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baem123

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Everything posted by baem123

  1. not sure if these nuke containers fit here, maybe its better to work with completely different / your own props, especially because they are everywhere around the map tiny italy like houses look awkward next to the skybox as mentioned above colors/lights need to be reworked completely. here in B i have these blue shadows. im using minimal csgo settings. furthermore i still see some opportunities to improve the layout as i wrote some time ago on the first page in my second posting.
  2. i didnt read mapcore for some time, but today i remembered, that there should be a playtest today. sad to see that this playtesting section is no longer active like it was some month ago. there were always 2 maps at every playtesting day and the server was full. hope you get more submissions again in the future.
  3. good luck with your game! "Special q: which suссubus you like more?" Number 2
  4. the great master of cs mapping gives me a early chance to tell him my thoughts on his next map? dont want to miss that one First to the Bombsites: I have to say that my biggest concern about your last map was the similarity of A and B. In this map both bombsites offer a very similiar playstyle, too. Boths spots have around 3.5 entries and you will often try to hide in one of those arms till the CT touches the bomb. Both spots have only one small wall near the bomb for another option (especially B, A has one extra option between the wall with the crack and the crates). The A site is okay, and is clearly the better one. Stick to it but change B nearly completely to change the playstyle around the spot. Its not fun to get a shot in the back while defusing at B 90% of the time. btw the crate at the B site is not high enough. you dont feel safe while planting in the corner. screenshot of B: screenshot of A: Mid: Mid feels CT sided (it doesnt mean it really is too much ct sided, i tested this map alone). Ofc the wall where my crosshair is pointing at is too dark (even for a playtest). While i go along the only possible T path, except the boost/jump spot, i feel even more uncomfortable and feel a real disadvantage because i have to worry about both sides of the big crate and a complete different angle, the wall to the left where CTs can surprise me from the back. ------------- 10 mins later: I changed my view about mid ^^. Yes you can feel uncomfortable as a T but it can be similar for a CT and mid offers a nice tension. Otherwise i really like your play with these different heights in most places around the map. Maybe the direct way from T spawn to B needs some more cover. It feels very open. But a more natural fitting thing might be better in the end then my drawing. depends on the theme. hope i offered you new thoughts.
  5. im allowed to discuss everything about a posted content except the reaction it may cause? where can i find that rule? maybe there is no such rule and im allowed to write my opinion. it doesnt matter what anybody says about anything if its his personal opinion? i never wanted to control other peoples way of thought and its not bad to be sensitive. i didnt say anything like this but you imply that. dont discredit me, i dont have to leave. i made the first comment here that had to do with the map while this thread was open since friday. thats not a derailing of a discussion. in fact you answered my post which made it a discussion. i didnt deny you or anybody else to post other feedback. i dont need to apologise.
  6. is this really the problem here? everybody would discuss the design of this "beautiful" map if it would be called cs_drink? i dont think so. the problem is not that there is no discussion about the "content"; the problem i see is that somebody wants to show his map of the PULSE shooting, mapcore gives him a stage and most users defend this map.
  7. what the hell are you talking about?? what would I think about this map if my friend/son/brother/sister died at the PULSE nightclub? someone finds it funny to replay the death of my son and his friends in a computer game called cs? I would have a dissenting opinion for sure! it is not weak to censor yourself in this case. you could hurt someones feelings.
  8. you really want to make a hostage map at a nightclub called pulse??? dont do this! i would delete this if i would be the admin before any US newspaper finds this.
  9. what a time to be alive
  10. dont know why everybody wants to make his own server so quickly. im not sure if the playtesting server is only used at thursdays and sundays, but if this is the case, id use the playtesting server for this. much higher chance to get a full server sometimes because everybody has this server already in their favourites. ofc playtesting server admins would need to agree. The server might be even more crowded, if not every day (except thursday and sunday) is reserved for an unknown map evening, but only one or two.
  11. i think i played v2
  12. http://imgur.com/a/XUn7G
  13. Ive played all recently released maps today. To be honest im a little bit disappointed of Thrill. Ofc its no bad map, but i doesnt feel ready yet. I got stuck at every corner at the A site. I hope i dont sound too harsh, ofc it maybe still one of the best 100 maps ever made :), but i think there is still work to do. Looks like you rushed the release because of the operation deadline.
  14. beautiful greybox, gives me a wanna play feeling
  15. walls and roof are excellent. maybe you could make the hallway even more perfect if you would start experimenting with the floor. i think it doesnt fit 100%.
  16. i like this map a lot. the outside lightning, the rocks, these wooden planks in the ground an the detailing inside the buildings are all beautiful. In this spoiler are many problems i found (i guess you are already working on most of these):
  17. im glad that you gave us another update, unfortunately vide may have done sth wrong. there are black boxes and wireframes everywhere, while i didnt turn the wireframe mode on. interesting... i restarted cs, but the problem remained.
  18. ive used only hammer till now and im interested in newer tools like ue4, but i think 4 weeks are not enough for a good map concept. id need atleast 2 weeks to play the game and get a feeling for it, plus 2 weeks learning the ue4 editor, before i could start. im not sure if 2 weeks of playing could be enough, i dont think anybody who played cs for 60 hours can do a really good cs map.
  19. How many years are you working on this map?
  20. impressive! nice models
  21. At the last playtest the ip was 94.250.201.180:27016 (same ip but port is 27016 instead of 27015) I dont know why it was not changed in the first post
  22. small tip: you can use "cl_leveloverview x" for better screenshots. you will need it for a radar, too.
  23. baem123

    WIP de_bay

    layout is looking good, cant say more without a playtest yet. you could change the floor texture to a different one
  24. well, i understand that you dont want to share everything with other communities, especially because everything is on average at a higher artistic level at mapcore than in other forums. but thats no reason to hide the mapcore ts-server from newer mapcore members in my opinion. you can easily set up channels with passwords or ranks for staff/really good mappers/old users wich gives them permissions for special channels. you could also deny any poke/direct contact/spam from new ts users to other groups as described above.
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