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  3. Puddy

Posts by Puddy

  • Let's hear it for the boys!

    • Puddy
    • May 12, 2013 at 2:58 PM
    Quote from JeanPaul

    I too am genuinely curious if it worked out for everyone because I can honestly say that every time I am in a full server that switches to any of these maps, there is a serious shit storm of people bitching and leaving the server. Are CS players just THAT unable to play new things?

    As I said a few times before, if you actually play Operation Payback via the matchmaking system as it's intended to be played, then you'll see that quite a few players are playing the maps.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • May 10, 2013 at 7:52 PM

    Venezia

    I'm not a huge fan of the new mid, I don't think it's as good as the last one. The old one had some really good tension as you didn't know if enemies would go upper/lower. Also, the connectors to the left and right flank from mid aren't as solid and tight as they used to be. I really, really think that you should cut the underground connection between mid and B. It makes the layout slightly too mazey and unfocused.

    The bombsites are a bit generic right now and it'll probably require some work to get their design down, but I'm sure you can pull it off. Lastly, T spawn is a bit cramped and is biased towards turning left/mid, you should make it larger and "unbiased".

    The map is still promising as fuck!

    Chinatown

    Some line of sights have been blocked and the map plays tighter now. As I said before, it's not a traditional de_ map but it's fun. Can't recall any major issues during this last test. Slight CT bias I guess (as both teams managed to pull more rounds as CT).

    Transit

    The map felt slightly too large, not perhaps in total size but in the scale of all the areas. AWP's are waaaay too powerful. The mid area is really confusing and didn't offer any solid encounter gameplay. I believe you have to go back to the drawing board a bit for the layout. Keep the large underpass connector, it was very cool and iconic. I'm assuming the layout is supposed to be some large-scale construction site? That's a great theme as it can easily bind together a layout and allows you to design areas in a way that would perhaps look odd in any other setting (half-finished structures/walls, randomly placed construction vehicles etc). The layout and premise has promise, but the current layout is far too flawed. I look forward to playtesting the next version!

    All in all, great work guys and let me know when you have new versions of your maps and want them tested. I apologize for the slight delay when the server updated btw!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • May 9, 2013 at 8:21 PM

    Join up!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • May 9, 2013 at 7:59 PM

    Server is updating but it'll be done in a sec guys!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • May 9, 2013 at 6:59 PM

    Game time in 1 hour, guys!

    77.246.163.251:27015

  • What have you purchased recently?

    • Puddy
    • May 9, 2013 at 6:40 PM

    Yeah, that's kind annoying, But you can use what's left on your steam wallet to pay for your next steam purchase (and you'll pay the remaining amount with your credit card). And you're bound to buy something from steam sooner or later.

  • Names in Games?

    • Puddy
    • May 9, 2013 at 9:35 AM

    Man, this new 'Names in Games' site is the shit! It's just what I needed!

    Said no one ever.

  • just a quick reminder

    • Puddy
    • May 6, 2013 at 8:09 AM
    Quote

    ' timestamp='1367821620' post='331355']Shame I never really got into source modding tho.

    Ah yes, source modding. So much ambition, features, ideas and content.

    So few finished, good mods.

  • Professional Enough?

    • Puddy
    • May 5, 2013 at 9:53 AM
    Quote from FMPONE

    Level designers design levels. As in, levels for games. As in, things people can play. I cannot play your screenshots and conceivably they are for no game in particular. These are issues.

    Indeed.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • May 2, 2013 at 7:19 PM

    Venezia

    • CT spawn and it's connections need to be simplified and readable.
    • Both bombsites need some work. The one at the church (always forget which one it is... B right?) has this square block right in the middle of it. That block feels a bit big and awkward. The A site bomb placement is a bit wonky. You should probably move it closer to the middle of that area. Rotation times are still reasonable if that change is made.
    • The path leading to T's left flank should be moved closer to T spawn. CT's pushing through mid can get to it superfast and they can hit a bit too hard and too fast in the rear of T's pushing the left flank.
    • The outdoor area on the left flank (on T side) is a bit large and doesn't really fulfill a purpose. You should reduce the size of it!
    • The old balcony in the mid should be blocked off as players expect it to be accesible.
    • All things considered though, it's a solid map that offers quite a lot of fun!

    Chinatown

    • This is in no ways a traditional counter strike defusal map. It plays more like a demolition map (smaller, faster engagement times, more interconnected routes etc). If this is a problem, then you should probably do something about it. But the map itself is fun as it is and if you're not concerned about following tradition then it's all good!
    • You should check your timings. T needs to get slightly farther before facing CT. Right now. CT could set up very good positions and pressure T very easily as well.
    • You should consider closing off some windows/paths at strategic locations. Everything is very connected as-is and you never ever have to commit to a route. Also, there's a tendency that the teams run in circles since the layout allows it.
  • Call of Duty: Ghosts

    • Puddy
    • May 2, 2013 at 11:30 AM

    it schwas good, aye

  • Call of Duty: Ghosts

    • Puddy
    • May 1, 2013 at 7:15 PM

    Curious to see what they come up with this time. Feels like it'll be something slightly different for the first time in a long while!

    Probably won't buy it though. Haven't bought a CoD for a while now...

  • ITT: Post maps/scenes that never saw the light of the day.

    • Puddy
    • May 1, 2013 at 12:33 PM

    just decided against doing a overgrown-inspired DE_ layout it now rests in the map graveyard! would've been a small eastern european village surrounded by the woods (woods are represented by the gray boxes), with a river acting as the mid route.

    [Blocked Image: http://i.imgur.com/a2EFGEL.jpg]

  • Watch Dogs

    • Puddy
    • April 30, 2013 at 6:27 PM

    That music rocks! A bit interested in the game too!

  • What have you watched recently?

    • Puddy
    • April 30, 2013 at 5:25 PM

    She'd be most welcome so sit on my iron throne. If you know what I mean. Penis.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • April 30, 2013 at 11:26 AM

    Skybex!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • April 30, 2013 at 11:24 AM

    Also, we'll be playing De_Chinatown after Venezia!

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • April 30, 2013 at 11:24 AM
    Quote from moroes

    Arf I can't be with you tonight

    It's tomorrow.

  • De_ruins

    • Puddy
    • April 30, 2013 at 8:12 AM

    Last pic is definitely my favourite. It looks good whilst being very readable, which is an absolute must for CS.

  • MapCore CS:GO Playtesting 2.0

    • Puddy
    • April 29, 2013 at 6:50 PM

    Hey guys!

    We'll be playtesting OrnateBaboons promising de_venezia this Wednesday night at 21:00 GMT+1 (20:00 GMT for brits!).

    He has personally promised some exciting changes, so be sure to join!

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