
    Quote from Tomato

    If you only have one filled spot for tommorow, would it be possible to fill in the open spot with my map?

    (the railings are fixed)

    Please take more time to go over your previous playtest.

  • Tomato
    • February 3, 2016 at 5:57 PM
    • #1,197
    Quote from MaanMan

    Please take more time to go over your previous playtest.

    While I didn't get much negative feedback ( and some I don't understand Vaya: "chokes are too straight. Cts get so much info so easy")
    I worked on the points of feedback I got and now i'm just doing some random rough brushwork.

    I'm still not sure if the layout is okay, cause I didn't get a lot of fb about that.
    Now I see there is still a spot empty for tommorow, and I'm curious how it is filled.

  • MaanMan
    • February 3, 2016 at 6:25 PM
    • #1,198

    Tomato

    If you do not understand or did not receive enough feedback on a playtest, take it upon yourself to receive explanations and more feedback from players in the playtest. If you still feel that it was not enough, analysis and extrapolate data from the demo.

  • Tomato
    • February 3, 2016 at 7:00 PM
    • #1,199
    Quote from MaanMan

    Tomato

    If you do not understand or did not receive enough feedback on a playtest, take it upon yourself to receive explanations and more feedback from players in the playtest. If you still feel that it was not enough, analysis and extrapolate data from the demo.

    That spiral model keeps stalking me. :P
    Well I'll have another look at the demo and try to find some new angles and things to work with.
    The one thing that bugged me was the pushing CT's, but that could be caused by the 10 vs 10 instead of a 5 vs 5, I'm not sure.

  • soldierrob
    • February 7, 2016 at 5:16 PM
    • #1,200

    Updated my radar hopefully its good enough now..

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