22h of pre-loading. My poor, poor, internet.
E: Some mapcore people planning on playing multiplayer for fun? I am always looking for some cool people to hang out.
22h of pre-loading. My poor, poor, internet.
E: Some mapcore people planning on playing multiplayer for fun? I am always looking for some cool people to hang out.
The playtest today started off rough. As usual, the server filled very quickly, which isnt bad for the playtest but important for the later part of my story.
Anyways, I feel like the playtest today and some of the more recent ones start to fail to achieve the quality that the playtest once had - even though the plugin improved the overall feedback system a lot.
If it wasnt for that one incident today, maybe this discussion wouldnt have started but basically we have now people on the server that are behaving as if they were playing on any random public server.
I'm not dropping names, but generally this regards even somebody that did give some feedback, then started fooling around like hiding in spawn or asking team mates to die in order to "clutch", essentially, wasting everybodys time on the server while not bringing anything productive towards the playtest. Some people stay very quiet throughout the game which is fine, of course, but I dont see them post in the respective thread after the PT either... I understand that the purpose of these playtests has always been that they are public and nobody other than the mapmaker should be priotized to play. But recently, the number of "random" people has grown. And I really do not want to insult anyone with that word, it's just some word to describe people that I havent seen actively giving feedback nor participating on the forums. I personally do not mind too much, but I just think it won't benefit the playtests in the long run.
I think Vaya (?) caught on to my suggestion of making the playtests "invite only" and suggested posting a new password each time in this thread when a playtest starts for the 9pm reminder post. That way, it would at least gurantee that the people that are playing are actually checking the forum thread and care enough to do a playtest. A more complicated system would be a hand-picked honor system for people that apply in a seperate thread/via PM and can provide evidence in the form of feedback posts they made on the forums. Those players could either get priotized access or if it becomes a large enough amount, it could be the actual requirement to be able to participate in a playtest (whitelist system). While that wouldnt necessarily increase the quality of the feedback, it would at least increase the amount.
Anyways, these were just some suggestions that originated in a discussion today during the PT due to a few instances of people going AFK while the server is full or people not doing a fine job actually testing the maps.
that band has really captivated me.
Also Ive been listening to the new Arjen Lucassen Project a bit:
Just to mention it once more: Get rid of the 64x boxes. Add additional cover to A site's ramp and maybe do change something about the line of sight from A site to A balcony so Ts can cross more easily.
Thematically, pipes could probably work. There are 5v5 playtest, I suggest contacting RZL as he usually organizes those.
Scratch my earlier comment. It's actually veeeery nice, not just good. I realized how fresh and new the map now feels. There are so many strats that Ts can pull off here. It definitely took away the heavy ct bias the map had. I'd love to see another mapcore playtest for the map and especially a 5v5 playtest.
Quote from MuffinIt takes a long time to get to b from terrorist side though.amiright?
that isnt necessarily a problem. It also takes long to take A on inferno for example. Or Season.
The power generator underneath A window has made the map much more interesting. You can boost there to get another very cool position to hold from. Overall, these changes really improved the playabilitiy of the map.
I liked the map and especially the levels of elevation, but there are a few concerns I have:
[Blocked Image: https://i.imgur.com/1WBysaT.jpg]
Yellow/Green: Remove the second path mid, make it an alternative rotation route for A. This should allow rotations to be done much quicker and also enable CTs that are pushing A site to flank. Currently, A is a very passive spot to play, held mostly from mid and the window.
Red: Add a sight cover or a roof or something for the Ts to be covered from window. There are just way too many places you have to look, especially window and ramp. The container could be flipped to adjust for such a change to hope up the line of sight behind the red area. Also add a box or something to land on for CTs that hop out of window into A site.
Yellow/Orange: Add aditional paths for B. Currently, holding mid cuts off B completely.
Blue: Move CT spawn back a bit, but only if a fall damage cancel option is added for the window room to accomendate A rushes.
Fingers crossed! Would love to see this in the next operation!
Will zoo and resort be ready for this operation?
Just wanted to let you guys know:
http://steamcommunity.com/groups/CSGOMap…018761209500723
Deadline is March 9th. I'd be happy to see some maps from this community in the upcoming operation!
E: Probably should have added "CS:GO" to the thread title. Welp.
I need to make up the ranks that Ive lost the last time I played with you and doom x) I am certainly interested. I think I could be there 2-3 times a week, depending on the day.
rzl will you open a thread for de_resort for some feedback? :3
I mean, it would work, but it wouldnt be fun.
One mid, two bomb sites, two connecting paths to each bombsite. Each bombsite is just an open field with a few obstacles with one main entrance and once side entrance.
The way one could "execute" a play on this map would be extremely limited and also the layout doesnt propose too much of artistic freedom to make it stand out.
Quote from blackdogi love parov stelar! I must check concerts, I was hoping that moving in a city like London I could catch on some big gigs more easily, but still haven't been to any
There's an amazing spotify playlist with a lot of nujabes / jazz like songs
Samurai Champloo and true beats
a bit more jazzy hip hop than electro but still, I assume both of you could enjoy it
I had the pleasure to see Parov twice due to living in Germany (he's Austrian but he tours here frequently) and I love that playlist.
I have a twitter, where I mostly post about my speedruns, dank memes and sometimes complain about how shitty MM is...
Post-Rock / Post-Metal mainly.
I actually felt like just by the timing, mid was T sided. You could smoke off the lower CT path quite effectively and also take control from that upper part of mid. CTs only have 2 entrances + the ladder has some weird timing that depends of if Ts push the hallway to ladder or not. Generally, I think mid should be less of a rectangle and offer more variation/cover for CTs but at the same time should prevent them from pushing through and backstabbing Ts too easily if they decide not to hold mid.
E: Did you record the match? If yes, try checking out the last 5 rounds of the first half and pretty much most of the rounds of the second half in my perspective. I focused a lot on mid and tried different smoke/flash tactics to take control. I was successful on both sides but I felt like a well placed smoke thrown from T spawn into the left mid entrance of the cts was already enough to be able to push towards ladder or the right entrance of mid for cts. The timing difference of both entrances for CTs is huge.
This looks so much cleaner. The layout is great as well. I'm looking forward to the playtests ![]()