Yeah, player drop off might be an issue, but if there are not enough people around, we can just quit and move the map to the next test. No big deal. I am happy to add it to the server and see what happens.
Posts by OrnateBaboon
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I don't think we have ever tried 4 maps in one test before, but we can give it a shot. The turnout and willingness to carry on last time was good, so yeah lets give it a go.
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Next playtest:
3rd of July at 21:00 GMT+1 (20: 00 if you are in the UK)
Maps to be tested:
de_holland
de_minaret
de_oilrush
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I was not sure if I would be able to organise one today, so suggested tomorrow or Thursday (one page back). Any day or time preferable?
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Map looks great! I also love the name de_cheesefire.
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I am not an artist, so you might need to do a bit more research to make sure I am not giving you bad information. But from what I have learned about art:
Use a game engine - it will be of more value on your portfolio - UDK or the CryEngine produce the best visuals at the moment.
Depending on what toolset you use, there is a lot of information about scale out there that should make things clearer.
Modularity should be used whenever possible to show effective workflow - so the floors and walls if possible should be modular.
Some good UDK tutorials on here:
https://www.3dmotive.com/library_guest
Cryengine here:
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holiestcows - there is a chance I won't be able to conduct the playtest today. Is tomorrow or Thursday okay instead?
BanJax - yep, I will add minaret to the lineup.
sven - do you have a new version of de_holland ready?
Anyone else have something that needs testing?
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Thanks for the feedback guys. Appreciate it. Sven - no problem. Let me know when you want de_holland tested again. Holiestcows - yeah, let me know when it is ready. Also there is a mapcore steam group http://steamcommunity.com/groups/MapCorePT. If you join that, you will receive a notification when we are testing.
cs_mass - definitely much better now. It has rough edges of course like some clipping problems, an invisible ladder etc, but it is really fun. The sewers, which I initially thought would rarely get used, are really good for getting the hostages back, and for stopping the T's from all out rushing every time. They make the map a lot more tactical. The only thing I never liked is the ladder which leads to the rescue zone. Maybe some kind of stairs out could work better? It was also mentioned in the test, but the CT's spawning so far away from each other makes weapon drops quite difficult.
With a few good church meshes and textures, I think progress on the map could be quick, and I can't imagine there will be too many problems getting it to look good.
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A pretty excellent French show called The Returned, if you don't mind subtitles. Viewable on 4oD. 3 eps so far.
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Next playtest:
Tonight!, 27th of June at 21:00 GMT+1 (20: 00 if you are in the UK)
Please send me your maps guys, ideally a couple of hours before the playtest just in case there are any problems uploading them to the server.
We will be playing de_holland, cs_agency and cs_mass.
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Vilham - did you build cubemaps, then pak? I know it is not hostage related, but this can cause a crash. Supposed to pak, then build cubemaps.
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The next test is Thursday 27th 21:00 GMT+1, and is fully booked with 3 maps. If you could get your map done before then, we could arrange an earlier test. Otherwise it will have to be next week

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Yep, okay then, so that is the time and date booked. Vilham, if your map is not ready, I will try and get my map ready for testing instead.
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Someone posted on the Steam forums a really excellent beginners/general guide to the game.
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Hey Sven. Yeah, no problem at all. Let me know what day next week suits you best.
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Nice progress

Two things that leap out at me. The main one is the brush based pillars, which could instead be meshes. The ones from safehouse I feel would be good solution.
Model path: models/props/de_house/stonepillar.mdl
The other thing is the tower in the background, which looks like it could use a bit more work so that it looked less blocky. Maybe open it up a bit so you can see the sky through it, and perhaps have a belltower in there.
[Blocked Image: http://www.skybex.com/home/ali_01.jpg]
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Yep, send it to me. When do you want it tested? Tuesday through to Thursday at either 8 or 9 are your choices! I should have my map ready for some testing next week as well.
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Dev blog on the Mirage update.
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de_ruins
Obviously it looks awesome
. Gameplay wise, I never had any problem with the number of routes, and found the map really easy to learn. The main issue I had was picking out players - maybe due to the fog combined with the lighting and some of the more open spaces.The exterior site, and the area that leads up to it also felt like maybe there were too many places for CT's to set up. So when you entered as T's, there were a lot of spots to get shot from, leading to deaths that sometimes never felt "fair".
de_coldshell
Obviously it is early, given it is a blockout, but it definitely seems like it is already going in a good direction. Overall, the biggest thing that seemed like it could be an issue is the flatness of some of the areas, and the lack of elevations in the rooms. However, since it is a blockout, I can only assume that these will be added eventually. Agree with 3Dnj about CT's to mid. I think they should be able to get there a little quicker.
de_bermuda
I thought the middle section was much cleaner than the previous build, and made the combat there much more predictable - which is a good thing
. I also really liked the elevations at the T spawn, and the overall vibe of the map. The beach, the water and the sites being some standout features. It also looks quite different to other maps, which is always a positive.The only problem I had was the rotation time between sites. It felt like it might take a bit too long even when using the most direct route. I never timed it - I could be wrong on this, but it felt like it took longer than most maps to go from site to site.