Posts by 'RZL
-
-
Quote from Vaya
Awesome!
Why did you mute the other team though? They can't talk to the other team over voice anymore (to provide indepth feedback on resort of course :P)
yeah, it's still in my autoexec.cfg and it's still pretty useful as it also mutes what the other team writes. It also automatically mutes half of the players in DM and casual, which is nice.
Quote from Vayaand you got an autoshotgun! day of days
Oh shit, didn't even notice that! That's pretty cray cray :spot:
-
[Blocked Image: http://i.imgur.com/tcx4CCG.jpg]
Suddenly I ranked up. Feels good.
I want to thank Puddy's mum for being a constant inspiration, without her I wouldn't have made it.
-
PSA: Changes in the playtest config and[/b] schedule
Just two things I want to announce:
- The playtest config has changed slightly. A team gets $2400 instead of $1400 for losing a round. For each consecutive lost round the amount increases by 300$ (max. $3000 for losing a round).
- Tuesday gets removed from the schedule indefinitely, leaving Thursday and Sunday as the only days to submit a map for a playtest. This has been done for the following reasons:
- to get more playtest days filled with two maps instead of one
- to give people more time to unwind in between the playtests
- to give people more time to give and receive feedback on MapCore
If the demand for playtests rises again, then I'll consider adding Tuesday to the schedule again. Hit me up if you got any feedback.
Cheers!
-
Quote from Iceberg
Hi, I was wondering if you can change the date of my playtest map De_Scrapheap the day 24/09 to 27/09, because today will not be able to be present to participate in the passing and so have time to fix minor errors it has.
Alright, I updated your submission.
-
-
Quote from Vaya
@General Vivi and @'RZL said in teamspeak a couple nights ago that no one should update after the deadline until the judging is over. Can one of them confirm?
A deadline is a deadline, you have to hold off from updating your submission until the finalists are announced if you don't want to risk your map being disqualified.
-
-
Okay guys, who of you was cheating?!
[Blocked Image: http://i.imgur.com/4ZrJDuK.png]
-
Quote from robertfrost
Could you add logs and demos from the pavilion playtest to the drive? I would like the feedback to the map along with making heatmaps from the demo.
Logfiles and demo are up now. @P1g3oN, for you as well.
-
PSA:
Workshop submissions are allowed from now on!
Just drop the link to the workshop page of your map in the "Download" field of the Submission Form, fill out the rest like usual and you're good to go.
-
Quote from text_fish
We playtest graybox maps all the time. I imagine if the mods say it's not ready, it might be due to one or multiple of the following:
[SNIP]
That is true, but in this case it is not ready for a playtest, because the mapcore thread is poorly maintained and the workshop link had only one tiny preview image at the time of submission. Besides, he asked for a 10-man playtest, which we don't offer and chose an invalid date. Now he's even being rude on his mapcore thread...
The map has been declined before and judging from the new screenshots it doesn't look like it improved.
@Bozocow, please update your mapcore thread, gather some feedback and don't be rude before submitting another time.
-
-
-
Quote from laminutederire
@'RZL I'll post the link to the nav mesh tomorrow afternoon, in case I succeed in finishing an update, which will require a new nav mesh. This time everything seems to be packed properly, I renamed all materials and model directories, and map launched with all textures without issues. I updated the bsp on the drive with the last version, where everything is there (the previous version still lacked some textures), do tell me if there is still an issue.
Thank you in advance, and hopefully I'll see you, without any issues, during the playtest!
nope
http://imgur.com/a/NP0Rm (some examples)
-
@swst.turn, @GenoCide, the feedback files are on the drive now.
-
-
Quote from nikkoship
It's not much but I just came back to an Arms Race map for CSGO this week that I started back in spring and did some hallway work. I've got nothing but free time until the end of August so I'm gonna try and get this out there before then. Trying to work in some more colors other than "red brick" to help players orient themselves as it's mostly a symmetrical layout. Full album can be found on the flickr account tied to the images.
[Blocked Image: https://farm1.staticflickr.com/281/19001966853_9f05ef20f4_b.jpg]
The blue bricks look pretty huge, I'd suggest to scale them down a notch, to be more on par with the bricks in this picture:
Quote from nikkoshipAnyway, it looks pretty promising so far.
-
Quote from jackophant
You need to learn to pack your files into the BSP or learn how to let the workshop do it for you. You aren't packing your radar files (RZL only asks for bsp, nav and kv) which would suggest to me you don't know how to pack the files which is also why we are seeing black textures as you are using something custom that none of us have, so our games simply can't show us what's meant to be there.
Just a sidenote, the radar files were packed the last two times. I didn't download them from the drive. @Iceberg No need to share the radar files separately. About custom textures, most of the textures were packed the second playtest but you might have missed some in the middle of the map, there were some black areas. That being said, I'd suggest to go back to greyboxing most of the map as it looks to be too early to bother about texturing the areas correctly.
-
Just a quick FYI for everyone who's making maps with squeaky doors:
No need to change the speed of the doors for playtests anymore, Valve fixed the issue with the last CS:GO update! You can read about the update here: