Is the core ... partnering with CEVO mapping challenge? ![]()
Posts by text_fish
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'grats on the operation catfood! Well deserved.
In case it hasn't been brought to your attention yet, somebody posted this clipping issue on Reddit: http://www.reddit.com/r/GlobalOffens…l_walk_on_logs/
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Quote from FMPONE
[Blocked Image: https://pbs.twimg.com/media/CGB7QsoVAAEw-A7.png]
Insane. Huge milestone right there. The most played game on Steam.
Ah. I guess that would explain why all the servers seem to be down right now. :s
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Congrats everyone!

How do these mission types work then? Anything like VIP?
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Mapcore logo shaped avatars!
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I can't wait for Doom stuff! Was so disappointed that last year's footage never got leaked -- impressed with ID though!
Looking at the website it seems Valve isn't listed as an exhibitor. I had been hoping for an update on the steam controller. And obviously HL3, L4D3 and more Source 2 gubbins. Ah-well.
I sort of think EA must have more Star Wars stuff up their sleeves. Here's hoping for a Dark Forces reboot.
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One thing I don't particularly like is the "Reputation" thing under avatars. I don't remember how it was displayed before, but whatever it was didn't seem quite as ostentatious.
With my measly 248 I wasn't even sure I felt comfortable bringing it up, until I realized that that perfectly demonstrates why I don't like it.
I've always hated features like that on any forum, even when I've been one of the more active or long-standing posters. It creates a very artificial pecking order.
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I just got back from a week in Venice and don't have time to read this thread, but just wanted to say I love the new look, but "quotes" and links made before the change seem to be broken.
I realize this is only an issue for me because I'm catching up on my reading, but ... well ... wah wah wah boo hoo etc. -
Quote from blackdog
Lol, attention whore or just idiot?
I think she has genuine mental health issues.
Everything she said was clearly wrong, but I wouldn't blame anybody for becoming angry at Notch to begin with. He's become one of the 1%, and in the last few years his actions have all become systemic of that. He shouldn't have sold to Microsoft, and he definitely shouldn't have bought that stupid mansion. He's never going to use it (or if he does, he's going to feel like he's eating his dinner on board a deserted cruise ship, unless he fills it with a money-grubbing entourage), so he's just another greedy 1%er playing games with the property market and causing problems for the poorest in society.
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Hi Aerlynn. That was a fun playtest last night!
I'll reiterate my main point from the playtest, which is that I think you could do with removing the two paths through houses. At B (the one with the well, right?) you could preserve rotate times by opening up the gate around the side, or at least making it self-boostable both ways if you want it to be a bit of a slower option. This would also allow T's to attack the bombsite through the windows a bit easier, as at the moment a CT can sit in the house watching windows and this feels OP to me. At A I don't think you need to worry about removing a CT entrance as the barn door drop will essentially become a CT entrance once the T's have secured the site. If you wanted you could create some interesting nade opportunities over the top of the house to assist CT's in the retake.
The only other issue I had was getting stuck on the archway at the bottom of the stairs to the sewers at B site. You either need to lift the arch higher or have a simpler square style doorframe.
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You should really plan in height variations during the earliest stages of layout design, as this will have just as much impact on sight-lines as the basic top-down layout does.
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De_stocked
Qoph, I have to be honest I think you should start over. You have the makings of an interesting layout with the two long parallel paths and the bombsite with the weird vent (let's call that B for now because I can't remember) has an interesting design. Unfortunately Mid has way too many angles and too much cover so a CT and T could pass through it without ever meeting -- this sort of defeats the purpose of having a mid to be contested. Bombsite A has some interesting stuff going on with verticality, but the timings are flawed so it's difficult to take advantage of this design point strategically. CT's should get there sooner (or T's later) in order to set up a potentially interesting fight. As was said plenty of times during the playtest, the doors were way too numerous and too slow, and didn't seem to serve any gameplay purpose -- that's not to say they never could, but it's better to use one or two doors cleverly than a whole load of them randomly.
Overall I think you should take the general idea of the layout and rebuild it on a thicker (16x16) grid. Don't be shy about making walls unrealistically thick, it may seem silly for a wall to be 32 or 64 units at this stage, but when you come to detailing you can explain that stuff away, and it gives you more room to adjust scale and timings later on.
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Tonight's playtest was really fun, this is one of the best new layouts I've played for a while. Timings and scale are pretty much spot on. Mid has a great sense of progression. I guess the only negative is as somebody said ingame (I think maybe Tomm?) bombsite A possibly has a few too many angles, but this wasn't game-breaking.
When it comes to the final art passes, be careful not to go overboard on the chain-link enclosures (at least where they're looked upon from long sight-lines) as these often camouflage player models pretty badly. I only mention it because a couple of times I had trouble spotting people against at least one of these (just off the first left-hand branch of Mid if you're coming at it from T side).
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Quote from DrywallDreams
The problem with this is that the server is essentially a resource. Certainly a community evolved around it, but making it super exclusive seems a little dickish. 'vip' slots also tend to be shitty, sucks for someone to get kicked out midgame.
I've been a little annoyed with how quick the server fills, though. Being stuck in spec sucks, allchat still doesn't seem to work.
When did this stuff start up? I popped in late after class (after not playing for a little while over spring break), and people just seemed kind of angry at the end of the first map. Has this been just today, or the past week or so?
I can usually only join playtests on Tuesdays and not every Tuesday at that so I can't speak for much of it, but in the last couple of months I have noticed similar problems.
I think rather than any sort of moratorium or hierarchy system, maybe the way to tackle it would be to use a combination of the plugin and good old fashioned 'moderation' to give the play-tests more structure, so that hopefully players won't forget that they're there to provide feedback on somebody's hard work.
I'm just sort of spitballing here so this may be wildly impractical, but I imagine the best way to start would be by vetting the actual maps that get in; obviously we already make it clear to everybody that they need a working radar, nav mesh etc. but perhaps when they request the playtest the mapper should have to provide a link to a WIP thread in the 3D forum where they explain some of their intentions around the map, to ensure that there is a design process worth feeding back on. I guess it's then up to us in the community to tell the mapper if we think their design isn't ready to be tested, which may be hard/harsh sometimes, but that's often the nature of feedback. As CS:GO grows more people will want to map for it which is great, but obviously "quality" and "quantity" are often at odds.
During the playtest itself I think we'd all benefit if the plugin could somehow identify the mapper (make their name bold, or put an asterisk next to it or something?) because the first few minutes of chat are always spammed by "who's the mapper?" "is the mapper even here?", and the last test I played I don't think a lot of people actually realized who the mapper was the whole way through even though they were definitely there trying to get noticed! This certainly isn't conducive to providing feedback to a designer.
At the end of the playtest I guess it would be worthwhile reminding the players to come back to the forum and sum up their feedback on the WIP thread. I can't think of any way to enforce this fairly, but we're all sort of decent people (I think!) so hopefully a reminder will be enough.
An even more wildly impractical idea I had would be to run two 5v5 servers side-by-side instead of one 10v10, which would encourage people to play the map a bit less "casually" and reduce the amount of spam in chat. The downsides of this are probably a significant cost factor and the need to throw 'RZL in to a cloning machine against his will(?).
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Somebody was posting about a port remake on mapcore a while back. TBH though it was one of the worst monstrosities Valve have ever made imho, followed closely by the hostage rescue map with the massive chimney.
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Good list, good memories!
There's a community map I used to love in Source but I don't remember what it's called. It's set in a power-plant IIRC and T's start inside in a sort of garage area, whilst CT start outside in a courtyard at the far end of mid. One of the bombsites (let's call it A) is inside near two large green generators, and the other (B) is outside with a catwalk around the top leading to a squeaky door above a larger, open entrance for the T's to rush through. Bombsite B also has a sewer entrance using a ladder and the sewer leads back to a squeaky double door in to bombsite A. The interior lobby area near bombsite B had some of those rotating billboards (made up of triangular brushes that rotate to display a different image), and I believe one of the posers was for CEVO or some-such organization.
Anybody know what the hell I'm babbling about?
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Looks fun. Have you put it on the workshop?