It is mirrored, but a whole lot has changed. Even before we tested the first layout I knew I would completely revamp it, I just wanted to see how it worked. You know, for science.
And yeah, this should be much better.
It is mirrored, but a whole lot has changed. Even before we tested the first layout I knew I would completely revamp it, I just wanted to see how it worked. You know, for science.
And yeah, this should be much better.
Okay dear MapCore! We playtest the new "Cliffs"-map tomorrow at 21.00 GMT+1!
Here's an overview:
[Blocked Image: http://i.imgur.com/B791VC1.png]
plz name it de_railed
I think it's a occurence that's hard to avoid. I think the real goal is not to avoid it altogether, but to minimize it and deal with it properly when necessary.
Quote from PsyThanks for the feedback!
What changes would you suggest for Mid?
I think that mid should end in a T-junction (or similar) on both sides. Or a 90 degree turn anyway (this is sort of the case on the CT end I guess). The corners where you peak from should be 100% solid, sharp walls or otherwise very defined cover. The overall length should be reduced somewhat. Sometimes the engagement distances were so long that I had a hard time fine-tuning my AWP aim (my mouse sens didn't allow for so small adjustments
).
Current mid (left). Suggested mid (right).
[Blocked Image: http://i.imgur.com/aU6Zylp.png]
Quote from Rick_D
Your map looks a bit small.
Yeah, I'd sleep with a machete in my hand and have the cell doors firmly locked lol. ![]()
Quote from BeckI want to make a zombie game.
As do I, and so does everyone these days it seems.
Feels like I see a new zombie game every day on Steam. I have yet to play one though that really captures what I'd like to see in a zombie game.
Hell yeah I'm watching. It may not be Breaking Bad but come on... zombies.
QuoteYeah that roof would've totally collapsed under the weight of a crashing heli... I don't know what's happening with that kid, but it could be a case of some sort of contanimation in their water/food. That's why I think they put so much emphasize on that dying pig.
Hey all, I'm gonna aim for a playtesting version of my map on Thursday! So be ready on Thursday at 21.00 GMT+1!
Quote from PsyAny thoughts on the Overgrown playtest?
I've already added another route into B for the Ts and fixed some of the miscellaneous problems.
The general layout is good and it looks nice but there are a lot of minor issues that are a bit problematic.
- I feel like there are a bunch of weird sightlines on the map. Like you can see through the shelves of some prop. Or you can jump on a railing and see way further than intended. Or you can stand at a very specific angle on the crates on the boat and get a drop on T's coming from their spawn. Lots of stuff like that. I'd look at maps like Inferno, Dust2 and Mirage. They all have very clean, readable sightlines. CS, to me, is all about "all or nothing"-sightlines and not like BF, other shooters or milsims that have very nuanced environments with lots of partial sightlines.
- Readability is a slight problem. Both in terms of textures/lighting/props but also in terms of the fog, which can be crippling at times. Enemies blend in with environment from time to time.
- Mid is brutal. T can get some very good sightlines and can peak supergood from behind a truck. I don't feel like you can push mid too well as either team. A bit of a death trap.
- Performance. Needs to be improved. Even though it ran fine for me, you got to give some love for the low spec peoples! ![]()
Quote from SquadA bit late with this reply, but here's my feedback on de_cliffs. I really enjoyed the layout, first of all, it was a lot of fun.
Here are some suggestions (mostly from T's POV). Bombsite A seems really good so far. As suggested before, mid could benefit from some improvements regarding the cars. It'd be easier if there was a ramp or some stairs to get up to the CT level. I wasn't inclinded to take the route to bombspot B a lot, since it was usually pretty difficult. It might be because of the T-junction (CT's guarding the spot from both sides of the junction, making it pretty hard to push on through that spot). It might make things more fair if you adjusted that junction a little bit (see picture below). It's just a general idea off course, making it harder for CT's to guard the path from 2 sides.
Thanks for the feedback! The next version of the map will be pretty drastically changed, heh. We'll see if it's for the better or worse. ![]()
Quote from LexxoRAny opinion about my map?..
This feedback may seem a bit crude but the map mostly felt like a web of boxes. I didn't see any interesting chokes and the architecture felt... basic. I'd look at defining a couple of routes and making the timings interesting.
Depending on the position of you when you noclip, the map will render strangely. It's either that or an issue with how you've skyboxed.
Quote from LexxoRBtw map without radar because of strange bug
The words you are looking for are "because I didn't do it properly". ![]()
A lot of weapon/AI/economy changes, a new level, some new masks and some changes to existing levels (Nightclub in particular is heavily modified).
Not much new content just yet.
take inspiration from the ancient greeks
engage in man on man loving and your bond will be stronger!
We sure can! Looking forward to it!
Also, would be awesome if we could get some teams together and do a proper 5on5 on it later.
Quote from PuddyDisplay MoreHello all!
We now have a mumble server which will add to our tacticalness! If you are unfamiliar with Mumble, it is a VOIP program like Ventrilo or Teamspeak. It is a free, open-source software and it can be downloaded here. To connect to the server, use the following details.
Label: (whatever)
Adress: de.eoreality.net
Port: 64738
Username: Your MapCore username (but really, whatever)
Check it out!
There are two channels that I've set up for playtesting:
Team 1 (T Team in First Half)
Team 2 (CT Team in First Half)
Should be pretty self-explanatory right?
You basically join the channel depending on which team you start the playtesting match as.
Hello all!
We now have a mumble server which will add to our tacticalness! If you are unfamiliar with Mumble, it is a VOIP program like Ventrilo or Teamspeak. It is a free, open-source software and it can be downloaded here. To connect to the server, use the following details.
Label: (whatever)
Adress: de.eoreality.net
Port: 64738
Username: Your MapCore username (but really, whatever)
Check it out!
Quote from PsyJust donated $50 to the 'core Server. Makes me all warm and fuzzy inside to see how this whole venture has turned into such a success.
Thanks for this generous offering! You have contributed not only to the CS GO server, but to a new addition as well. ![]()
MapCore mumble server coming soon! Stay tuned. ![]()
Thanks for the feedback yo!
Vilham: No.
Game time yo! Join up! ![]()
Okay guys! We've got our new, updated server! The IP is now 78.46.180.197:27016 !
I'll ensure that it is configured and ready for the test tonight at 21.00 GMT+1!