Playtest of de_shade and de_folly is starting now! Come join us! 78.46.119.137:27016
Posts by 'RZL
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Playtest of MisutoWolf's de_pozar and Oskmos' cs_insertion is starting now! Come join us! 78.46.119.137:27016
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Playtest 26.12.13
- misutow0lf's de_pozar
- Squad's de_zoo Oskmos' cs_insertion
Playtest 29.12.13
- tomm's de_shade
- Gami's de_folly_v2
Playtest 31.12.13
- [silvester]
Playtest 02.01.14
- Squad's de_zoo
- RZL's de_bagra
Playtest 05.01.14
- Setin's de_plaza
- Jebus' de_rostok
QuoteFor map creators:
If you want your map tested, post in the thread and suggest a day that is suitable for you. If the above mentioned time isn't a good fit, let us know and we can probably work something out!Prior to the test you will have to send Roflzomglol one .bsp file, one .nav file and an optional .kv file. All custom content (models, materials, sounds, mapradar) needs to be packed into the bsp. For this, you can use Pakrat. He'll take care of the rest!
I'll make a schedule like this every now and then (~weekly) from now on, so that we have a better overview and I don't have to spam this topic that much with confirmations. Meaning: submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours. I hope you're alright with this solution.
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Stranger and TheOnly unfortunately didn't manage to get their maps for the playtest. We will playtest Setin's and Squad's maps as a stand-in now! Join us! 78.46.119.137:27016
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Playtest of MaK's de_shotoen is starting now! Come join us! 78.46.119.137:27016
Edit: and afterwards we can playtest either de_cbble or de_overpass just for fun.
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Playtest 19.12.13
* MaK's de_shotoen
* [OPEN]
Playtest 22.12.13
* TheOnly's de_catchment
* Stranger's map
Playtest 24.12.13
* [Holidays]
Playtest 26.12.13
* misutow0lf's de_hierophant
* Squad's de_zoo
QuoteFor map creators:
If you want your map tested, post in the thread and suggest a day that is suitable for you. If the above mentioned time isn't a good fit, let us know and we can probably work something out!Prior to the test you will have to send Roflzomglol one .bsp file, one .nav file and an optional .kv file. All custom content (models, materials, sounds, mapradar) needs to be packed into the bsp. For this, you can use Pakrat. He'll take care of the rest!
Edit 1: Added Strangers playtest date to 22.12.13
Edit 2: Added Squads playtest date to 26.12.13
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Yepp, thanks for playtesting guys!
Quote from TheOnLYDisplay MoreDe_Bagra
Nice and fun map. The layout encourages playermovement. Well balanced.
The only things i noticed is ,that the players in the CT room in mid are hard to spot (too dark). and and too agressive fading distances.
The vent feels out of playce though
You are right and I'll tweak that definitely, thanks!
Quote from GamiAs far as cliffs goes, I feel like while the bombsites themselves might need reworked the paths to the bombsites are generally okay. If you added a little more mid control for Ts it would be overall better though. Blocking off the door on the right(for Ts) that leads from mid to B and adding a new entrance closer to T spawn and also adding a way for Ts to go from the B path to mid would do the job for the most part.
Here's a picture of what i'm trying to explain
[Blocked Image: http://i.imgur.com/eLDKOPV.jpg]
wouldn't this make it pretty much impossible for CT's to defend mid?
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The A bombsite looks pretty boring on one hand, only a few crates and thats it, and on the other hand the b site is overloaded. my suggestion would be to swap the props from both sites, put the big sphere on a and the crates on b.
about the bridge, I am no huge fan of it, I see CTs having a real tough time holding the site, especially since they dont have real cover to hide behind and the rather bad smoking possibilities, but I could be wrong here since I didnt really bother with the smokes at the last playtest.
Otherwise an overall improvement to the last time.
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The playtest of stranger's and setin's maps is starting now, come join us! 78.46.119.137:27016
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i got some more from reddit
QuoteI can't see overpass being played competitively, from the screenshots it looks like its going to be filled with all kinds of weird shit
QuoteI bet the new de_cbble will be more CT sided than before. Congratz you just made 100 more camping spots for CTs.
Look at that mid, holy shit what a cluster fuck. Why there needs to be 1000 benches, trees,rocks,bricks and all that kind of shit, that I will probably hit when strafing into a fight, Why all this useless things? The same thing they done with train, while on classic(ps classic is 1.6 gtfo with source) maps you had so much space to move, now you will hit a rock, a tree, or more rocks every 2 feet. I hate Valve for clustering the maps like this. I hate what you done with train, I hate what you done with inferno banana, and prob will hate cbble. Why you need to make all corridors so narrow and tight, with no space to move. If 5 guys rush one place it get awkwardly close.
You are doing the same dumb mistake you made with mirage, you managed to take a balanced map and made it CT sided because dumb shit like this. Now I know cbble is CT sided but the only things need to be done for it is just port old cbble add 1-2 entrances to B, and do your crap reskin to fit whatever you want. DO NOT CHANGE THE MAP with useless shit you always bring. You messed up with mirage, and you don't even bother fixing it, you just throw it down our throat, please stop, leave cbble, dont port it.
QuoteLooks like piranesi imo. Judging from their job in mirage these maps would be useless and noone will play them. At all.
QuoteThat upgraded de_cbble looks horrible. please no, not!
But in my eyes just a bunch of dimwits, makes me cringe...
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Valve announced the work on two new maps, one is a de_cbble rework which looks promising and the other one is a completely new map, de_overpass, which is the very first map especially created for CS:GO by valve.
What does it mean for us? New texures, models and overlays! Whoah, so excited!
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DE_Pakistan:
Wail has a good point here, the middle was definitely underused and didn't really feel attractive for both sides, it felt more like a little sideroute to me that you occasionally take, also those damn mannequins dude.
Bombsites felt alright for me, but I was playing A site most of the time so can't really tell about B.
The outer A approach was pretty good and fun and the inner was alright as well, but I disliked the curved walls in the last two rooms, they absolutely didn't fit.
About the setting, I only have one word: brown
The walls were brown, the props were brown, the floor was brown, pretty much everything was brown-ish to darkbrown, it didn't have much variety. Furthermore, the terrorists really blend in with the brown background, especially when standing behind an aid-crate against a dark wooden wall. Would really love to see some more vibrant coloring.
About performance, please optimize your map a little for the next playtest, it was really tough to have fun on it with about 20 fps.
DE_Rostok:
Interesting layout but it is confusing and cluttered. Your map could really use some simplification, like removing a good chunk of props, aswell as in terms of layout, i felt very disoriented as a terrorist when I tried to find my way to the B site, try to make it more straight forward. Take a look at your map/overview and think about whats actually essential for your map. Also the lighting could need some proper rework for better readability.
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The playtest of skybex' and jebus' maps is starting now, come join us! 78.46.119.137:27016
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alright, alright, alright! the playtest of catfoods and gami's maps are starting now! Come join us! 78.46.119.137:27016
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whoa whoa whoa, hold it guys, please give and expect your feedback only after the related playtest of the maps, just to keep an overview. If you want to give or get feedback beforehand, write a PM or write it in a related topic.
Since misuto didn't say when he wants to playtest his map, I'll just schedule it for sunday together with strangers new iteration of his current project at 21:00 GMT+1.
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Quote from jebus_c
Yes, it's possible and you got your spot together with Skybex at 21:00 GMT+1, meaning that thursday is fully booked now and the next open playtest is sunday. xoxo
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Quote from Stranger
[...] calling it poop, or saying that it sucks, and that I should delete it and start over isn't helpful in any way.
And that's where you're wrong. Sure, some people might say something like that just to troll and to be mean, but others just might fail to deliver what's wrong with the map. In any case though, it's something that should make you think! It should make you aware that there might be a fundamental/great problem with your map and you have to investigate it, like "why do people have the strong feeling to call it poop, what's bothering them so much?" and not the way you're acting, brushing it off as non-constructive feedback,... it just means you have to use your brain more.
Not every feedback is served on a silver plate, "Feedback has to be embraced".
Quote from Stranger[...] Thanks for attempting to give me some specific problems with the map though.
Well, that's rude, I guess I won't attempt to give you any feedback anymore.
PS: About the word "poop", I just jokingly wrote it, get over it.
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DE_Shotoen
Nice setting and promising work, you can already feel the japanese atmosphere. The layout with the timings felt good as well, except the middle. Remove one path to it and we're good. The A approach could also use some tweaks to make it more attractive for the terrorists, I thought about adding a room in the corner of the A approach for the terrorists with a possible wallbang and/or peek spot. About the right angles, well, thats the architecture of those houses, can't do much about that, but maybe you'll find a way with some dividers and... stuff.
DE_WorkingTitle
Well, I disliked it as I already ranted in-game, with a few reasons:
1. Poop
2. If you're using placeholder textures, please use dev textures, these 101 dust textures represent an awful "dust3000" atmosphere and displeased me right from the beginning,
3. But the fundamental problem is the layout, the paths felt really wrong, they were long, interconnected, wide, random, with strange angles and timings. "Sloppy" one might say, like you weren't drawing a thoughtful initial layout but instead added more and more paths and connections because you felt like it. The name "workingtitle" reinforced my assumption in that regard.
Sorry for the rather harsh feedback. but like this great article says at the end:
QuoteFeedback is something that should be embraced because it can take a game in new directions and add features that were obvious to new players. Looking past the emotion of Internet feedback will stop you from getting upset when someone is not being subtle with their thoughts. Posting stuff on the internet is about asking for feedback and expecting only good comments all of the time is naive. The best kind of feedback is pointing out things that are wrong because then your game will improve rather than just be ‘no comment'.
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