Chokes need widened imo
Posts by Vaya
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I'm starting to like train. need to learn some smokes for it.
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One thing I would suggest - use the theme to present the layout. I don't think you should be trying to do it the other way.
The layout is the core of a good csgo map, this is why most people on here playtest their layouts without textures or detailing first

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Cat is probably better than me

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Okay here is the current routes through the map. This list map be incomplete but it's all the ones I saw last night on my quick 2nd run through.
[Blocked Image: http://i.imgur.com/XGf97th.png]
here are the changes I'd make for a first pass. (please note this is only personal opinion and I've not tested timings in regards to chokes- this is just in regards to the sightlines and giving the map a more structured layout)
[Blocked Image: http://i.imgur.com/R9ZVxYr.png]
here's the new paths from this:
Let me know what you think

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And I have to say I am more than disappointed at some of the comments on the PC Gamer article directed towards FMP. Such as how he should get a real job or how he doesn't deserve to be paid but they do deserve free mods. Just makes me shake my head and facepalm.
To be honest the reason behind the operations needs to be highlighted more with Valve clarifying exactly what you are paying for. People seem to have forgotten the mission statement that came with payback- I saw a lot of threads for vanguard saying things like 'I payed $10 for crap drops, wtf valve!'
I think they muddied their original goal with the CSGO ops by adding that mission structure to the game. I think it's still the best example of how rewarding content creators can improve the game though, Valve should of led with something similar (maps(locations?) + single player missions) for skyrim rather than weapon skins and horse testicles

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Have you changed and recompiled the BSP since the playtest? you need to rename it first or you'll get this issue.
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I think it should. That's the only issue I could see with the navmesh on your map. pjw0 and I both generated fine though- maybe it cuts out on older hardware?
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Hi
the issue here is you have T spawn in an unreachable position- the engine is spreading out the mesh from T spawn then shitting a brick and dying. put a t spawner on the ground to generate your mesh (you can delete after)
Map is well optimised btw
Full compiled in like 3 seconds 
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Just ignore things like that. If you want to improve your designs and map making and are willing to listen to feedback then mapcore is the perfect place for you.
Playtests focus (I would say the voting aswell) on layout first and foremost- you should too. Texturing can come after the layout is more solid

I'll have another run around the level and post what changes I would make. My goal would be defining the routes better which should lead to more predicable gameplay.
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Quote from Vorontsov
Illegal immegrant for the 9th year now, I can't go back to Russia because I can't write in it, I can't cite the alphabet and I can only talk with words that I remember when I was 5 fucking years old. Also it's a shithole that hates minorities like my dad. Y u do dis Sweden, I'm Swedish in all ways a guy who doesn't come from Sweden can be. Except for ethnical, didn't have the luck to be born here..

I thought sweden was quite open and liberal?

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Quote from Puddy
They blocked all the withdrawals/purchases so it's all good. Apparently some piece of shit copied my card during my stay in LA (the attempted purchases were done with a physical card with a copy of my magnet strip). Hmm, gonna pay cash next time.

seems to always be on holidays that this shit happens.
I got one of those new contactless cards yesterday but I really don't want to use it anywhere.
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you should ask a mod to move this thread to 3D. this section of the forum is for finished projects.
After playtesting this map last night:
- Way too many routes/too open. you could close off a couple of the buildings to improve gameplay massively. Not every area of a map should be open and playable! I can help with this if you want.
- Design chokes where the CTs and Ts meet to make the gameplay more predicable. I was getting blindsided most rounds by seemingly random encounters.
- The Theme of the map is muddled. why do you have a swimming pool and a belltower on a farm? Why is 'kill them' written in blood decals on a wall?..
- Random areas added to 'slow' rushes. With proper chokes you won't need this.
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Quote from Vorontsov
I really like when people do this and sometimes I would love to try and give someone else my project to help me but what is stopping someone from taking the .vmf and keeping it / using it as their own / publishing it etc? Is there some sort of protection against it on Mapcore or is it just based on moral and trust?

not much in the way of protection but you can just decompile most bsps to grab the VMF anyway. I don't see why people would steal creations as it's not like they have anything to gain...
If you're an active poster on mapcore I assume you're at least mildly moral about these things

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can you upload the VMF here and I'll have a look at it tonight? It's probably your brushwork.
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Fuck that. Really paranoid about that happening to me.
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Looks much better imo.
Have you fixed the timings?
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It's really about the size of the choke as any player that knows what they are doing will always stay close to the edges of the choke when peaking to minimize their hitbox
think about how the areas I've circled would affect the gameplay.
[Blocked Image: http://i.imgur.com/m7MEVlt.png]
The issue is much more with head/torso height cover created with the brushwork than lower body stuff.
