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  3. Puddy

Posts by Puddy

  • WIP in WIP, post your level screenshots!

    • Puddy
    • August 6, 2013 at 5:47 PM

    What the parrot said.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 6, 2013 at 9:36 AM

    2 hours before the test is nice.

  • What have you cooked recently

    • Puddy
    • August 5, 2013 at 10:00 AM

    [Blocked Image: http://i.imgur.com/BqlVcNH.jpg]


    fucking love it

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 4, 2013 at 9:54 PM

    Thanks for the feedback fellas, I'll see what changes are made next.


    Tarry: I'm glad you liked the map this time around and I can fully understand why you didn't enjoy the previous iteration. I also want the kind of "wiggle room" that the new changes allow for CT.


    DE_Viper

    I felt like the map is a good start, but I can't help but feel that some areas are far too open and wide. I'd like to see things tightened up a bit. It's mostly towards the middle of the map and B. A is relatively snug already. The flow of the map was pretty good though.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 4, 2013 at 7:58 PM

    Okay people it's play time!


    31.3.246.66:27015

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 3, 2013 at 8:18 PM

    Those who want a sunset setting will in all likelyhood be pleased when the map is done.


    See you fellas tomorrow!


    Quote from Mazy

    Really dig the change from street level to high above ground BTW, can't wait to see it all arted up too~


    I haven't read the feedback from the last test so I don't know if it was mentioned, but I kinda miss the corridor that went to the main atrium. Right now the CT's have a really tough fight to get to the T's, and that path felt like it evened the odds a bit. That or perhaps adding some pillars/open rooms next to the long corridor thats sorta part of the atrium.


    Anyway, still dig the map, but it feels like there's something missing here~


    The old path created some gameplay problems. The layout was too interconnected and didn't promote classic Counter Strike gameplay (few routes, high risk chokes). It also allowed T's to very quickly attack CT's from the rear.


    What I've decided to do is to simplify the map down to 3 basic routes and verify that this core basis works. This comes at the cost that the map feels a bit simplistic (and might be the reason why you feel something's missing). That's why I'm currently reworking the paths to add some personality or "twists". Things like CT's grenade-window into the atrium. For example, the side-route (the big room that's not the main atrium) now has a balcony for CT's side. It gives them elevation at significant risk (crossing through line of fire). That risk can be reduced by smoking and it should make the area's dynamics a lot more interesting.


    [Blocked Image: http://i.imgur.com/5t7YJEQ.jpg]

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 3, 2013 at 3:28 PM

    Okay fellas, I'm gonna try to get an extra test together tomorrow, Sunday, the 4th of August at 21:00 GMT+1. We'll be playing Agency and FMPONE's new map.


    Personally, I want to try out the changes to Agency ASAP, so that I can evaluate them and continue refining the layout. I have done a couple of changes to the layout and I've also started to art it. Here's a sneak preview:


    [Blocked Image: http://i.imgur.com/BjXGtdj.jpg]


    Aw yissss, stolen Vertigo-skybox.

  • MapCore Job Census

    • Puddy
    • August 3, 2013 at 9:15 AM
    Quote from Mazy

    Started at Playdead 2 days ago, so I've gone ahead and changed the list myself ~~


    Cool stuff man! Must be fun to be back at work and to no longer be in... limbo.


  • Everquest Next

    • Puddy
    • August 2, 2013 at 11:21 PM

    was it just me or did it look like the engine barely could hold everything together in that first vid?

  • How to remove cordon frame?

    • Puddy
    • August 2, 2013 at 5:02 PM

    On the right hand side in hammer there is a box called Visgroups. It has a Cordon-tab. Select cordons and delete them manually there.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 2, 2013 at 12:14 PM

    Yeah sorry, I meant the 6th!


    Since we have more than two maps, we'll playtest on Thursday the 8th too (FMPONE's new map). I'm scheduling these tests on our playtesting group page: http://steamcommunity.com/groups/MapCorePT/events. Join the group to stay up to date!

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 1, 2013 at 10:19 PM

    Thanks for the feedback! I've made a bunch of changes and have a few more to go.


    Okay guys, I'm announcing a test for next Tuesday, the 6th of August at 21:00 GMT+1. What I can offer is a revised version of Agency. No dramatic layout changes, just a bunch of gameplay tweaks to make the map more fun to play. Oh and there will be some more art on the level!


    Mapham: Let me know if this time is suitable or which time is.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • August 1, 2013 at 7:30 AM
    Quote from TarrySruman

    I said it before, but I really hated that mid room on CT side with the nade window. Theres no cover on the inner side of that highly penetrable wall, so Ts can sit across the atrium and spam bullets through the wall and there isn't much the CTs can do about it, other than fire back through the wall. Fights that consist of two teams blindly firing full auto into a wall are really dumb imo.


    I'll take care of that wall!

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • July 31, 2013 at 3:56 PM
    Quote from Vilham

    cs_agency


    Damn hard for CTs, left route, heavily favours Ts as snipers, Right route favours Ts, mid route favours Ts as you can easily shoot through that wall. Tbh, there needs to be another route mid on the ground floor that links to the big atrium.


    Hehe, that was what the last version had actually. The lower atrium path was removed since it divided the combat between too many locations. If CT's didn't cover all paths, T's would easily loop around and hit them in the back. All routes do favor Ts more or less by design, but CTs have the advantage of being able apply pressure where they choose (T generally needs to spread out). I am doing minor tweaks to even the odds a bit, but I think that chokepoints and routes have to be pretty brutal to encourage tactics, nading and strong pushes.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • July 31, 2013 at 11:17 AM

    Me and OrnateBaboon have decided that, in the future, we will only playtest 2 maps per night and that Tuesdays and Thursdays are our testing days of choice. This is only to encourage consistent player numbers throughout the tests and prevent player fatigue. We are not trying to stifle your creativity.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • July 30, 2013 at 9:53 PM

    Thanks for playtesting guys!


    My gut feeling tells me that Agency played better than the last time. Or at least more like I want it to play. There are now three distinct paths for the CTs to push and all of them require some solid pushing/nading. There used to be four paths and they were more interconnected, which made the map a bit CoD:y. But that's just my take and tbh, I'm too "close" to the map to see things clearly. Let me know what you think!


    cs_compound

    A bit on the large side. Also, some paths have extremely short travel distances (jump-over-wall) while others have extremely long (sewer ladder exit). My suggestion would be to "tighten" the map and to trim a lot of the fat. The sewer path and the path that loops all the way around the T area should definitely be considered for removal or revision.


    de_overrun

    I don't think the CTs need the window overlooking mid from their side. Pushing into the bombsite is already very tricky as the elevation is very treacherous for T. Some ramps and architecture felt really wonky. I would try to settle on a theme and do some basic texture work to make everything less abstract. The general layout has potential! Bombsites are very rough though. B was pretty bland and also very cramped. A was probably too exposed. I wouldn't want to defuse a bomb there, ever!

  • aw yeah

    • Puddy
    • July 30, 2013 at 3:57 PM
    Quote from FMPONE

    Was it some congenital thing or did ya eat too many big macs ;P God speed


    *looks up the word congenital*


    Yep, it was congenital!

  • Going to the gym is like a korean MMORPG

    • Puddy
    • July 30, 2013 at 2:22 PM
    Quote from Thrik

    (My name is Ryan so it's even more likely I'm going to die!!!!!).


    [Blocked Image: http://weknowmemes.com/wp-content/uploads/2012/12/yeah-science-bitch-meme.jpg]

  • aw yeah

    • Puddy
    • July 30, 2013 at 7:17 AM

    Aight, 4 out 8 recovery weeks completed now! Half-time, bitches!


    I finally have the mental focus to play games and map again, at least a little bit each day. Oh, and I can sleep on my fucking side, which I haven't done since June 13th (first surgery). Normality will soon be mine!


    Thanks for the support guys, it was nice knowing mapcore was behind me when things were really shitty.

  • MapCore CS:GO Playtesting 3.0

    • Puddy
    • July 29, 2013 at 11:08 PM

    That's 3 maps then! Which is the amount we tend to cap the playtesting sessions at.


    See you tomorrow, Tuesday, at 21:00 GMT+1 then!

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