Valve takes action and patches the R8, 2 days after release. It feels a lot more balanced already ![]()
Posts by Logic
-
-
Quote from jackophant
Valve's approach so far seems to be make a weapon BETTER than anything else so everyone uses the new OP weapon and they get lots of usage data to best know how to tweak it to fit into the game.
^ This is probably the most accurate statement yet!
I don't like the secondary fire at all. It's way too random and powerful in close quarters and getting a kill with it is just pure luck. The gun should work well at a distance but not up close

-
Does anybody know how many of these changes will be applied to this weekends ESL ESEA Pro League Season 2 Finals?
I'd love to see some pro players use and abuse these new additions to the game, to see if it's really as bad as everyone seems to think :v
-
I don't know how relevant this is, but I'll mention it here anyways.
When I browse the forum on my iPhone (5s) the threads show up as in the picture below. However, some threads with multiple pages has the option to skip to the last page (de_meat), while others (de_monaco & de_sawmill) doesn't. I've noticed that this only happens when the thread has less than 5 pages, which means it might be intentional, but I would find it handy if it showed up for all threads with multiple pages.
The content cannot be displayed because it is no longer available. Do with this as you please, it's nothing major anyways :v
-
Quote from FMPONE
Lately I've been chilling with my GF and my cute dog. Life could be worse. How are you guys doing?
I'm working on my final project before graduating. Will try to get a job before February!

I've been living with my GF for 3 months now and it's great! Just got a long HDMI-cable so that we can play games together in the living room (trying to show her some fun and simple games to spark some interest) :v
-
Quote from laminutederire
Why do people keep cheating? You have absolutely nothing to gain with that... you get a better rank but you won't enjoy the game more since you're cheating... they just lose money buying the game every time. Guess valve has an interest in all that, but the cheaters don't so why bother?
I personally cheat on gta V alone when I just want to have some fun doing something only cheats allow me to do that. You can cheat on cs go on a server with all your friends if you want to do that with them too, because they are in the same state of mind that you are so it can be fun, but in matchmaking etc it's basically useless
Well, I don't think cheaters is trying to achieve anything, they just like being superior to others, and since CS is a very skill-based game it's hard to achieve legitimately. Cheats let them play the game the way they want to, but at the cost of others enjoyment, which is why I despise anything cheating related.
I don't know if you are referring to cheating online or offline in GTA V. I've encountered some obnoxious cheaters in online mode that spawns in 50 NPCs around you just to see you get tazered to death. I do however think that GTA V needs a game mode that you can play with friends where anything could be spawned whitin a click of a button, just to see what types or scenarios people could come up with. This would be the ultimate chaos mode, but fun with friends that are all in on the idea!

-
-
Quote from Vaya
send to @FMPONE he's still the one maintaining the map.
I thought it was Valves property now :v Thank you, will do!
-
I just found a spot on Cache where the bomb can get stuck indefinitely. Should I report this to Valve and, if yes, how do I do so?
-
Quote from QuotingmcDisplay More
A lot has been changed! Workshop is up to date (may be black textures and out of date radar as I am lazy and run test updates on it regularly) , feedback is very much needed and appreciated!
Link: http://steamcommunity.com/sharedfiles/fi…s/?id=553156940
New mid to A connector (rotation times from 9 to 13 seconds):
Hidden Content
New CT Spawn entrance to A and Mid plus the return of the excavator:
Hidden Content
New fancy T spawn (Very work in progress):
Hidden Content
New back path to squeaky to allow T's a safe route of crossing the T side of A:
Hidden Content
I still think the main issue is still apparent: the size of the map.
You can still hear the bomb go down from the other site. I like the layout a lot and think it would play really well, but everything feels a bit too small atm. Making new connectors is fine for now, but I still think you have to redesign them once you make the map bigger.
Take the Mid-to-A connector for example. It's very U-shaped and while that increases the time it takes to go from mid to A, it feels a bit forced. I have a suggestion, but there are multiple ways of solving the issue at hand. Figure something out that works well

Paint FTW! :v
-
Quote from Overdoziz
If you want to have a middle that is easily controlled by Ts I suggest taking a look at Dust 2. A perfect example of a middle area that is easily controlled by Ts, but also gives CTs some interesting options. Right now I feel like the options for the CT holding mid are a bit limited. (I did like the window you can throw flashes through, though)
Looking at D2's mid tells me that even though CT's can't hold mid completely, they can still hold strong angles in order to know what's going on in mid. I will look into redesigning mid so that CT's have more options to engage the enemies
Quote from TykerIf it's very easy to do so and not hard to figure out, then wouldn't players have done so during the playtest to make themselves not die on long B?
Many people still died there every round. The screenshot with all the dead Ts on long B stands as evidence. (Unless you're going through the demo and finding completely different evidence, in which case disregard the rest of this post!)
If it's easy to do and figure out for you, that's fantastic! But apparently most players didn't. And in the end the map is not just for you to play, but for (hopefully) a large amount of different players. A big building on the side, for example, could really solidify the idea of being able to throw grenades onto it to many different players. Especially if you add reflective windows or props at certain locations to guide the aiming of grenades onto it.
I believe that the reason so many T's died on B-long was the bad lift model that was placed close to the CT's. A lot of hate was directed towards this, and rightfully so. I wasn't happy with the timings to this area and door control was too CT-sided. There was a lot of other issues in this part of the map.
The smoke is very easy to learn if you take 2 minutes to learn it, that doesn't mean that everyone in the playtest will know how to do it first time playing the map and I don't expect them to. But, I don't think adding a wall that makes throwing smokes easier is the way to go.
-
-
Quote from Tyker
Haha, time for feedback!
I'm not gonna quote that whole shibang! :v I am however going to try addressing all of the notes you made down below!
- The bad walkable parts on B will be executed better next time, I was just lazy.
- The dead end in T-spawn will either lead to somewhere or be removed.
- Porter potty's on A has been blocked off to prevent confusion.
- Slight detailing oversight in T-spawn, doesn't really matter if I'm honest.
- The elevator spot on B caused a lot of frustration. This will be addressed, but I think B will be reworked and move away from the B-long approach.
- I understand players when they want to smoke off B-long from T-side but don't know the proper angles to do so. It is however very easy to do and not that hard to figure out. I just think players need too look for a way to do it and they will find one within minutes. Playtest is playtest I guess.
- The other dead end in T-spawn will also be removed.
- The changes to the crates on the way to upper A (for T's) was last minute, that's why it looks odd, but I've made sure that the bomb couldn't get stuck there.
- Windows in the barracks would look really nice! I'll try to add them in a bit further ahead into the detailing stage though.
- The "red route" has been removed. It was originally connected to mid, but the door was removed and moved to a less useful position.
- I did smoothing on the crane, but I think it was left out in this version for some. My mistake.
- I will try to rework upper A to something less "corridory", starting with removing the wall you marked.
- Extra areas are never appreciated in playtests and I can see why. Upper A crate corner has been removed.
- Glad you liked fighting in upper A. It will be reworked but I will try to keep some things about it intact.
- The crane did look cool! I'll try to keep the angle throughout development!
- Cubemaps doesn't really change how the map plays, but I guess I can add them in.
Thanks a lot for the feedback. The pictures really helped! It also helps me to write all of this down :v
Quote from OverdozizMy feedback condensed one neat picture!
Also forget to put in there that because the CTs are so exposed in middle that they basically can't stop Ts from taking control of it through either of the entrances. If they try to the upper area Ts can just push the bottom area no problem and if they try to hold the bottom area they expose themselves to the upper area. Lastly, I feel like because of the entrances to either of the sites CTs can push up a lot which causes most of the fights to happen on the way to the sites instead of on the site itself. That's not necessarily a bad thing to have on one of the sites, but both sites seems much.
Overall I'd say the map is coming along nicely, though.

Thanks for the feedback, picture and words of encouragement! I think that I have addressed most of the issues above except the mid conundrum you mentioned.
I want T's to have more control over mid because I want the chokepoints to be in the tunnel and top-mid doorway. There are strategies that CT's can pull off to easier get control over mid however, but this is a playtest and no-one has really figured any smokes or strats yet. That said, I will try to redesign middle since it seemed too easy for the T's to push upper mid and go towards B or CT spawn.
Again, tanks for the feedback! Opinion in text really helps a lot!

-
Quote from gav
thanks for the reply.
Its good to get feedback. I have played it on test against bots so many times it is less confusing but i do appreciate a fresh set of eyes. I initially started this map for a 32 player server so the size and number of routes is based around that. The lighting rule i have addapted was that your weapon never goes black even in a dark area so the sewer area needs some more tweaking for general visibily .
if it was possible to get even close to competitive level i would be happy to do a lot of work. .
As for any competitive level you should use the standard brightness and place bots (both CT's and T's) in areas that are dark or cluttered and see how easy it is to spot them at a distance. It's the best way to test visibility.
It is more than possible to get this level to a competitive state, you have to remove a lot of routes though. I'd say that you should remove the upper routes in middle as a start since these are very OP for the defenders. The good part is that you've already done a lot of detailing in these areas, so you can just block of the routes but keep the detail. The vertical detail will instantly look amazing in mid

Happy mapping!
-
This is an incredibly complex map...
The map looks nice, but it's incredibly confusing to navigate and it is far too cluttered to be a competitive CS: GO map. I could see this map being fun to play in like a hide-and-seek gamemode though. If you want the map to be competitive you have to make some drastic changes to the layout.
Other than that, the sewer area is way too dark, there is nothing keeping players inside the map (2-man boosts outside of the level), the overview is very messy and there are probably 50+ places that needs clipping or else the bomb might get stuck.
Quote from gavlower connector was closed but can still be used as a peek for CT.
Please start by removing this. It's basically useless and only confuses players.
Have this map ever been properly playtested? I think you should sign up for a playtest but I'm not sure they would allow it here on MapCore, you could always try though

If you want this map to be competitive, you still have a lot to do. If not then it would probably serve as a fun map for chaotic gamemodes and as a good reference to what you can accomplish aesthetically

-
A-site looks cool! I like the new look of the connector from mid

I do however think that the site feels a bit small. I noticed this in the previous playtest but didn't mention it for some reason. Personally I would like some space that the CT's can fall back on in case of a rush that gets out of hand. I think that taking away this wall that is sticking out might give CT's some extra breathing room

The map is looking good though! Keep it up!

-
Quote from Panda
Coming to think of it, both sites are extremely hard to hold for CTs. From 2v2 playtests it is quite hard to determine the successfullness of a site. To fix this add more cover and make the site considerable bigger. Also, maybe give CT boosts and strong positions in which to hold the site to give them an advantage over the already advantaged Ts.
I agree that both sites are really small, you should really look into making them considerably bigger in size

-
-
-