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Posts by Stranger

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 7, 2013 at 5:55 AM

    I will also have a map ready for either sunday or tuesday playtesting. Whichever has a slot open for me.

  • [WIP] De_Unnamed

    • Stranger
    • September 5, 2013 at 9:43 AM

    You're probably right. But I don't know if De_Tunnels is salvageable. It's kind of a mess.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 5, 2013 at 8:22 AM

    Barely anyone showed up to the last playtest. Could I have De_Tunnels played again this Thursday?

  • [WIP] De_Unnamed

    • Stranger
    • September 5, 2013 at 12:11 AM

    Hey everyone. I've only been working on this for a day and a half, but I figured I'd throw it up anyways. Hopefully it isn't completely incoherent.


    Just the layout for now. I really appreciated the feedback I got on in my other thread, so I decided to post this up and here your thoughts before I start hammering away on it.


    (click for non-blurry version)

    [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 4, 2013 at 4:08 AM

    Thanks for the feedback! Lots to think about.

  • de_holland (WIP) + introduction

    • Stranger
    • September 3, 2013 at 9:32 PM

    My biggest complaint is the massive height variations. Once the bomb was planted, it seemed like the CTs popped out from every imaginable place, a lot of which I assumed we just unreachable rooftops. Needs less extreme height variation.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 3, 2013 at 8:06 PM

    Server is up.

  • [CS:GO] De_Tunnels

    • Stranger
    • September 2, 2013 at 5:34 PM
    Quote from blackdog

    Yeah but you don't literally need to open that up like in the sketch. You could make a smaller underpass, think to cs_italy's cellar (old) route. It could go underneath and open up in the building you have at the bottom-right of the CT spawn.


    Hmmm, I like that idea quite a bit. It meshes well with some other changes I've been considering. But for this first playtest, I'm going to leave it as it is. Right now the map seems to be very CT sided. So I want to get everyone's thoughts on the bombsites, and then I'll probably end up moving and reworking them a lot.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 1, 2013 at 8:23 PM

    okay then.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 1, 2013 at 8:15 PM

    Is the playtest still on for today?

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • September 1, 2013 at 1:13 AM

    Updated my map a bit. Here is the latest build: https://mega.co.nz/#!WZAFHLYD!QUk…9724UfHt9EqB4Dw

  • [CS:GO] De_Tunnels

    • Stranger
    • August 31, 2013 at 5:16 PM

    Yes, I'm using Hammer.

  • [CS:GO] De_Tunnels

    • Stranger
    • August 31, 2013 at 6:52 AM
    Quote from barrakid

    Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)


    Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.


    As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just rush into the tunnel and mow down a rush. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.

  • [CS:GO] De_Tunnels

    • Stranger
    • August 31, 2013 at 12:53 AM
    Quote from barrakid

    Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)


    Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.


    As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just loop around behind the Ts as soon as they rush past, because its so close to CT spawn as well. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • August 30, 2013 at 1:35 AM
    Quote from roflzomglol

    * more landmarks, people are getting lost like ALL THE TIME

    * too many walls, like there are walls EVERYWHERE

    * b route has toomany chokepoints

    * terrorist routes are too straight forward, you are getting four routes you can choose from like you're at a gameshow and you have to choose between gate 1, 2, 3, or 4 (good metaphor?)

    * too flat, there isn't enough vertical variation.

    * something about the ct spawn?

    * too many huge ass crates?


    what more?

    Display More


    That covers all of my complaints. My biggest issue were the choke points made it very difficult for Ts, and the lack of height variation.

  • [CS:GO] De_Tunnels

    • Stranger
    • August 29, 2013 at 6:46 PM
    Quote from barrakid

    It's hard to read the layout from the overview, but, looking just at the CTs, there's no path for them to rotate between bombsites without passing through either the T or the CT bombsites. Don't forget that after the bomb is planted the CTs need to retake the bombsite and they need a safe fast route to both bombsites in order to do that.

    My suggestion is to create paths in the areas marked with green on this image:


    You should also check your timings (how long it takes to reach each bombsite from both spawn points, how long it takes to rotate between bombsites for both teams, etc.) it seems like the Ts have longer routes than the CTs.


    You've made me realize that B bombsite (the lower one on the map) needs another way to retake it from. The problem with putting a connector where you put your lower one is that it makes that tunnel a complete bottle neck for rushing Ts because a CT can run straight there and mow them down. But you're right, I really need a different route to retake B.


    Was hoping I could have the map playtested today, but it looks like they've already got 2 maps. Maybe sunday.


    Thanks for the feedback.

  • [CS:GO] De_Tunnels

    • Stranger
    • August 29, 2013 at 6:34 PM
    Quote from Pampers

    Spend more time on your layout, that doesn't make much sense.

    Do you mean the overview is confusing, or the map in general?

  • MapCore CS:GO Playtesting 3.0

    • Stranger
    • August 28, 2013 at 10:33 PM

    I would love to have my map tested! I can't figure out how to pack the radar .dds into the bsp, but everything else should be working. I am available for pretty much any time. So as soon as it can be tested, I would really appreciate it!


    Here is the download link: https://dl.dropboxusercontent.com/u/1906363/Game…/de_tunnels.rar


    For any feedback, the thread for the map is here:

  • [CS:GO] De_Tunnels

    • Stranger
    • August 28, 2013 at 9:02 PM

    Hey everyone!

    This is my first attempt at making a competitive level for Counter Strike, so of course I need a lot of input and playtesting to make it a fun and balanced map.

    Although it has textures and static models, its still pretty much a greybox.
    There are a few areas I'm really not happy with, so please feel free to tear it apart!

    I'm hoping to have it playtested soon in the mapcore server, and would love any thoughts you can give me now or after you've played it. Thanks!

    [Blocked Image: https://dl.dropboxusercontent.com/u/1906363/Game…%20overview.png]


    Ingame shots:

    https://www.dropbox.com/sc/ez8ps2bbsq1ud3a/NclLjCpJRm


    Download Link:

    https://mega.co.nz/#!WZAFHLYD!QUk…9724UfHt9EqB4Dw

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