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  3. OrnateBaboon

Posts by OrnateBaboon

  • CS_MUSEUM

    • OrnateBaboon
    • February 14, 2013 at 1:09 PM

    Great work, and congrats on the release!

    I will give feedback after the rescheduled playtest.

  • CS:GO Patch 1/23/13 - Workshop

    • OrnateBaboon
    • February 9, 2013 at 8:01 AM

    Subbed all the Mapcore maps.

    cs_siege and de_favela most popular!

    Anyone know what most popular refers to? Most comments, most played? Workshop seems pretty awesome so far.

  • CS:GO Patch 1/23/13 - Workshop

    • OrnateBaboon
    • February 7, 2013 at 8:18 PM

    Yay! Congrats!

    But no de_ali or cs_siege? What madness is this!

  • MapCore CS:GO Playtesting 2.0

    • OrnateBaboon
    • February 5, 2013 at 8:22 PM

    When is the next test planned?

    Rick_ D - Another issue I found and forgot to mention was the broken car in the middle route. When players hide behind it, you can sometimes see them through the windscreen and side windows, but the collision blocks all bullets, so you can't hit them.

  • MapCore CS:GO Playtesting 2.0

    • OrnateBaboon
    • January 30, 2013 at 10:10 PM

    Yeah - GG's!

    FMPONE - Love the map. Initially seems too small, and a little maze like, but once you get the layout down, is loads of fun. I would like to see the lower section filled with water so that you can jump from up high without losing life (similar to de_aztec) and while it might make the map a little too fast, it is worth a test I feel for next time out. Some areas felt a touch open at first, but this did not seem to be a problem once the layout was learned.

    Kinky - Seemed really solid. A bit tight in the T spawn I felt, and some areas outside the plane felt like they needed more cover, but other than that, very enjoyable stuff!

    Rick D - Great map of course, but a couple of layout things. It feels like there is only one legitimate route from one bomb site to the other (up or down the hill). All other ways seem to take too long. And the small tunnel drop down from the house into the pit bombsite could do with a ladder going upwards, so that if you go that way from the pit, it is not a dead end. Almost forgot - great work on the soundscapes. Really adds to the atmosphere

  • MapCore CS:GO Playtesting 2.0

    • OrnateBaboon
    • January 30, 2013 at 7:57 PM

    There a link to the maps?

  • WIP in WIP, post your level screenshots!

    • OrnateBaboon
    • January 28, 2013 at 12:58 AM

    Yeah, awesome map Though a name change might be required.

    http://css.gamebanana.com/maps/100194

  • Mapcore CSGO Server

    • OrnateBaboon
    • January 25, 2013 at 6:17 PM

    Kosire - just tried to play your map. Crashes to desktop. Probably the NAV thing.

  • CS:GO Patch 1/23/13 - Workshop

    • OrnateBaboon
    • January 24, 2013 at 2:31 AM

    Yeah, great update. The demolition maps on deathmatch are loads of fun.

  • de_vannah

    • OrnateBaboon
    • January 23, 2013 at 3:15 PM

    Nice

    de_vannah is a cool sounding name, and the map is already beginning to look plausible and varied.

  • MapCore CS:GO Playtesting 2.0

    • OrnateBaboon
    • January 23, 2013 at 2:55 PM

    3Dnj

    Some nice detailing in the CT spawn

    The routes flow straight to the hostages, which is nice. I never had a problem finding them.

    Issues I found:

    - The player can fall into the pit in the CT spawn, and not get back out.

    - It can be hard exiting the T spawn when player collisions are on.

    - The narrow doors make it tricky for the hostages to get through sometimes, and they will block the player when they want to retreat.

    - The underground bits can feel a bit tight, and depending on how many players go that way, can make for awkward combat.

    - The vents are one player width wide, but also quite long. If more than one player goes that way from the same team, it can feel like they have no choice but to push on since players behind them will be blocking their path back.

  • CSGO Bomb and Hostage Villa map

    • OrnateBaboon
    • January 5, 2013 at 10:28 PM

    Thank for the interest FMPONE!

    Not much to see yet though. Been trying to improve the gameplay, so nothing has been done visually. It needs more work in that regard. We had a test today, and I think Puddy's crits are fair. For those who don't read the CSGo server thread:

    "OrnateBaboon: The map looks good and has a cool theme. Unfortunately I gotta say that the layout is very rough gameplay-wise. I see two ways forward:

    - Making the map smaller, focus it on the villa and only have one bombsite (and make it a demolition map).

    - Going back to the drawing board when it comes to the routes whilst looking at the official maps for guidelines and "best practices".

    Currently, the map plays too much like a demolition map. Demolition maps tend to be more open in structure, where paths lead left and right. De_ maps, on the other hand, usually focus on 3 main paths with brutal choke points and VERY limited connections between paths".

    To which I said:

    "Thanks for the feedback. Appreciate that

    I thought it was an improvement over the last one, but most definitely had its problems. The challenge I originally set myself was to try and make a map that would work for demolition, defuse, cs, and arsenal with zero changes to the layout. Should I be able to get those to work, I would then give them different lighting set ups to distinguish the modes. A night version, rainy version etc. That might be why it feels a bit like a demolition map, but with extra (uneccessary!) routes and two bomb spots, since when making the map, I have been trying to cater for all the game-types.

    The problem is that it is obviously not easy to make a map in CS for all game modes, and might not even be possible to do well at all. The one thing I would not want is to make the map for all game types, and for it to play badly in all of them, which is probably how things would go right now unfortunately. Nevertheless, useful things were learned from the test, and thank you to those who played".

    The version we tested is here for anyone interested. Works well with bots. Looks worse than the build before it, since some stuff is hacked in to test the routes etc.

    http://www.skybex.com/home/de_villadom_a2.rar

  • Mapcore CSGO Server

    • OrnateBaboon
    • January 5, 2013 at 10:20 PM

    Thanks for the feedback. Appreciate that

    I thought it was an improvement over the last one, but most definitely had its problems. The challenge I originally set myself was to try and make a map that would work for demolition, defuse, cs, and arsenal with zero changes to the layout. Should I be able to get those to work, I would then give them different lighting set ups to distinguish the modes. A night version, rainy version etc. That might be why it feels a bit like a demolition map, but with extra (uneccessary!) routes and two bomb spots, since when making the map, I have been trying to cater for all the game-types.

    The problem is that it is obviously not easy to make a map in CS for all game modes, and might not even be possible to do well at all. The one thing I would not want is to make the map for all game types, and for it to play badly in all of them, which is probably how things would go right now unfortunately. Nevertheless, useful things were learned from the test, and thank you to those who played.

    Regarding de_delta. I found that as T, When going mid (the upstairs gantry), we either got pinned back to the spawn, or if we exposed ourselves, got sniped from either the left or the right. It felt as though the CT's definitely had the upper hand in this area. Perhaps the timing of the spawns could be adjusted a little to force the T's round the corner more, and to set up in the toilet section.

    Going right to the "B" site seemed a lot more comfortable, with much clearer sight lines. I think the players felt drawn to the site going this way. However, the way the test

    played out, we never saw much combat before the site, so never really got to see how things worked.

  • Mapcore CSGO Server

    • OrnateBaboon
    • January 3, 2013 at 4:08 PM

    Good to go whenever you guys are.

  • Mapcore CSGO Server

    • OrnateBaboon
    • January 3, 2013 at 3:15 PM

    I have a new version of my map that could absolutely do with some testing. I think it is fair to say that the last test showed it to have a terrible layout, but I have made a lot of adjustments, and I think it now plays a lot better. Does not feel like the same map anymore, which is definitely a good thing in my eyes!

    When were you thinking of testing again?

  • Mapcore CSGO Server

    • OrnateBaboon
    • December 31, 2012 at 7:26 AM

    Yeah, Puddy's map was definitely much improved. Good to give it another bash now people know the layout a bit more.

    I know it is early days, but what might work visually is an outside rooftop flank, or even a central exterior part surrounded by the big office structure. It could provide some nice contrast between the interior sections.

    Either way, looking forward to seeing where the map goes

  • de_souq

    • OrnateBaboon
    • December 31, 2012 at 6:22 AM

    Wow! Really nice stuff Has it's own vibe, and looks interesting all over. Good going!

    But yeah, like Psy said, the trees look a bit out of place. Maybe a water well or fountain of some sort could fit in there, a statue with a cylindrical base, or an under construction type of building which will allow you to contrive the type of cover needed.

  • Mapcore CSGO Server

    • OrnateBaboon
    • December 29, 2012 at 1:05 AM

    I liked Rick D's map. It would be good to playtest it a bit more to see about balance cover etc. Really impressive for such a short amount of time. Has loads of potential for visuals and gameplay, so congratz on that.

    Shame about de_ali being bugged. Was looking forward to it.

  • de_ali (working name)

    • OrnateBaboon
    • December 11, 2012 at 11:05 PM

    Yeah, great map Never played enough to give meaningful feedback, but it was really enjoyable. Small things like the stairs could do with clipping so that the player does not bounce up them, and there is a hay truck near one of the sites that has odd collision on it (catches the player from a bit too far out).

    Really liked the height variation, fighting on different levels, fighting on rooftops and the angled stuff.

  • Mapcore CSGO Server

    • OrnateBaboon
    • December 11, 2012 at 8:24 PM

    Were in, but it crashed.

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