the map test is going to be deserted tomorrow.
I'm being really picky, but is there any way the mapcore logo doesn't have that white ring around the middle on the team emblem?
the map test is going to be deserted tomorrow.
I'm being really picky, but is there any way the mapcore logo doesn't have that white ring around the middle on the team emblem?
Quote from Vayathat looks sick! your next project?
Problem with with these CEVO/CPL etc maps is there's no chance they'll ever get into an operation
Why?
Quote from laminutederire
Not if maps are chosen randomly, I mean if you're good, you're good no matter what. In real life when you have a sport match, you do not know the place like your pocket, but if you know what you are doing everything goes fine, you train a while before the match to ne accustomed with the playground and then you show what you can do. At least it is my personal opinion
Normal sports are played on a consistent ground. They are always played on pitches / fields / greens that are the same size, at best you might get a slightly different surface like tennis' grass and clay. The closest I could think of to CSGO and suddenly changing a map would be something like Golf or F1, both require skilled sportsmen/women but you need to know where you're going, especially when you're flying along at 200mph.
A large portion of competitive CSGO is tactics, which relies on heavy use of the suite of grenades provided. You can't make good, reliable ones up as you go along. You need time to train with the timings of them after you've learnt/experimented with them.
I do think more map would keep things interesting, but teams need a suitable amount of time to learn them. The recent changes to dust2 will be very interesting as what was primarily an aim map, now has a chance of some real nade meta.
Also, why is the water solid and yellow?
I don't know how it affects performance, but one huge brush as a water texture might cause problems. Can I suggest extending your buildings/floors/walls to the bottom of your map and build an actual waterway?
It would look a lot nicer as well.
You also have a little window on the way to B, but I'm not sure of the purpose? The closest I could come up with is that it's an after plant position.
Again with A, I like the way Ts can split around it, and the sight lines are interesting but too OP atm. I would probably remove the upper balcony area, or at least bring it down much lower, around 100 units or so.
I'd have given more at the time, but I was too tired ![]()
you've got a T spawn outside bomb site A and you've got a very OP angle from CT spawn all the way down mid at the 64 unit head level which urgently need fixing.
A has a lot of long angles through it and CTs can watch entry almost from their spawn.
Quote from MvllskI'll be around more in the upcoming weeks, just had a lot of stuff to do IRL.
Are you guys sticking to MM or should I finally get a faceit?
Nah, that was a 5v5 gather on the mapcore server.
We just had another csgo game, good ol' matchmaking smurfs!
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gg wp lads
EDIT: I think we learned some valuable lessons in that game. There were some great moments, and also a few fumbles, but overall rate team synergy was pretty strong!
PS: It looks like MuchFrag has become the unofficial mapcore cs team, lol.
Another successful 5v5 tonight!
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gg guys!
I think textfish and mvllsk raise some valid points.
I rage quit my first maptest on Sunday due to the total, spammy mess it devolved into. Tuesday with the "clutch" guy, I don't think there's any shame in naming him as Purple. I don't think he is on the forums, and was just a random being a complete dickbag.
I know the playtest is casual, but it's extremely frustrating to play when you're trying to genuinely evaluate the map and understand the gameplay. It's totally undermined by a lot of unorganised, brainless, full team rush plays. Here I am trying to see how easy an area is to hold as CT seconds before I am stream rolled by a train of 7 tec9s and there isn't a single other CT in site because they're all in the other bombsite (I realise how people play isn't as easily controlled).
I do think we could password the server, but use a fixed password that forum users will know, rather than changing it every test. This would be in aid of stopping randoms joining maptests, but we can put a link to the website in the server description if people want to find out more and join in.
Critically assessing and screening the work would be quite a lot of effort, but maybe requiring a well documented mapcore thread (as textfish suggested) would be at least an entry requirement for a maptest.
Quote from SpronyvanJohnsonIs it that you are under paid for what they have you do or are you over qualified for what you are doing? I'm not exactly understanding the problem?
Neither really... I've tried writing out a few versions of my thoughts on the situation, but they come out sounding jumbled and confused. So I offer this instead:
TL;DR - University drop out, lucky to have a job where he can build skills for future jobs is crying because the company he works for won't let him help them with simple, efficient solutions to which would keep his maintenance work load down AND look much better on a CV for himself.
Yeah, I guess that's it, just venting frustrations... I could bitch all day about how poorly run the company is, but what it boils down to is poor communication and not knowing how to utilise me.
I am often told by colleagues and other friends that you should "never make yourself redundant". I think it's a disgusting, totally abhorrent work ethic, and I would rather have a piece of software that runs with next to no maintenance and be out of a job knowing what I'd made, than having to drag myself back to the company to keep it running/updated for them. Some might call it lazy, I like to think of it as efficient.
Quote from MuffinI think the problem is, he's using the Aztec theme, and that mentally limits him to how he builds the map, which might be a problem.
Yeah, it's not the most varied, diverse theme. I also don't think it's overly practical as a concept. I don't know many terrorists striking fear into the hearts of a nation by bombing an old ruin with no people around, with no militaristic value.
Btw, you don't need to quote a whole post, especially one as long as mine. Just clip it out as I have done for you ![]()
You can create crews through rockstar social. Mess around with colourful team badge and limited character team abbreviation for something or other.
Quote from TheOnlyDoubleFI'm always amazed by your infinite wisdom Sprony. You're a truly source of inspiration when you're not on the EOT. I had bad times these last few weeks, and still, and several times I told myself: "Wait. What would Sprony do? He would face the problems, kick their ass and keep the head up." So I did.
WWSD t-shirts anyone?
In other news. I'm getting cold feet at my job... I keep kidding myself into thinking I can help bring them up to date and that there's a chance for progression, but it's an uphill struggle every day, and a man who should be in a junior role running the web development for a company just isn't a good idea!
I'm a uni drop-out which makes things harder (which I knew full well at the time), but... I feel so wasted here, I know I can do more, but then recruiters... I'm always just one check box away from having a chance to talk to someone who could see what I'm capable of, not just a sheet of numbers.
I had a run around on this last night, and I was wondering how many tutorials you'd followed?
While I like the size of the project and it has some interesting concepts, your brushwork needs a lot of work. You've got gaps all over the place and a lot of <8 units thick brushes.
The jump over the rails from CT spawn is a nice touch, but it disrupts flow. It's a better idea for some sort of boost or dangerous shortcut, not part of the main flow of the map. Talking of flow, you've got a bit of a maze in places with routes backtracking over the top of somewhere you've just come from.
And FYI, that doorway to nothing is again, a really bad idea. If you had the intention for a jump there, make a small platform first at least.
If I were you, I would rebrush the entire map (don't bother with props, fancy cut in doorways, or slumped against a wall civilians who are dead), just really concentrate on getting a more solid build before the 14th. Otherwise people will pick it apart and you want them to focus on testing it, not commenting on the quality.
For all your railings, if you do rebrush the map, maybe use he railing texture found under the text editor if you type "meas" into the filter.
GL HF
Another game from last night. Not our best, they were over us like a bad rash.
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I'm missing a screenshot from last night as well, but we had a mapcore 5v5 on inferno. I think the team balance was a little off.
I am posting announcements btw, generally they go out after the map tests on Tuesday/Wednesday and usually one on Sunday
Quote from flexsta(did you have a look around the map or did you just look at pictures?)
*/me in high pitched voice* Guilty as charged!
I often browse mapcore at work so I can't run around maps, so I have to go from what I see and hope that what you show. Unless it's a lot further into development then I'll try and make the effort to have a look around because the finer detail needs a closer look.
You don't need to be in the map to see potential layout problems, especially when an overview is provided.
2:1 for stairs is a maximum, don't overuse it:
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the exposed stairs at the back work, the tight corridor leading midway into the site is far too steep for how enclosed it is. You've created the chokepoint to end all chokepoints there. You're probably struggling to find where to put cover because you've got too much space. That level of flanking on an already exposed bombsite just doesn't sound fun.
It's good to define exactly where you plant the bomb, and not with a cross that you can see from space, use the overlay tool and texture locking to manipulate the size of the overlay, not decal which looks like what you've used.
I realise some of these lines are across different levels, but you need to always bear sight lines in mind when making anything because people will find them, and they will be OP:
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Timing-wise, I don't think it's too bad based on what you've said. CTs should always get there fractionally before Ts on at least one site to provide a rush option, and the other site CTs have a couple more seconds to setup. A 12sec rotation time isn't bad either considering worse case scenario bomb timer is 35sec.
I don't know if you've settled on the aztec theme, but one of the reasons the original was a horrible map was because it had very tight chokepoints into very large open spaces where you could be shot from pretty much anywhere. It's a nightmare to do anything and it also massively overused "verticality"
Nuke has a dash of it with the ladder/rafters/catwalk area which is nice (if OP most of the time...) to mix things up, but everything works in measure, just don't over do anything is really what it comes down to.
Define expand?
I think you need to compress the height of the map. Your ramps look very steep and make for "shooting each others toes" gameplay which is annoying and ineffective. Generally you want something along the lines of a 2:1 height increase for stairs/ramps; 16 units along and 8 units up is a good place to start for steps.
The height difference for bombsite B is way over the top and is so high it renders any cover on the site obsolete.
Bombsite A is far too open and large, with barely any cover. I would halve the plantable area, and look about removing that staircase area at the back.
I think you've jumped the gun a bit of detailing your map seeing as no prior iterations were offered asking for feedback. You've made a much harder job for yourself to change anything.
You'd also fair better by requesting a map test and seeing how what you've designed plays out, and take every comment from it very seriously.
Good luck
MapCoreCS assemble!
We're getting a tight little group forming now which is nice, but we can still do with more!
It's a chance for everyone to mix it up a bit and learn from others. If we can get enough, we can use the server for mapcore 5v5s (aka Fnuggi kills everyone)
Quote from LizardPL@Fnuggi .I sent you a PM with bsp.
Why wouldn't you make the download publicly available so we can load it in advance?
Quote from PuddyGuys, anyone experiencing a lot of weirdness with the ranks? My Legendary Eagle may not be fully deserved. Why? Well, I'm Legendary Eagle Master now and I have no idea why. And my buds are too. What the hell is going on?
When I finally broke free of LE I found myself very quickly in LEM. I dipped a couple of times, but that was my next stable rank.
I think it has something to do with the crazy number of DMGs, a very popular smurf/alt rank, but also due to the high number, you often play a full lobby of DMGs. When you hit that first eagle, you start getting LEMs and occasionally the odd SMFC, which makes ranking up easier if you win, as they would theoretically be more difficult and consequently offer a larger reward. It works the other way as well in which you aren't expected to do as well against them and maintain the rank.
Those are my thoughts anyway, having been pinging between DMG and SMFC for a while.