blackdog Posted July 24, 2013 Report Posted July 24, 2013 (edited) No, the problem i've explained here, i get it on any public server i've tried Not that I have tried all the servers out there, but i guess ~10 times is enough(?). I just started always playing with the matchmaking or on "only" servers.I assumed it's because of the Mac version, but seems ridiculous.Yesterday night it also happened i was kicked to the main screen after one changemap occurred on an official server, then every time i tried i was getting this version error (".pak not matching") as soon as a map was loaded. The error got fixed by verifying the game cache.It could be a steam workshop issue. I've had troubles automatically downloading updated maps from the workshopYou mean a map that has been updated, or a map that one would have already downloaded, and got updated? Because i subscribed to Compound just this evening. Edited July 24, 2013 by blackdog Quote
selmitto Posted July 25, 2013 Report Posted July 25, 2013 (edited) de_blackgold I had a lot of fun playing this map. Though, I believe it'd be better if it had some routes removed. It reminded me of Call of Duty maps. Because of the so many routes, it becomes risky for the players to stand still as there would be a good chance for them being flanked by enemies from where they aren't looking. The result is: players running around and getting killed easily. I don't wanna sound as if I thought the map doesn't fit CS' playstyle, because I'm all up for maps with new ones. But I still think some routes could be removed and the map would benefit a lot from it. On the CT spawn there's a staircase that looks like it's possible to go down using it, but although its width makes me think that that's a possibility, it's blocked by a clipping brush. I'd suggest adding a grate or some prop there later. I love the theme (oilrig, fuck yeah) and the catwalks are awesome! cs_compound I really enjoyed the map! The hostages room are really well lit and they look beautiful. I believe the map would benefit if the outside area was a little shorter/ less open, you know? Ah, the hostages assets weren't present in my map (they were as big and red ERRORs), but I believe that's something to do with the fact I moved the map from the workshop folder to the map folder. I took some screenshots with more feedback: It looks like it's possible to hide in there. I'd suggest removing the clipping brush, or adding some prop to block that fitting the theme. The reflection on the water puds in the tunnel was a bit broken here. Does it happen in your games too? This is the T respawn point I mentioned. I respawned here a few times. If I walk backwards, I fall and lose 12 HP Suggestion: it would be nice to be able to jump on this crate and then jump on the container to cross the wall quickly... what do you think? Great map Edited July 25, 2013 by Al Anselmo~Intelect0 Quote
blackdog Posted July 26, 2013 Report Posted July 26, 2013 Yeah, in the end we played Compound, but I was able just to play a couple of rounds as T (and got killed early) and one pistol round as CT (then server crashed?).Looks pretty much the original map, with its pros and cons: wide open areas that makes it merciless; i guess the tunnel was added for that reason, but i didn't get a chance to go in it.CTs can already jump the fence on the right-hand side of the spawn, so I don't think the container other already mentioned should be climbable by a lone player, because with the tunnel, they have really a lot of ways to get in. Of course Ts can adjust and play accordingly, but then maybe some spots to camper in should be added(?).It all comes down to how close the map has to be to the original. Quote
Puddy Posted July 28, 2013 Author Report Posted July 28, 2013 Next playtest is slated for Tuesday, the 30th of July at 21:00 GMT+1. Agency will be making an appearance! There's been some pretty major changes. As per usual, write in the thread if you want a map tested. Quote
FMPONE Posted July 28, 2013 Report Posted July 28, 2013 Agency! Will it be all nice and arted up? Quote
Puddy Posted July 28, 2013 Author Report Posted July 28, 2013 Agency! Will it be all nice and arted up? Unfortunately, no. The artpassed version is in a separate file. I'm using a barebones version to playtest layout changes without messing things up. Quote
FMPONE Posted July 28, 2013 Report Posted July 28, 2013 (edited) Agency! Will it be all nice and arted up? Unfortunately, no. The artpassed version is in a separate file. I'm using a barebones version to playtest layout changes without messing things up. >: ( you and Rick should post some WIP images for the world to see ! Edited July 28, 2013 by FMPONE Quote
OrnateBaboon Posted July 28, 2013 Report Posted July 28, 2013 cs_compound will also be in the test. The server was a bit messed up the last time, so when it came on there were only a few players present. Quote
TarrySruman Posted July 29, 2013 Report Posted July 29, 2013 I'd like to add de_overrun to this too, but I want to make some tweaks so I'll send you a file tomorrow Quote
Puddy Posted July 29, 2013 Author Report Posted July 29, 2013 That's 3 maps then! Which is the amount we tend to cap the playtesting sessions at. See you tomorrow, Tuesday, at 21:00 GMT+1 then! Quote
OrnateBaboon Posted July 30, 2013 Report Posted July 30, 2013 Game time soon. Three maps today. I will send out invites. cs_agency - it has had a bit of spruce-up. cs_compound de_overrun - a new map. For those that missed it. The IP (which is the same as last week) is:31.3.246.66:27015 The server not auto downloading has also been fixed, so everything will be fine with map changes. Quote
Puddy Posted July 30, 2013 Author Report Posted July 30, 2013 (edited) Thanks for playtesting guys! My gut feeling tells me that Agency played better than the last time. Or at least more like I want it to play. There are now three distinct paths for the CTs to push and all of them require some solid pushing/nading. There used to be four paths and they were more interconnected, which made the map a bit CoD:y. But that's just my take and tbh, I'm too "close" to the map to see things clearly. Let me know what you think! cs_compound A bit on the large side. Also, some paths have extremely short travel distances (jump-over-wall) while others have extremely long (sewer ladder exit). My suggestion would be to "tighten" the map and to trim a lot of the fat. The sewer path and the path that loops all the way around the T area should definitely be considered for removal or revision. de_overrun I don't think the CTs need the window overlooking mid from their side. Pushing into the bombsite is already very tricky as the elevation is very treacherous for T. Some ramps and architecture felt really wonky. I would try to settle on a theme and do some basic texture work to make everything less abstract. The general layout has potential! Bombsites are very rough though. B was pretty bland and also very cramped. A was probably too exposed. I wouldn't want to defuse a bomb there, ever! Edited July 30, 2013 by Puddy Quote
Puddy Posted July 31, 2013 Author Report Posted July 31, 2013 Me and OrnateBaboon have decided that, in the future, we will only playtest 2 maps per night and that Tuesdays and Thursdays are our testing days of choice. This is only to encourage consistent player numbers throughout the tests and prevent player fatigue. We are not trying to stifle your creativity. Mazy 1 Quote
Vilham Posted July 31, 2013 Report Posted July 31, 2013 cs_agency First time I played it, liked the architecture, I imagine the outside could look great. Corridors need a bit more cover tbh. Damn hard for CTs, left route, heavily favours Ts as snipers, Right route favours Ts, mid route favours Ts as you can easily shoot through that wall. Tbh, there needs to be another route mid on the ground floor that links to the big atrium. de_overrun Nice small map, doesn't feel like it needs any structural changes. Just start themeing it and see where that takes it. cs_compound The far left CT route could be closed off from the pipes that cross over the road, this allows CTs to flank a little bit past the gate, but not too much. There are a few too many ways for CT to jump over the wall, making it super hard for Ts to defend the compound. Quote
iwxanthi Posted July 31, 2013 Report Posted July 31, 2013 Yes I'm already planning some layout changes to improve it for lower amount of players. I'm really grateful for all the feedback I received in testing and here on the forum.Thanks! FMPONE 1 Quote
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