haha I clearly need a new processor as my i5 750 was struggling to even unpack the game.
Now I'm verifying files because it boots and then closes itself instantly.
I've been fixing stuff all day, I can't be bothered with this ![]()
haha I clearly need a new processor as my i5 750 was struggling to even unpack the game.
Now I'm verifying files because it boots and then closes itself instantly.
I've been fixing stuff all day, I can't be bothered with this ![]()
Yeah in that GDC presentation volcano said 1-2 jumps max per map. Add too many and you're increasing randomness (players have to find these jumps and understand them to add to their gamesense for that map- if that makes sense) and decreasing playability for lower skilled players.
I got a message this morning saying the game doesn't work if your windows account name has special characters in it. Fair warning for the mapcore polish contingent ![]()
RZL can you fire my demo/feedback in the google drive when you get a min? Mainly the demo I'm after as I got the gist of the feedback during the playtest
danke
it's passworded. I've guessed 'password', it did not work
yeah your light enviroment is pointing straight down. you should have it at a more natural angle- use dust2s settings to start maybe?
The layout seems quite broken:
-There's a ladder near B that literally takes you out of the map. I thought it was a glitch so I tried it again- nope!- you've literally got a ladder that takes you out of the map. Use clip brushes to keep players corralled in the designed area.
-you have very long sightlines. Unless you want it to be an AIM_AWP map you might want to spilt some of your corridors. Add some variation and create new angles.
- Seemingly random cover, only on the bombsites though. Too much cover on the bombsites, not enough everywhere else.
- Mid is quite boring- two paths with a join in the middle. Not only that it's almost impossible to smoke off one of these paths due to it being pretty much exactly the width of a popped smoke grenade- if you're one iota off the centre with a smoke the CT/T side will be able to see you through the edge. This map would probably end up incredibly Tsided too due to the ability for them to 'divide and conquer' via mid.
- Doors are random heights. Use one of the doorframe props to make them more consistent.
-Microleaks everywhere. Are you working offgrid? you need to use brushes to the power of 2 or you're going to have a bad time later on. You should look at optimising what you have now as it'll reveal a lot of things you've missed *cough* func_detail *cough* *cough* nodraw *cough*
you'll have to do something about the upper level of A. It's like one giant camping spot ![]()
Quote from jackophantDisplay MoreWe just had another csgo game, good ol' matchmaking smurfs!
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.
It'll something that will get better with time. I've learned a ton playing with you guys across a couple of games and I'm sure others have too
I think the best time for further games is after the playtests- everyone is around and more people can get involved as they wish
did you make this using the vertex tool or the clip?
I think we need a 'post your workspace/battlestation' thread ![]()
Edit- there's a page of things between this post and the thing I was talking about. wups.
Pretty cool so far - I ran the numbers and it checks out bombsite pathing/rotation wise. 2 minor gripes:
-Face the T spawns forward towards the bombsites. theres currently 2 90 degree turns to one of the paths from spawn. 180 degree turns out of spawn are a little weird and should be avoided imo
- Get rid (or change) of the ankle high windows on mid. ankle shots suck.
CPL still owns the rights for all the layouts, I believe, for sole use in their (defunct) CS 1.6 leagues.
I thought Cevo was the same but it looks to be a lot more open. Tuscan was made as a licence-free cevo version of CPL_mill
10 vs 10 is always going to be a bit cluster-fucky.
Maybe passworded + invite only + pre-criteria-ed 5vs5 games should also be scheduled separately for most in-depth appraisal.
Had a run around of V2. The new mid/hanger area is going to be really interesting to playtest! I expect a couple >10 second plants on A as it seems like a really fast meet.
Still not sure about the T approach to B and the bombsite still lacks after-plant cover. Overall though much improved.
let me know if you find any noob guides for it ![]()