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Posts by text_fish

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 23, 2014 at 10:53 PM

    Feedback for tonight's maps


    Acceleration

    I've playtested this three or four times now and I think my favourite layout was the second time, which was just before the crescent shaped route between A and B got closed off. I realize that made rotation times super fast, but that's not necessarily a bad thing -- just look at nuke! I really think you should reinstate this path as it gave the map a unique gameplay element, which is quite rare these days. In order to balance it, you could lose all or most of the traditional "mid" section with all the dev textures, as that doesn't really offer any interesting gameplay anyway (and never has imho).


    You really need to try and figure out what's causing the lag too, as that's pretty game-breaking for any map! Have you done any optimization yet? Have you tested on different servers, or just MapCore?


    All in all it's a great theme and I think each bombsite has the potential for some really nice encounters, but the middle bits and winding corridors draw gameplay away from those important focus points.


    Havana

    The bits that have been dressed up look great already so I look forward to seeing how the theme progresses. I particularly like the wooden bits on the roof opposite the church bombsite -- it's a small detail, but the sort of thing I never think of doing myself!


    Gameplay-wise I find it hard to get to grips with a layout when I don't have a radar so I have to admit I did some pretty mindless running about during a lot of the playtest. As a CT I felt the only way to defend was to hang back and snipe, which is the sort of gameplay I don't much enjoy so I tended to charge ahead and then get cut off in a bad place by smokes and stuff. Could be worth giving CT's more oportunities to peek over cover if they push forward near the church bombsite -- either that or a way to flank the approaching T's, but it would be difficult to stop that being OP. As a T I had the most fun trying to get to the platform above the underground bombsite -- the little room with the ramp and the crates provided some good close quarter combat if enough people went that way.

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 22, 2014 at 6:40 PM

    Me three. In future I'd like to demand that everyone do their play-tests on a Tuesday so that I can play.

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 21, 2014 at 12:27 PM
    Quote

    Well, the 22.04.14 is already over. The next free spot we have is on 28.09.14. You have to look on the latest posted schedule to see the current dates. In this case it's on the 16th page.

  • [CS:GO] de_88mm

    • text_fish
    • September 19, 2014 at 6:41 PM

    Thanks guys.


    Deh0lise, I'm tweaking cover on B, although I'm not going to engineer any ninja spots. I think such strategies should require the player to get creative. In the latest version there is some opportunity to hide upon on the ledge around the back edge of the site so that might sate your ninja desires!


    Thanks for the shots Fabbo, and welcome to mapcore! That nodraw error's fixed now and I'll do some creative clipping on/around all the crates. Maybe I'll turn that pipe in to a func_illusionary.


    The one-way drop with the darkness issue is designed to be a route that gives T's an advantage so I'm not too worried about poor readability as it should work in their favour. If it pisses enough people off I might add a light though! I know how scared of the dark CS players can be.

  • Counter-Strike: Global Offensive

    • text_fish
    • September 16, 2014 at 7:09 PM

    I want crown in the next operation.


    And de_88mm, but I think that's less likely.

  • [CS:GO] de_88mm

    • text_fish
    • September 16, 2014 at 6:57 PM

    Thanks for the comments guys.


    You're spot on Johnny, I got the idea for the theme when I came across a rusted old gun turret in FC3. Then I watched The Guns of Navarone and that sealed the deal.


    When I designed the layout originally it was going to be a stately English home so I guess it's changed quite a bit over the last six months or so!

  • [CS:GO] de_88mm

    • text_fish
    • September 15, 2014 at 9:11 PM

    As Valve are going to start looking at candidates for the next operation from today I figured I'd finally upload de_88mm to the workshop.


    I've still got to finish the 3D skybox, make a soundscape and do a fair amount of optimization, but 99% of the layout and most of the aesthetics are final, I think.


    http://steamcommunity.com/sharedfiles/fi…s/?id=314256055


    Here are some shots:

    [Blocked Image: http://cloud-4.steampowered.com/ugc/547507944964070280/2E837C3DEC5890CBA31C1BF0328E4D701A2A2B50/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/547507944964051093/EFD9762019326EFD77C451EB94018731AF2FA248/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/547507944964059547/B8C7F369DDF53A704D87E32DBE795947E545597D/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/547507944964046910/7251644002686BAD0A256E8BE85E6B4AFDBB459B/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/547507944964063250/D4CD802EAD976ABB9167B39E16FED9EE2D78E026/]


    If anybody has any hot tips on getting more exposure for workshop items I'd be grateful for your advice, because I suck at promoting my work. I posted it up on Reddit's CS:GO group and got a big fat 0 responses!


    As always, all feedback gratefully received, and usually acted upon!


    Thanks for reading and looking and stuff.

  • Counter-Strike: Global Offensive

    • text_fish
    • September 13, 2014 at 8:16 AM

    "Report > Underage"?


    That's probably the only report reason that would actually get acted on since I guess it's legally enforceable.

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 11, 2014 at 10:40 PM
    Quote from kinggambit

    Textfish's map:


    Lay out was great. Didn't see any big issues. Easy flanks and good map control for CT's though (not a bad thing), but I noticed flanks were really easy as CT's. Might just be a result of the small map.


    -Window room at B (seems too strong of a position to guard site from since you can safely hide there and it's really inaccessible). Also, the ledge that peaks into T spawn felt too strong; there's a lot of open space to quickly catch T's off guard. That area seemed CT-sided already with the 3-way chokepoint for CT's.


    Some areas could use some cleaning up IMO:

    -mid bridge windows camouflage players inside but it's easy to spot players from the bridge.

    -B's staircase/wooden platform has holes in it (you can spot T's pushing out from the lower sewer route very easily.

    -A few props you can jump on to get from that upper B route down into T spawn (the metal window bars). I actually liked this but if it's intentional, make it more obvious to players.

    Display More


    Thanks King, really appreciate the feedback.

    I wasn't aware of the window bars route, I'll have to nerf that otherwise people will expect to be able to get on the roofs as well and that would lead to all sorts of other shenanigans!

    I'm also going to reduce the power of the room above B by blocking visibility from the 'nest' area all around so that it's basically just a route to the one-way drop.

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 11, 2014 at 8:38 AM
    Quote from tomm

    same here.


    btw, can you guys run hammer after update? It won't run for me, no crash, no error log, nothing.

    Yeah I just tried the demo and got the same thing. I put it in csgo folder, then type playdemo demoname in console and CS shuts down. I haven't found anybody experiencing the same issue on google. I tried renaming the dem file to something shorter with no special characters, still nada.

    Is weird.


    Also yeah, Valve fucked Hammer three days before the date for Operation submissions to be on the workshop. Bravo Valve, bravo.

  • De_tuscan beta discussion

    • text_fish
    • September 10, 2014 at 10:47 PM

    I think the FMPone comment was very unfair, not only to FMPone but to Volcano and Ted as well. It was a cheap shot without any obvious foundation in truth -- I don't think anybody who puts that much love in to their maps can only be doing it for the money. I'm assuming Brute's just on the defensive because there's been so much pressure from the community to release the map and now that it's out in some form the response has been ... mostly unhelpful.


    Most of the comments on Reddit et al are just people smuggly pointing out self-boosts and poor clipping, which has got to be frustrating when I guess what he really needs is more insight in to issues such as visibility, layout, etc. Things that are actually going to effect the map once it's out of beta.


    I had a run around in it earlier and found visibility of CTs to be an issue throughout, but this can be fixed by changing the CT skins and adding whitewashes etc. I think the visuals need some cleaning up and a bit of post-processing will probably tie it all together nicely in the final version. Overall I think my main issue is that he doesn't appear to have done any player leading with the visuals so anybody who hasn't played the map before will probably take a while to learn what spots they need to check and where to go etc.


    Thematically speaking I hope he plans on replacing the tropical foliage with something a bit more Italian.


    I'm looking forward to playing with some real people soon.

  • [CS:GO] de_highlands (WIP)

    • text_fish
    • September 10, 2014 at 7:20 PM
    Quote

    it's not a 3rd world country here


    ... not yet anyway!


    Too soon?

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 9, 2014 at 11:06 PM

    Awesome, thanks!

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 9, 2014 at 9:38 PM

    RZL, how can I view the GOTV playback of tonight's playtest?

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 9, 2014 at 11:59 AM
    Quote from tomm

    just backup and remove the radar files from your resources/overview folder and see if your map loads it for you I did that and it worked thanks! I think I'm just paranoid because I think radarless playtests are a bit worthless.

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 9, 2014 at 9:00 AM

    Here are the files for tonight's playtest of de_88mm.


    https://www.dropbox.com/s/scybu1l8h1xk…8mm_v3.zip?dl=0


    If anyone has a spare moment, would they be kind enough to confirm that the radar's working? I'm 99% sure it is, but both Vide and PackRat seem to have some damnable obsession with screwing up the path to the overviews folder, so it'd be good to know in advance if I need to fix that before the playtest.

  • [CS:GO] de_highlands (WIP)

    • text_fish
    • September 7, 2014 at 11:10 PM

    Beautiful.

  • de_decline (WIP)

    • text_fish
    • September 7, 2014 at 9:46 AM

    Looks good. How does it effect the timings?

  • WIP in WIP, post your level screenshots!

    • text_fish
    • September 5, 2014 at 8:44 AM

    It's not when the operation starts indro, it's when Valve will start considering submissions. Lookit.

  • MapCore CS:GO Playtesting 4.0

    • text_fish
    • September 3, 2014 at 7:32 PM

    RZL, may I book a slot for de_88mm on Tuesday 9th please?

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