1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Stranger

Posts by Stranger

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • December 9, 2013 at 8:32 PM

    Hey misutow0lf,


    Couple of tips for you:


    Generating waypoints for the bots is as easy as typing nav_generate into the console. You can also turn their difficulty up by typing bot_difficulty 10.


    What happens is, CSGO only generates a nav mesh automatically if you don't have one for that file name. So if you change your map name, it will create a new one automatically if there are bots in your game. Otherwise, if you move walls or structures around and don't change the name, bots will run into walls unless you generate a new mesh.


    Bots aren't that useful for playtesting a map but they may sometimes use routes or areas in the map in an unexpected way, which can give you a new way to look at your map.


    Also, the radar needs to be packed into the BSP file for other players to see it when they join the server. This can be done in a number of ways. You cna download PakRat, and try that out. But that doesn't work for me for some reason. So the other way to pack it into your BSP is to upload the map to the workshop, which will do all the packing for you if your radar is in the overview folder and named properly. Then you can download your own map from the workshop and upload it elsewhere for RZL to host during the playtest. And your radar should work fine.


    I've downloaded your map, and I'm gonna go have a run around in it.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • December 9, 2013 at 8:24 PM
    Quote from Dejavo

    -snip-


    Thanks. I'll go back to dev textures. I'm not really worried about the map making sense architecturally right now. But I agree that many places will need some work to be believable.


    I've made some massive changes and I'd love if it could be playtested on this Sunday if there's still room. If not, tuesday works too.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • December 9, 2013 at 4:54 AM
    Quote from roflzomglol

    DE_WorkingTitle


    -snip-


    I never had anything wrong with negative feedback. I want that. But calling it poop, or saying that it sucks, and that I should delete it and start over isn't helpful in any way. Thanks for attempting to give me some specific problems with the map though.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • December 8, 2013 at 10:17 AM

    Download link to my map de_workingtitleV5.

    No radar for now. If anything isn't working, let me know.


    Alternate download link

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • December 6, 2013 at 10:19 PM

    Thanks so much!

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • December 6, 2013 at 12:23 AM

    If there's any room on Sunday, I would love to have my map tested.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • October 7, 2013 at 7:15 PM

    esspho, I like the map. It seems like an interesting layout, and I had a little run around in it. I really think you should turn the contrast of those textures way down, and brighten the place up some more before playtesting. It's going to be impossible to see anyone the way it is now.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 12, 2013 at 8:26 PM

    Roger. Thanks!

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 12, 2013 at 8:19 PM

    No playtest today?

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 12, 2013 at 5:54 PM

    de_dispatch_v2:

    • Bombsites can no longer see eachother or into mid.
    • Connector from mid to A is now a ladder leading to a raised platform.
    • New supply room between Tspawn and A; may work out or just give CTs even more of an advantage.

    I mostly haven't dealt with the rotation times yet. The bridge is still far too quick and safe of a route between bombsites. I want to see how today's testing goes before making anymore big changes.


    Download link: https://dl.dropboxusercontent.com/u/1906363/Game…dispatch_v2.rar

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 11, 2013 at 7:52 PM

    Hahaha, alright. I'll try to expand the map around the bombsites. And yes I'm going to remove the bombsite to bombsite vision. Thanks for the thoughts.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 11, 2013 at 6:41 AM

    May I have a slot on the Thursday playtest?

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 11, 2013 at 1:17 AM

    Thanks for the feedback!


    As for your map, here are my thoughts:


    Outer bombsite

    • Too easy to defend once the bomb is planted
    • Maybe a bit too simple or there was too much cover
    • T's can bounce grenades off the silos to pretty much anywhere in that area, which is fine, but combined with how defensible it was already, made it even easier

    (Just and idea) maybe there could be a window or two inside that had narrow sightlines to a few places in the outer bombsite. That way you could have snipers provide covering fire and make the T's have to hide more while you have some rifles push into the site


    Inner bombsite

    • Very complex layout / hard to understand where people will be coming from
    • Too open / too many places to check all at once
    • No clear indication of where the entrances are
    • Bombsite itself is very open and dangerous unless the whole room is clear
    • Difficult to defend

    (Also just an idea) maybe you could change the main routes in and out of the site to a different texture, to give it some more obvious flow.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 10, 2013 at 5:54 PM

    de_dispatch

    The concept for this map will prove to be somewhat unique or just plain broken.


    The idea is that both bombsites can see into each other and into mid. This is offset by the bombsites being large container crates that provide plenty of cover. Should be interesting to see how this plays out.


    (slightly outdated overview)

    [Blocked Image: https://dl.dropboxusercontent.com/u/1906363/Game…Overview_v5.png]


    Download link: https://dl.dropboxusercontent.com/u/1906363/Game…dispatch_v1.rar

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 10, 2013 at 4:46 PM

    I'm certainly no architect, but I ran around in your map last night and thought is geometry was pretty interesting. Definitely a lot of open space, but lots of great cs maps make open spaces feel safe just by strategic placement of cover. Looking forward to seeing how it plays.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 8, 2013 at 9:09 PM

    Thanks! Hope I didn't seem rude. Thanks for putting in all the work to make these playtests happen.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 8, 2013 at 11:18 AM

    Damn. So no playtest today? I hope I can get in on Tuesday then.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 8, 2013 at 2:43 AM
    Quote from LexxoR

    I want to say Stranger thanks for his notice about this tread!

    Also, I want to put into playtesting today (Sundays at 21:00).


    Sure thing. I hope you get some helpful feedback.


    I also have a map ready, so if no one else had resquested a Sunday slot. I'll have a download link up soon.

  • [CS:GO]de_HawksNest (WIP)

    • Stranger
    • September 7, 2013 at 10:04 PM

    I played it for a bit just by myself, and I think it's an interesting map! I thought the triangle bombsite was a bit odd. The cover around it was pretty good, but the triangle was disorienting, and I felt it kind of consumed the room and made me unsure where was safe from retaking CTs. I think the overall map is a bit hard to find your way around, but definitely has potential! I would recommend adding in some decals pointing the way to each bombsite first, and then posting it in the CSGO playtesting thread, which can be found in the Gaming Discussion forum. There is a playtest coming up tomorrow, at 12 noon, and I believe I'm the only one requesting my map be tested. So you could get in aswell

  • [CS:GO]de_HawksNest (WIP)

    • Stranger
    • September 7, 2013 at 8:38 PM

    Looks interesting! I'll have to check it out soon.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™