blackdog Posted July 31, 2013 Report Posted July 31, 2013 Any playtest tonight?I'd download yesterday's maps anyways, but I don't see links in the recent posts and maps like Agency don't have a topic.Btw i'm off the hook from training in august, so I can hopefully be more present (tue-thu were the days I was busy at basketball). Quote
Puddy Posted July 31, 2013 Author Report Posted July 31, 2013 cs_agency 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. Hehe, that was what the last version had actually. The lower atrium path was removed since it divided the combat between too many locations. If CT's didn't cover all paths, T's would easily loop around and hit them in the back. All routes do favor Ts more or less by design, but CTs have the advantage of being able apply pressure where they choose (T generally needs to spread out). I am doing minor tweaks to even the odds a bit, but I think that chokepoints and routes have to be pretty brutal to encourage tactics, nading and strong pushes. Quote
TarrySruman Posted July 31, 2013 Report Posted July 31, 2013 I said it before, but I really hated that mid room on CT side with the nade window. Theres no cover on the inner side of that highly penetrable wall, so Ts can sit across the atrium and spam bullets through the wall and there isn't much the CTs can do about it, other than fire back through the wall. Fights that consist of two teams blindly firing full auto into a wall are really dumb imo. Quote
Mapham Posted July 31, 2013 Report Posted July 31, 2013 I have made a map which I would like to have playtested in this server. 20 player defuse map. http://steamcommunity.com/sharedfiles/filedetails/?id=164839400 Any time is fine for me, but not during night. I live in gmt+2 timezone. Quote
Puddy Posted August 1, 2013 Author Report Posted August 1, 2013 I said it before, but I really hated that mid room on CT side with the nade window. Theres no cover on the inner side of that highly penetrable wall, so Ts can sit across the atrium and spam bullets through the wall and there isn't much the CTs can do about it, other than fire back through the wall. Fights that consist of two teams blindly firing full auto into a wall are really dumb imo. I'll take care of that wall! Quote
OrnateBaboon Posted August 1, 2013 Report Posted August 1, 2013 (edited) cs_agency Definitely the best version yet, and a lot of fun (I remember the first build with the elevator shaft and garage!). As a T, I thought that the map was totally solid with lots of obvious places to snipe from, and it feels like you can both rush, and hang back comfortably. On the CT side, things felt a lot tougher. The CT's are almost always on lower ground with limited cover, and the T's have quite defendable positions separated by fairly open spaces. If as a CT you don't have the money to buy good guns, the only route that I felt safe taking was the one that leads to the room where players shoot through the wall (mid). Going left or right always ran the risk of going up against an auto sniper or an AWPer already in position on higher ground. My gut feeling is that the map might heavily favour the T's at the moment, though of course this might be down to the make up of the teams, and us not knowing what spots to use smoke grenades.cs_compound Looks really nice! However, I felt it was too big with the new routes. The area round the back of the compound creates some really long sight lines, and made some sections feel a bit too dangerous. The sewer definitely balances the map more, but at the moment it only has two exits, which makes it feel like one really long route. If the sewers are kept in, I think adding multiple exits between the main entrances could be a good idea (like cs_militia/cs_siege), just so they don't feel quite as detached from the main part of the map. de_overrun A fun layout, with a lot of nice height variation, bridges and underpass sections. I thought some of the areas felt too tight, especially the interiors - we should have turned player collisions on to see if this really was the case. The bomb sites were a little cramped, and perhaps the rotation times were too quick, but it is easy to see how this will be an excellent layout with a few tweaks. Edited August 1, 2013 by OrnateBaboon Quote
Puddy Posted August 1, 2013 Author Report Posted August 1, 2013 (edited) Thanks for the feedback! I've made a bunch of changes and have a few more to go. Okay guys, I'm announcing a test for next Tuesday, the 6th of August at 21:00 GMT+1. What I can offer is a revised version of Agency. No dramatic layout changes, just a bunch of gameplay tweaks to make the map more fun to play. Oh and there will be some more art on the level! Mapham: Let me know if this time is suitable or which time is. Edited August 2, 2013 by Puddy Quote
TarrySruman Posted August 1, 2013 Report Posted August 1, 2013 I'll have an updated version of Overrun ready Quote
FMPONE Posted August 2, 2013 Report Posted August 2, 2013 I'll also have a new map to test. iwxanthi and blackdog 2 Quote
iwxanthi Posted August 2, 2013 Report Posted August 2, 2013 cs_compoundLooks really nice! However, I felt it was too big with the new routes. The area round the back of the compound creates some really long sight lines, and made some sections feel a bit too dangerous. The sewer definitely balances the map more, but at the moment it only has two exits, which makes it feel like one really long route. If the sewers are kept in, I think adding multiple exits between the main entrances could be a good idea (like cs_militia/cs_siege), just so they don't feel quite as detached from the main part of the map.Yes, it's a bit to much. Will see what I can do with sewers. Really want to keep them though Thanks for the feedback! Quote
Puddy Posted August 2, 2013 Author Report Posted August 2, 2013 Yeah sorry, I meant the 6th! Since we have more than two maps, we'll playtest on Thursday the 8th too (FMPONE's new map). I'm scheduling these tests on our playtesting group page: http://steamcommunity.com/groups/MapCorePT/events. Join the group to stay up to date! Quote
blackdog Posted August 2, 2013 Report Posted August 2, 2013 I tried Agency yesterday with bots and liked it already; but more appropriate comments after a playtest with humans. Unfortunately next tuesday I will be 90% away. Available for thursday the 8th and whatever the maps you will have! Quote
Mapham Posted August 2, 2013 Report Posted August 2, 2013 Thanks for the feedback! I've made a bunch of changes and have a few more to go. Okay guys, I'm announcing a test for next Tuesday, the 6th of August at 21:00 GMT+1. What I can offer is a revised version of Agency. No dramatic layout changes, just a bunch of gameplay tweaks to make the map more fun to play. Oh and there will be some more art on the level! Mapham: Let me know if this time is suitable or which time is. That time is okay. Quote
Setin Posted August 3, 2013 Report Posted August 3, 2013 I'd like to have mine playtested as well while it's still mostly dev textures. Before I start going into too much more detail. Looking forward to seeing FMPONE's new map! Quote
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