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de_otocec_v1 - playtesting phase

  • Drakeee
  • March 26, 2016 at 12:17 PM
  • Drakeee
    • March 26, 2016 at 12:17 PM
    • #1

    Ok so second time of posting it's working

    I'm looking to get this playtested, I've worked on it for a week or two. I'll be posting in the other thread for a playtest slot too /emoticons/[email protected] 2x" title=":)" width="15">

    Any feedback is much appreciated, thanks guys!

    http://steamcommunity.com/sharedfiles/fi…s/?id=653071902


  • Klassic
    • March 26, 2016 at 12:30 PM
    • #2

    Way too small?
    Haven't gotten to testing it in-game.

  • Drakeee
    • March 26, 2016 at 12:34 PM
    • #3

    Yeah it's pretty small actually, fast rotates too


    CT->A (6-7 sec)

    CT->B (6-8 sec)


    T->A (12-13 sec)

    T->B (11-13 sec)

  • Klassic
    • March 26, 2016 at 12:35 PM
    • #4

    Also, going into A for the Ts is really hard since they need to have mid-control to even get there

    I suggest giving mid T-side a bit more cover

  • Guest
    • March 26, 2016 at 1:19 PM
    • #5

    You need to re-work most of the layout. The fact that T-Spawn has to be so long just for timings to be right is saying something.

  • Drakeee
    • March 26, 2016 at 1:29 PM
    • #6
    Quote from Klassic

    52 minutes ago, Klassic said: Also, going into A for the Ts is really hard since they need to have mid-control to even get there

    I suggest giving mid T-side a bit more cover

    I'm thinking of opening up the door on the left of A site as another route in - played a little with a friend there and noticed that there's a really bad angle under the car from T middle, will work on fixing that and adding more cover /emoticons/[email protected] 2x" title=":)" width="15">

    @Wrakke I hear you, when its detailed maybe it won't be such an obvious long run? A lot of maps have long runs at the start of T spawn but I'll add it to the list, thanks!

  • Guest
    • March 26, 2016 at 1:52 PM
    • #7
    Quote from Drakeee

    20 minutes ago, Drakeee said: @Wrakke I hear you, when its detailed maybe it won't be such an obvious long run? A lot of maps have long runs at the start of T spawn but I'll add it to the list, thanks!

    You shouldn't cover up gameplay flaws with detailing. Also, which maps are you referring to? The only map I can think of is Nuke, and it's been criticized before for having that long run anyway.

  • Drakeee
    • March 26, 2016 at 1:56 PM
    • #8

    Well, just off the top of my head , 3-4 seconds+ long runs for T's to middle

    Cache, Nuke, Inferno, Train, Overpass, Cobblestone, - i'm sure there are others..? I'll keep it in mind for the future though thanks /emoticons/[email protected] 2x" title=":)" width="15">

  • Smileytopin
    • March 26, 2016 at 3:52 PM
    • #9
    Quote from Drakeee

    1 hour ago, Drakeee said: Well, just off the top of my head , 3-4 seconds+ long runs for T's to middle

    Cache, Nuke, Inferno, Train, Overpass, Cobblestone, - i'm sure there are others..? I'll keep it in mind for the future though thanks /emoticons/[email protected] 2x" title=":)" width="15">

    Yes, those maps have 3-4 second runs to mid, but what Wrakke is talking about is this section near T spawn.

    Spoiler [Blocked Image: https://i.gyazo.com/1ac394129b61de92daf3c556b8381ab9.png]

    It is just dead space. Nuke has 3-4 seconds on BOTH T and CT side that are not useful in game-play and just delay the rounds. Inferno, cache, train, and overpass have spawns that are useful. Players can rotate through the spawns to rotate safely. With your map, T spawn is only used to add time to delay Ts from reaching sites. Try to find some other way of delaying that if that was your goal, as long T spawns are no fun to have to walk through every round.

  • Drakeee
    • March 26, 2016 at 8:34 PM
    • #10

    I understand /emoticons/[email protected] 2x" title=":)" width="15">

    Hopefully we can get it tested and I can think of alternatives then.. I appreciate all your comments!

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