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Vaya

Mapcore Staff
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Everything posted by Vaya

  1. Really enjoy this layout and I think the art is some of the best in the contest. I feel visibility needs to be a focus of future updates along with better signposting - in for example CT spawn - of what is walkable and what you need to jump to maintain speed. Not sold on the slow water thing but I trust bubkez and untor to make the right call.
  2. love this layout - currently I'd put this map in the 'upper mid' part of the top 10. Art is consistent but lacking cool focal points. Needs more hero assets on sites (rather than a crate factory) and some unique areas so players feel like they are 'traveling through' the map more.
  3. wait are you trying to change cache's models?
  4. this works for me - https://kvfilegen.appspot.com/ if you have issues you should explain what they are...
  5. Vaya

    [CSGO] Victoria

    https://steamcommunity.com/sharedfiles/filedetails/?id=1981491147 Testing link for playtest soonish
  6. can't believe people still play CSS to be honest. It's the worst game in the series.
  7. @filous Hey man. We'll test tonight but It'll be a 10vs10 rather than a 5vs5. It's way too early in the dev cycle to be committing people like that Hope you have enough spawns? Thanks!
  8. L 12/29/2019 - 22:02:05: [maptesting.smx] TearsOfPirates<6><STEAM_1:0:42972884><> at position (229.442962, -413.923370, 33.031250) has feedback: the map seems good overall, but just a tad dull L 12/29/2019 - 22:02:14: [maptesting.smx] 7ark<7><STEAM_1:1:52663775><> at position (842.694458, -426.321929, 95.031250) has feedback: a lot of quite thin hallways L 12/29/2019 - 22:02:38: [maptesting.smx] 7ark<7><STEAM_1:1:52663775><> at position (-306.579681, -1823.968750, 1.031250) has feedback: theres a random deadend that probably doesnt need to exist? L 12/29/2019 - 22:04:43: [maptesting.smx] TearsOfPirates<6><STEAM_1:0:42972884><> at position (2093.968750, -2148.968750, 95.031250) has feedback: don't make areas that seem walkable unwalkable L 12/29/2019 - 22:10:14: [maptesting.smx] =Oak=<8><STEAM_1:0:3178253><> at position (-317.346832, 380.203369, 1.031250) has feedback: door is ct spawn has gap L 12/29/2019 - 22:10:33: [maptesting.smx] =Oak=<8><STEAM_1:0:3178253><> at position (-117.938858, 379.761749, 63.391616) has feedback: door in ct span has gap L 12/29/2019 - 22:10:44: [maptesting.smx] HiddeH<4><STEAM_1:1:162877505><> at position (1379.546264, -1139.355712, 95.031250) has feedback: woodstack outside a has weird clippings you were not on the discord for it and neither were most test cancelled due to lack of people. here's your feedback anyway
  9. @Twan_Neppetest is in an hour + 20. make sure you're on discord for it
  10. Vaya

    CS_Apollo

    map updated with KV, updated radar and minor tweaks
  11. Vaya

    CS_Apollo

    I have a small list of tweaks to do so I'll add 'kv' to that list. Thanks again
  12. Vaya

    CS_Apollo

    thought about this, should I even bother with a kv these days? matches are still gonna be suicide squad vs gi joe. Thanks!
  13. Vaya

    CS_Apollo

    This map is now released (we smashed a bottle off the side of the BSP to mark the occasion). Any feedback you have would be loved and reviewed. Already had a lot of positiveness from people which is great!
  14. yanzl he's great at it
  15. @Radixthank you for catching it!
  16. I can't test a map then you crazy man. Can you choose another date?
  17. Vaya

    CS_Apollo

    updated again
  18. Vaya

    Halo Reach

    I just love how halo CE had that 'here is the problem, here are your tools, do whatever you want' approach. It was def lost in the sequels to a degree.
  19. I'd suggest doing a bunch of tests around the place if just for promo work, best way to get people involved. Adding some details about the sort of work you want done will also help
  20. Vaya

    Halo Reach

    Halo 1 had such a good campaign. Classic PC single player shit (on consoles first... :))
  21. Vaya

    Halo Reach

    @MikeGon are you involved in the CE port too? I've heard they are using the woeful PC version as a base, hope if this is the case they are fixing a lot of the issues?
  22. Connection Info CS:GO Server: mapcore.noob.club:28811 Location: Central Europe Slots: 20 players Discord Server Invite: https://discord.gg/nQWzYhX Playtesting Information Playtesting is held every Tuesday and Sunday, at 20:00 UTC (or UTC+1 during BST), with a maximum of 2 maps per session - 1 for competitive tests. Make sure to join the Steam Group and Discord Server for regular updates and information on CS:GO playtesting! As a map maker you will expected to be in the discord voice chat during the test for feedback. FAQ Additional FAQ can be found on the old playtesting threads & feel free to contact myself here or on discord (Vaya #0001) We are open to test any kind of layout as long as it’s not fundamentally broken. https://www.mapcore.org/topic/17116-mapcore-csgo-playtesting-40/?tab=comments#comment-359987 Submitting Before submitting please check to see if there is a slot are available on the day you wish to playtest by checking on the current schedule spreadsheet, and make sure to allow at least 24 hours until the date before submitting. Playtests are ran via the discord event function, you may need to speak to either myself or radu to book. Reminder – with Valve’s new moderation system do not update your workshop entry less than 24 hours before the test starts. Note: If you would like to resubmit for playtesting we generally request you wait at least two weeks before resubmitting
  23. looks very cosy
  24. Vaya

    CS_Apollo

    https://steamcommunity.com/sharedfiles/filedetails/?id=1206809088 updated! let me know what you think
  25. how about parenting a giant flashing arrow model to every player
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