Welcome to Mapcore, will2k! ![]()
I agree the lighting is a tad yellowish. The map could benefit with a subtle fog (can't tell for sure if it's there, but if it is then it's not really noticable).
Overall, great work!
Welcome to Mapcore, will2k! ![]()
I agree the lighting is a tad yellowish. The map could benefit with a subtle fog (can't tell for sure if it's there, but if it is then it's not really noticable).
Overall, great work!
Quote from Rick_DI have an idea. Get 10 people who are DMG or higher to playtest and provide feedback. I can gather 5 guys, maybe 6. Do we have other people that would be willing to form a temp team to playtest like this? Puddy is pretty decent when he isn't sleeping or fapping, and Squad should probably be there (or maybe spectating because he is terrible at the game topkek), so that just leaves 3 or 4 dudez
That's a great idea. And I'll spectate, cause I would just bring the whole quality of gameplay down ![]()
The corridor is pretty simple, we'll see how it plays and go from there.
Do you have anything in mind for a "hook or twist"? I don't wanna make the second route too complex, but I'm all open for ideas.
Here's what the second route looks like from above. Red arrow is a possible defending angle.
[Blocked Image: http://users.telenet.be/gus/de_ali010.jpg]
The other path would be covered like it used to be. Here:
[Blocked Image: http://users.telenet.be/gus/de_ali012.jpg]
Or here (and from this position you can more or less cover the second route as well):
[Blocked Image: http://users.telenet.be/gus/de_ali013.jpg]
It should still be possible to cover B with 2 guys, although that's all speculation off course
Could be totally different when actually playing, so that's what I'd like to see ![]()
You're right about the car. I'll work on that.
And I totally forgot about the railings! Will be fixed.
Thanks for the feedback! ![]()
I've been busy updating this map, both in terms of gameplay and optimization.
Apart from deleting several models which could potentially be the cause of fps drops, I deleted every hint brush and started from scratch. I'd like to test it on a server though to see if the issue is really fixed (which I really hope).
As for gameplay, there are a number of changes to improve balance, as it turned out it's still too CT-sided. Big thanks to FMPONE for his suggestions!!!
Sealed off the right archway completely so it's not possible to shoot through it anymore.
[Blocked Image: http://users.telenet.be/gus/de_ali001.jpg]
As bombsite B was way too hard to take, I added a second route to the basement, starting from the little balcony in the courtyard ...
[Blocked Image: http://users.telenet.be/gus/de_ali002.jpg]
... leading to the basement here.
[Blocked Image: http://users.telenet.be/gus/de_ali003.jpg]
Deleted the cover that used to be against the wall on the left, making it a little bit easier for Ts to enter A.
[Blocked Image: http://users.telenet.be/gus/de_ali004.jpg]
Added extra cover (car) here, but I guess it's not gonna be enough (should be higher, giving more cover).
[Blocked Image: http://users.telenet.be/gus/de_ali005.jpg]
Lowered the central pillar here so players can't hide behind it as much anymore (might have to be removed alltogether, but we'll see how that goes).
[Blocked Image: http://users.telenet.be/gus/de_ali006.jpg]
Removed the benches and trash bin for more moving space.
[Blocked Image: http://users.telenet.be/gus/de_ali007.jpg]
Idem.
[Blocked Image: http://users.telenet.be/gus/de_ali008.jpg]
Removed the cover that used to be against the fence, making it a bit harder for CTs to cover long A.
[Blocked Image: http://users.telenet.be/gus/de_ali009.jpg]
I don't really get why they went ironsight-style. It's just doesn't feel like CS. Then again, it's still new, so we'll see how it turns out.
Haven't tried the new pistol yet, don't wanna replace the only Stattrack weapon I have, lol ![]()
New update:
[Blocked Image: http://media.steampowered.com/apps/csgo/blog/images/posts/CZ75Auto.png]
Seems like they towned down the AUG back again. And there's an alternative to the P250 ![]()
I wonder how many maps will be in the next operation. Usually it's 7 maps (Bravo: 7 maps plus Seaside), but I'm guessing it'll be more this time.
[Blocked Image: http://media.steampowered.com/apps/csgo/blog/images/posts/seaside_strip.jpg]
This image suggests there will be 8 returning maps, but it's not clear what the number of new maps will be. I do hope there will be a bunch of new maps in, because there has definately been some high quality maps released over the past months.
Although we didn't get to play it very long, here's some stuff I found on Insertion:
Floating switch prop.
[Blocked Image: http://i.imgur.com/l7IX5bx.jpg]
Weird lighting issue. Whenever you come close to the fallen tree prop, the screen turns black & white.
[Blocked Image: http://i.imgur.com/hlj19aZ.jpg]
From a little further away it looks fine.
[Blocked Image: http://i.imgur.com/3QMf5bd.jpg]
Textures not matching.
[Blocked Image: http://i.imgur.com/5HoUuNO.jpg]
Hmm, didn't have that issue. I'll look into it. Any feedback about gameplay?
Thanks!
Thanks for everyone playing today
All feedback is more than welcome!
Quote from PuddyCongrats Squad!!!
Big fan of Ali (as you probably know at this point
).
Since you are going to hunt that bug and update the map, have you given any thought to re-balance the map a bit at the same time? I think it would be cool if T's got something to help them nab the B bombsite.
Yep, FMPONE made some really great suggestions already. These stats are interesting, would be cool if Valve added it to the workshop, although that may not be as easy as it sound.
Thanks everybody! Onto the next Mapcore map ![]()
I did a few updates along the way of operation Bravo, but apparantly none of those fixed the issue completely. I'm still looking for it and having recently read that some props caused FPS problems in thinking that perhaps this could be the issue? The weird thing is that only a couple of people seem to have the problem. Maybe it'd be a good idea to have a playtest of an updated Ali if you'd be up to join (or anyone else having the problem), cause it's not easy to fix a problem that you're not experiencing yourself.
Anyway, I'm pretty stunned Ali got voted!
Quote from MrTwoVideoCardsIt is not, whoops let me post an image of that.
[Blocked Image: http://gyazo.com/5f6f0eeb8339afd4604b2a22d06c252d.png]
Thanks! Wasn't sure cause I didn't see any obvious changes to the version we tested last night, but now that I can compare I can see some slight changes.
First of all, but this was already mentioned during the playtest, the short fog distance and the darkness in the interiors made it really hard to see inside when standing outside.
You're going for a map with long sightlines, which makes for an obvious choice to pick an AWP (or any other sniper), but it does make it kinda hard for players who are not quite into that/a team that can't afford snipers due to low money. Long range is fine, but there should be alternatives to counter that.
I'm not sure if this is really an issue, but CT's and T's going for B meet really fast (taking long sightlines into account), it only takes like 5 seconds or so.
I think A is interesting as it's a bit "off route" (for both teams), but not in such a way that it was neglected (quite the opposite). Might be a bit too easy to defend once the bomb is planted though.
I've no idea what the actual bombsite is going to be, but it's probably a good idea to mix it with the nearby railway. I'm thinking ahead a bit, but it'd be an obvious choice as a bombsite (first time I was following signs to A the railways made me think I reached it).
Last note, I like how this map really encourages to use smoke grenades. If I was short on money (most of the time) and had only money left to buy one grenade I always went for the smoke grenade ![]()
I must have downloaded literally hundreds of maps from Lanmaniax back in the days ... Best ever!
Can't tell for sure from the last overview you posted, but is it still the same (didn't participate in the first playtest)?
Quote from PuddyDisplay MoreHey guys!
Just added 80 buckaroos to keep the bills payed. If you feel the CS:GO server has helped you test your map and would like to pitch in, please visit this link:
https://billing.eoreality.net/grouppay.php?h…-bd767-5f077-63
Any amount is appreciated, cheers!
Done!
Okay, I think I figured it out. Source doesn't like rendering regular brushes through water very much. Should be solved if I add some displacements in front of them. Thanks all!
If this could be of any help, feel free to add me on Steam and ask any questions you may have.