I missed this play test.
*EDIT* I found out when play tests are held.
I would like to submit my map for next weeks playtest.
I missed this play test.
*EDIT* I found out when play tests are held.
I would like to submit my map for next weeks playtest.
Congratulations on releasing the map on the workshop man, ive been following this since you first started. ![]()
Quote from MinosBeen working on this small Starcraft inspired environment in UDK over the weekend, almost done with it and could use some crits
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I can not believe this was Not made in Starcraft 2. It looks just like the new tileset featured in HotS.
Well I just finished playing Contention, and it seemed to be a little favorable to CT IMO, seeing as both bases are SO close to spawn. Then again the long ass line of sight for A is a little too much. I also feel B was a little lack luster, not many fights happened there but maybe a rush or two.
So the next play test is at 3:00 EST Tomorrow?(Tuesday 5/21)
Quote from WhiteDevilholiestcows the first shot ain't bad, good lighting in that one. I think you've been improving lately.
Thanks WhiteDevil. Ive been really trying to make this mod be very detailed and atmospheric the best I can. It wont have that much combat, but more interaction.
Started working on my SP mod project again, some of you may remember it.
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The last image is heavy WIP. Its going to be some sewer tunnel. I got to raise the water height and make it a dirtier/darker texture.
Rick totally got the spotlight, thats so cool.
Im trying to edit my workshop map via the tool in the sdk, because for some reason it did not pack the radar, but when I hit the edit button, my publish tool crashes.
Congradulations Rick! I tried out the map from the workshop, its great.
I also submitted my own map to it - http://steamcommunity.com/sharedfiles/fi…s/?id=125608981
That NS2 stuff is pretty cool, even if its not perfect yet, I just really like the engine.
Anywho, some of you may remember this from when I posted it last month, well here it is, but ive done some changes to the level, but most of it was code changes done, for the source mod.
Release notes for 1/23/12
[ MAJOR CHANGES ]
- A new game mode has been added to matchmaking and offline play: Deathmatch.
- Weapon balance and recoil were adjusted with pro community input ( Thanks to J3Di, NiP, VeryGames, ESC, 4NOT, mTw, and FM TOXiC )
- In addition to global changes that affect all weapons, specific adjustments have been made to: rifles, pistols, and the P90.
- Weapon purchasing changes:
- The AWP's kill reward was increased from $50 to $100.
- The Glock is now a Terrorist only weapon.
- The FiveseveN is now a CT only weapon.
- The Terrorists' molotov price has been reduced to $500. The CT's incendiary grenade remains $850.
- Note that the pistol arrangement has changed in the buymenu.
- The messaging system has been converted to protobuf.
- Demos recorded with previous versions of CS:GO will not be compatible as of this update. In order to view old demos, set your 'beta' to 'demo_viewer' in the CS:GO betas property panel, in Steam. Don't forget to set it back to 'NONE' when you want to play online again.
- If you are running SourceMod on your server, you will need to update to the latest version. For details, see: http://www.sourcemod.net/index.php
[ MINOR CHANGES ]
- Added some performance improvements for low-end clients.
- Fixed some fence materials that were allowing players to see through smoke grenades.
- GOTV spectator UI will now correctly show kevlar and helmet information for players.
- Avatars will now correctly load for all players when connected to a GOTV server or when watching a demo.
- Added support to notify players during servers maintenance downtime.
- Fixed a dedicated server exploit where community dedicated servers could masquerade as official and get players searching for official game modes connected to them (saigns.de)
- Fixed a rare problem when clients matchmaking for Classic Competitive game could be stuck on green Accept screen
- Fixed a rare problem when clients could connect to a Classic Competitive game and then later be disconnected for failing to accept the match.
- Improved algorithm pinging whitelisted dedicated servers when searching for Classic Competitive games, pinging less addresses fixes occasional problems for some customers where address translation tables on their routers would fill up and their routers would fail to route required packets to display the green Accept screen.
- Added support for mm_dedicated_search_maxping to restrict client's ping when matchmaking for Classic Competitive games. ( Matchmaking algorithm will still be prioritizing best servers to minimize ping of all party members. )
- Fixed a rare server crash when bots attempted to shoot the bomb defuser.
- Fixed a client crash when downloading a lot of custom assets from community servers.
[ NOTES TO MAPMAKERS ]
- DEATHMATCH:
- Deathmatch uses the nav mesh to create spawn points. Make sure that your nav is contained within the bounds of your map to ensure that players aren't spawned outside of it. Use map_showspawnpoints to see where spawn points were generated.
- If you want to use mapper-placed spawnpoints instead of the randomly generated ones, place an info_map_parameters in your map and set usenormalspawnsfordm ("Use Normal Spawns in Deathmatch?) to true.
- WORKSHOP:
- We're launching the private beta for workshop maps. If you're a map maker, mail [email protected] with the subject "Map Workshop Beta" and your steam id in the content, with a link to maps shipped ( or maps in progress ) suitable for the Workshop.
- Please use the CSGO SDK list for discussions about Deathmatch and Workshop.
Thanks.
I already sent in my email! I hope I get in!
Could I get my map in one of these future playtests.
Here is the revised A bombsite.
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Hey, ive been working on a map and would love if you guys could play test it on the server. Its a DE map - Here is the link. https://docs.google.com/open?id=0B9ZtuCQdfL-BaWlPOVpneXF0YjA
This is my revised layout.
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Link - https://docs.google.com/open?id=0B9ZtuCQdfL-BVnBldDdTcmN1eUk
I have been working on this CS:GO map for the past week or so and im pretty happy with the layout and how the gameplay is. I have play tested it quite a bunch with my friends, but I would like to get some other people to try it as well. So if anyone is interested just post here - I'll also be posting this in mapcore's CS:GO community server thread.
Here is some gameplay(ignore my friends)
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Thanks for the tips guys, ill definitely muck about with the map some more.
EDIT: This is my newest revision.
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In regards to bombsite B being too cluttered, I feel as if that it is not, after extensive playtesting with my friends for a good couple days, and many revisions, it plays out pretty fine In my opinion. I would love to have it play tested on the mapcore's CS:GO server though.
I added some more angles as well.
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