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  3. 'RZL

Posts by 'RZL

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 24, 2013 at 9:39 PM

    DE_Overgrown


    the performance definitely got better since the last time, my fps weren't too low.

    I definitely like the changes you made, enjoyed playing it alot more this time.


    But:

    • Rotating from B to A is kinda hard, the old mid to B path would be great, but please make it more wide.
    • Retaking the Bombsites is rather hard in general since the entry points are leaving you very vulnerable, especially the B site, since there are no good ways to flash/smoke your way in, as far as I can tell. Maybe make the windows in the roof/ at the top of the walls breakable?
    • The lower path from CT spawn to A is also really tough, being exposed to three different heights and a bazillion positions, it's like getting [CENSORED].


    Either way, I think it's a nice map already and I am also convinced that it has great chances of entering the next operation.


    CS_Mass


    The map improved quite a bit since the last time, but there was a strong problem showing, the terrorists were simply pushing the rescue zone and camping for the CT's to return with the hostage. You could solve it by adding an additional rescuezone. Otherwise I do not have much to add to the others.

  • Hammer editor: texture problem.

    • 'RZL
    • October 24, 2013 at 12:37 AM
    Quote from agsel

    I have tested out the sew option to try to sew it tighter, but that did'nt do it, is the sew option the way to go?


    yes it is, if it doesnt work it means the grids of the displacements aren't aligning properly/ aren't the same size, try to cut them up a little to get uniform grids.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 22, 2013 at 8:03 PM

    Sorry, I just arrived home from work, you can send me the .bsp and the .nav here or on steam. Playtest is going to begin shortly.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 20, 2013 at 8:37 PM

    Playtest of DE_Overgrown is getting postponed to tuesday 21:00 GMT+1 since we were not enough players.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 20, 2013 at 8:05 PM

    Playtesting DE_Overgrown by Psy now! Come join us!


    - 78.46.180.197:27016 || - de.eoreality.net (Port: 64738)

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 18, 2013 at 4:21 PM

    [Blocked Image: http://i.imgur.com/O2BTUqS.png]


    The map played pretty T sided at the last playtest and it might be due to the high number of routes the terrorists can take once the mid is in their hands. With a total of 6 paths it's impossible for the remaining CTs to hold the bombsites. Even though the bombsite B narrows its chokepoints down to two paths, it's definitely too late for the CTs to react in time, if terrorists start to breach. The only viable option for CTs here is to stack on one bombsite or even rush one route and then to retake the the site where the bomb is planted, but thats not how a de_ map should be imo.


    I would suggest:

    - remove path 4 for the Terrorists as an option.

    - make the ramps at 1 and 2 not so brutal

    - middle feels pretty cramped already, more space would be nice here

    - A and B are a too spacious and have too many entry-points for retakes

    - 3, 5, 6 need some rework so that they do not clash at one height. I felt pretty helpless as a defender there.


    just my 2 cents tho.


    Quote from Psy

    Can we test Overgrown on Sunday?


    I've made a bunch of major changes and I'm eager to see how they pan out.


    Sure thing, mate! Sunday 21:00 GMT+1 it is!


    Edit: and you wanted to know what Rig I have the last time we playtested, here it is:


    GPU: GeForce GTX 460

    CPU: Intel Core 2 Quad CPU Q6600 @2.40Ghz

    Ram: 4,00 GB

    Resolution: 1920x1080, 60Hz

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 13, 2013 at 3:35 PM

    I guess we can do that, want to playtest it today or another day? Either way, gonna need your map files around two hours before the playtest begins. Playtest today is 21:00 GMT+1 with de_overgrown by Psy.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 11, 2013 at 1:33 PM

    Count me in on this 5v5 thingy!

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 10, 2013 at 8:09 PM

    Guise, we're playtesting DE_Core by borgking now!
    Come join us!


    And if you missed it, we now have a new 128 tick server running.


    IP: 78.46.180.197:27016

  • De_local_beta CS:GO defuse map

    • 'RZL
    • October 7, 2013 at 6:28 PM

    Looks pretty solid, how about giving it a playtest, so you can get feedback first hand while playing it with our community?


    What I can say from the screenshots is, that there is a fair amount of shadows and while shadows aren't a bad thing, too many of them can be exhausting for the eyes. Try working with the pitch a little, lower some walls, and/or use a directional light with the same color as the ambient of your sunlight and a big spreadangle.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 6, 2013 at 10:54 PM

    Hi Borgking, I've renamed it to de_core_v01 and added it to the server so we can playtest it on thursday 21:00 GMT+1.


    As a suggestion, since you named your map files de_core:

    Give your mapname a suffix like _v02, so people don't get the message that the mapfiles aren't matching and thus not allowing them to join the server running the map. Only when you're 100% sure that you finished the map, and only then, you can give the map the name it deserves without suffixes.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • October 4, 2013 at 1:57 PM

    Welcome esspho!

    We can surely playtest DE_Twinstar on tuesday, 08.10.13 at 21:00 GMT+1

    let's see how it plays.

  • DE_Overgrown

    • 'RZL
    • October 1, 2013 at 1:51 PM

    I like how the ship at the A bombsite sways in the water, looks pretty sweet.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • September 29, 2013 at 9:38 PM

    Playtesting DE_Monsoon by Setin NOW, with a "slight" delay, finally managing to fix the problem I had with it! Come join us!


    31.3.246.66:27015

    31.3.246.66:27015

    31.3.246.66:27015

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • September 28, 2013 at 9:17 PM
    Quote from Setin

    I'd like to get my map de_monsoon back up for testing this Sunday if there is a spot available. I've gone through a lot of reworks with it.


    Ok, playtesting de_monsoon this sunday at 21:00 GMT+1! Just send me a PM with the link to the bsp and nav here or at steam so I can add it to the server and please also pack an overview into the bsp if you can, playtesting is more enjoyable this way.


    Does anybody else want to playtest his map tomorrow on short notice?

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • September 26, 2013 at 8:37 PM

    we are playtesting cs_opera of leplubodeslapin right now, come join us! 31.3.246.66:27015

  • [CS:GO] ctf_facingworlds

    • 'RZL
    • September 25, 2013 at 3:26 PM
    Quote from Spherix

    When are the usual playtesting sessions on mapcore?


    Sorry, I can't help you with your initial question but about the playtests, they can be organized every tuesday, thursday and sunday at 21:00 GMT +1. If you want to playtest your map you can announce it

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • September 24, 2013 at 10:18 PM
    Quote from LexxoR

    I have updated version of my map de_hawksnest, can we perform playtesting today? If not, any closest day is Ok for me.


    We can playtest on thursday LexxoR, with leplubodeslapins current project! This means the playtest for thursday is fully booked with de_hawksnest and cs_opera.

  • MapCore CS:GO Playtesting 3.0

    • 'RZL
    • September 20, 2013 at 11:31 PM

    Thanks Puddy :>


    And thanks to everyone for playtesting and giving feedback yesterday!

  • [CS:GO] ctf_facingworlds

    • 'RZL
    • September 20, 2013 at 11:16 PM

    hell, lets playtest this hottie then and we'll see if it plays well! and if you have the right settings on the server it might be real fun, thinking about sv_gravity 200 and host_timescale 2 or sumthin' like that.

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