This map has no advantage over any other in the contest; It's not like making a map has 'stretch goals' or anything. These guys need the next 3 months to refine what they have.
Posts by Vaya
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was looking at this map last night. Theme spaghetti; is it a visitor centre or a scientific outpost? why are the 2 things mashed together weirdly?
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thanks for deleting the vent. LU ❤️
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? I'll watch it but tbh I'll watch anything
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Areas like this having transparent windows really doesn't help any optimization you have set up. The cafe for example is VERY prop heavy (including dynamics) and you have it visible for quite a distance.
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2 layers of crates + pillars? bleh. Wayyy too busy.
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This building + the radio tower + the building in the other corner are most likely the core causes of your FPS issues. you can see them from everywhere. Having this many models so high up with no fade is bad idea.
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FYI what is happening here but my FPS hates it.
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Not sure what you are blowing up on this site (ladder safe?) but it looks weird as hell. Bar + building site and a neat flowerbed?

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Very weird trim. Crazy amount of lights (with entities too close to the wall.)[Blocked Image: https://i.imgur.com/hfYXXtR.jpg]

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I remember these stairs! they still look weird as hell. Why are they leading to some sort of building site pit too.[Blocked Image: https://i.imgur.com/cy9xlkv.jpg]
Why is the ground made out of floorboards here. Very weird.
I could do a lot of this but I guess the take away from this is subtly >>> prop spam. Less is more here.
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I thought it looked like some early gmod shit
posted ragdoll at an un-natural angle. It's lacking all sort of subtly- I guess that's the issue across most of the map though. 100s of breakable windows using the 'surf' version etc. it all adds up.There's a reason I removed all the underground stuff in CSGO too - it was always overkill for that site's design. Having 2 doors (?? :D) adds to that too.
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Awful framerates pretty much everywhere. Dipping way under 100 in areas.
I have a AMD Ryzen 5 3600X 3.8GHz + a 1660TI. I run on full settings (which gives me 300fps on most maps)
Map is quite simply 'over detailed' in places. It's very busy on the eyes, there's too much cover. Skybox and lighting doesn't help either. Simplify.
The whole 'crash' scene in spawn is weird and quite ugly.
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yeah that is fine. I'd suggest watching company logos etc tho!
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Quote from Byron
9 hours ago, Byron said: Overpass was the shittest of shit maps in 2013, now it's one of the best. Any map can be fixed, and I think a map as unique and well themed as cobble should be reworked
Overpass hasn't been around since 1999. People have been trying to fix this layout longer than you've most likely been alive. Core structure needs changes.
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I wish people would let this shit map die.
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what engine even is this?

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Quote from monolith
10 hours ago, monolith said: I'm not sure how that's a good point. That's like saying the ladder speed nerf in 2015 was okay because, "Oh, I couldn't do the ladder strafe to pallet on Nuke anyway!"
But now you will never be able to do it. Just like the self-boost. Now you will never be able to do the original jump in a match.
Times change.
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All mappers will be expected to join the playtesting voice channel on mapcore before their playtest starts. you don't need to talk if that's not your thing but you should be there for feedback

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as you hopefully know we did a special move of hosting @FMPONE's new cache on our faceit hubs. been very successful so far with 3500+ games played in just 3 days.
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playtest files are on discord. let me know if you need help getting them. thanks
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Quote from FMPONE
1 hour ago, FMPONE said: This is partially my fault. I thought it might be a good idea to do a “black and white” old Cache in that video, but they just turned saturation down 50%. Then when you see the new Cache it’s like “omg”, but the reality was it just looked like the colors were messed up. We need to take saturation down but yeah, gotta take some responsibility for that one.
I also should have unbuttoned my jacket on the desk, looked pregnant at times

oh well, no do-overs in life. Still pretty happy with how stuff went, and still a bit of work to do before release

goodluck with it! looking forward to the 10th
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Hi Guys, I've taken over playtesting from @MaanMan due to his other commitments. Thanks for all his efforts thus far. I'll probably be making changes and streamlining how I do things over the next couple of weeks.