Game time in a few minutes. Just the one map tonight, de_bagra. I have not played it yet, but it got positive reviews the last time it was on, so should be good!
Posts by OrnateBaboon
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de_mocha
I like the theme, and the plausibility of the environment. Mid will also look really nice when fully arted.
Layout wise, I think there are 4 or 5 main routes depending on what way you look at it, along with many sub-routes. This meant that there were a lot of opportunities for players to get separated from each other, and that it was hard to predict exactly where an enemy might be coming from. I think reducing the number of main routes down to three could be a good way to go, and then refine the map from there. Maybe open some of the old routes up again if necessary.
The ladder route out of T spawn was also a bit awkward, since you had to go up steps while running right, and shoot through a window. A whole team going that way is going to find doing that quite difficult, especially if collisions are on. Some of the cover, especially at the exterior site did not feel "honest" enough. Things like scaffolding, and bits of wood allowing players to look over and through.
cs_mass
I enjoyed the map. It feels predictable now, more focused with clear choke points, and three distinct paths - sewers, front of church and right of church. A range of weapons can also be used effectively, depending on what way you go.
- Some of the ct spawns were facing away from the church.
- I think some T spawns are directly inside each other.
- Some of the cover - benches in church and maybe some other bits feels like it might be of an odd height - generally crouch cover is 64 units high, but I think some cover might be a bit lower than that.Regarding the sewers. I don't know if it would be best to keep or remove them since they do add some nice elements to the map. If they are kept, I think making them a little bit simpler, and quicker to move through could be a good idea, and the exit should be stairs - something similar to cs_siege maybe, rather than a ladder. If they are removed, then another main route would probably need to be added into the church, which might mess things up elsewhere.
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Awesome looking map! Love the use of the curved brushwork.
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I liked the theme. It reminds me of the MW2 map Underpass.
[Blocked Image: http://www.themodernwarfare2.com/images/mw2/maps/underpass-prev.jpg]
The main issue was the fog overlay which made it really hard to see.
Gameplay wise, I think there were some really long sight lines, which made a few of the areas a no go zone unless you sniped. The fallen palm tree route is a little awkward - maybe do something like the box and wooden plank route on Mirage which is a lot cleaner. The fountain in the map also reads as a bomb site the first few rounds - probably because it is used that way on Inferno.
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cs_agency
I like the new routes - the toilets and first floor walkway - they stop T's rushing a lot, which slows the pace a bit. Makes the map more balanced.
The art is looking great!
One thing that is not clear yet is what type of office it is - an architecture company, a law firm etc Some indication of that would go a long way I think.
Random ideas
[Blocked Image: http://www.foxmaintenance.com/img/bas-offices-6.jpg]
[Blocked Image: http://www.london-fine-art-photographer.co.uk/wp-content/upl…interiors5b.jpg]
[Blocked Image: http://s3-media1.ak.yelpcdn.com/bphoto/ZpUj5l1…DNdbNjjNQ/l.jpg]
[Blocked Image: http://nordarchitecture.com/wp-content/upl…foyer-web-1.jpg]
Something big in main room
[Blocked Image: http://www.rounds.com/blog/wp-conten…l-Istanbul.jpeg]
http://www.diymag.com/creative-ideas…-and-furniture/
http://www.london-fine-art-photographer.co.uk/tag/buildings/page/5/
http://www.cgtrader.com/3d-models/arch…ne-render-ready
[Blocked Image: http://www.skybex.com/home/cs_agancy_02.jpg]
Possibly something blocking the ground to the first floor so that people have some sold cover there. The two guys can't see each other.
de_viper
I enjoyed the map. Took a bit to learn, but I think this was because there was no radar. Layout is really straighforward.From the blockout, it looks like it will be really interesting visually. Looks like it might be based in Karnak?
This spot feels really powerful.
[Blocked Image: http://www.skybex.com/home/de_viper_01.jpg]
Felt like a route here might be worthwhile since the spot up top can only be accessed from round the back.
[Blocked Image: http://www.skybex.com/home/de_viper_03.jpg]
Dead end here.
[Blocked Image: http://www.skybex.com/home/de_viper_02.jpg]
de_overrun
Really like the map, and has good opportunities for different weapons. One route I avoided a lot after using it a couple of times was the under the bridge rotation route from the ladder site, to the other site. It felt like you could get shot from a lot of places. I definitely think some extra basic landmarks would help now, even if they are really rough.
de_sake
Felt a bit confusing at first. But easy enough to learn. The sites felt solid, though one of them - the outside one seemed to have a lot of windows and places to hide. The ladder route in the wooden tunnel felt a bit out of keeping with the rest of the map. I liked the stair route up to the site, but the metal railings got in the way of player movement in an area that sees a lot of action.
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cs_agency
Definitely the best version yet, and a lot of fun (I remember the first build with the elevator shaft and garage!).
As a T, I thought that the map was totally solid with lots of obvious places to snipe from, and it feels like you can both rush, and hang back comfortably.
On the CT side, things felt a lot tougher. The CT's are almost always on lower ground with limited cover, and the T's have quite defendable positions separated by fairly open spaces. If as a CT you don't have the money to buy good guns, the only route that I felt safe taking was the one that leads to the room where players shoot through the wall (mid). Going left or right always ran the risk of going up against an auto sniper or an AWPer already in position on higher ground.
My gut feeling is that the map might heavily favour the T's at the moment, though of course this might be down to the make up of the teams, and us not knowing what spots to use smoke grenades.
cs_compound
Looks really nice! However, I felt it was too big with the new routes. The area round the back of the compound creates some really long sight lines, and made some sections feel a bit too dangerous. The sewer definitely balances the map more, but at the moment it only has two exits, which makes it feel like one really long route.
If the sewers are kept in, I think adding multiple exits between the main entrances could be a good idea (like cs_militia/cs_siege), just so they don't feel quite as detached from the main part of the map.
de_overrun
A fun layout, with a lot of nice height variation, bridges and underpass sections. I thought some of the areas felt too tight, especially the interiors - we should have turned player collisions on to see if this really was the case. The bomb sites were a little cramped, and perhaps the rotation times were too quick, but it is easy to see how this will be an excellent layout with a few tweaks.
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Game time soon. Three maps today. I will send out invites.
cs_agency - it has had a bit of spruce-up.
cs_compound
de_overrun - a new map.
For those that missed it.
The IP (which is the same as last week) is:
31.3.246.66:27015
The server not auto downloading has also been fixed, so everything will be fine with map changes.
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cs_compound will also be in the test. The server was a bit messed up the last time, so when it came on there were only a few players present.
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blackdog - The workshop issue with cs_compound was my fault. I put it into the maps folder on the server - not the workshop folder. Normally that is fine since the maps auto download anyway, but because this time they never, it was a problem

No idea why you can't download the maps at all though. I assume you can on other servers?
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Sorry about the server not automatically downloading the maps. It has not happened before, but I think I know what the problem was.
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Yeah
we are playing cs_compound
http://steamcommunity.com/sharedfiles/fi…s/?id=162368406
No idea why it is not auto downloading.
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Game time soon. Two maps today - Tarry has one ready, but there won't be time to get it on the server. I will send out invites.
de_BlackGold (oilrush)
cs_compound
For those that missed it.
NEW IP is: 31.3.246.66:27015
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Yeah, no problem. Send it to me, and I will get it on the server.
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Yep, no problem. So that is the playtest fully booked

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Next playtest:
Wednesday the 24th of July at 21:00 GMT+1 (20: 00 if you are in the UK)
In case you missed it, there is a new IP.
IP: 130.180.201.39
Port: 27015We have maps from
TarrySruman - don't know what map yet
holiestcows - de_blackgold
Anyone else have anything? Room for one more.
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TarrySruman - Sorry, I missed your post, so never got back. I am normally on top of the thread. Embarrassed that I missed it! You have a map ready?
holiestcows - I can't arrange one for today. Is tomorrow okay?
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holisetcows is currently uploading his map, but if it does not get here in time, does anyone else have a map that is already on the server, and could do with another test?
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Next playtest:
Thursday the 18th of July at 21:00 GMT+1 (20: 00 if you are in the UK)
Maps we are playing
de_mocha
Anyone else have anything ready?
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Game time in a few minutes. I will send out invites.
de_cache
de_tibet (no map thread yet)
de_chinatown
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holiestcows - I would strongly recommend tomorrow. We have previously tested four maps, but there were only a few people left by the end.
I know you mentioned earlier in the thread that you might have something ready, but the other guys sent me their maps this morning. This of course makes it easier to arrange a test since I know for certain we have something to play.