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Posted (edited)

Playtest 02.01.14

  • Squad's de_zoo
  • RZL's de_bagra

Playtest 05.01.14

  • Setin's de_plaza
  • Jebus' de_rostok

Playtest 07.01.14

  • Radu's de_muskeg
  • Jebus' de_rostok

Playtest 09.01.14

  • kinggambit's de_fracture_b
  • LATTEH's arms race map

Playtest 12.01.14

  • borgking's de_core
  • tomm's de_shade

Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 GMT+1. We playtest a maximum of 2 maps per playtest.

For map creators:
If you want your map tested, post in the thread and suggest a day that is suitable for you. If the above mentioned time isn't a good fit, let us know and we can probably work something out!

Prior to the test you will have to send Roflzomglol one .bsp file, one .nav file and an optional .kv file. All custom content (models, materials, sounds, mapradar) needs to be packed into the bsp. For this, you can use Pakrat. He'll take care of the rest!

 

 

I'm making a schedule like this every now and then (~weekly). Meaning: submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours. Happy New Year, dudes.

Edited by roflzomglol
Posted (edited)

Eh sorry, is it possible to change my schedule to earlier slot (preferably 7/1/2014 with Radu)? I will most likely be busy in the middle of January and don't want to risk missing the test session.

 

EDIT: 9/1/2014 will be fine. Thanks again!

Edited by kinggambit
Posted (edited)

Since the new year started i got a little time again, so i would like to have my map de_core tested on sunday the 12th, preferably in a competitive setting.

 

Edit:

Removed the download, since i forgot to include a few files.

Edited by borgking
Posted (edited)

Alright alright alright! Playtest of de_fracture_b and ar_retrofit is starting now! Come join us! 78.46.119.137:27016

Edited by roflzomglol
Posted (edited)

thanks to everyone for playtesting my map and giving feedback! Gonna clean up the areas and make ct-side of mid simpler. Didn't seem as T-sided as I had thought!

 

I try to make it for next session. Was fun!

 

EDIT: for retrofit, made a quick summary of some of the issues i saw:

gj07Pr9.jpg

If one team controls the other's spawn, they have really strong positions (high ground, lots of cover and areas to hide in). Factor in the long distance to get out of of spawn (which nullifies the few seconds of invulnerability which usually wards off spawn campers) and it's tough to get out of spawn.

 

As for the second note in the image, I think the map's fine for now. I think I'm just accustomed to the faster paced style of the stock ar maps. 

 

Also, the upper ladder area is pretty easy to control; you have a really strong position of guarding the opponents' middle route and can prevent them from going up.

Edited by kinggambit

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