Sentura Posted November 12, 2013 Report Posted November 12, 2013 A more fundamental issue with the site however, is that it is very hard for the T's to attack using the main T entrances. The CT's have a lot of places to set-up, with multiple sightlines on the doors that require a large aim adjustment from the T's. I think reducing the number of sighlines on the doors, and closing off one of the T entrances - probably the one closest to the T spawn, could make the site a more attractive option. It would also harden the choke point - probably a good thing in this case, since the two doors next to each other make the area feel too loose. Jesus christ this is what the previous iteration had, and people wanted a change because it didn't work. I'll try closing the gap and placing the bombsite above ground (and also cover). As for A: Thanks, I can make that work Quote
Puddy Posted November 12, 2013 Author Report Posted November 12, 2013 Game time in 10 minutes yo! Quote
Sentura Posted November 12, 2013 Report Posted November 12, 2013 Sorry guys, I'm missing out due to workload. I'll try to be there next time Quote
Puddy Posted November 12, 2013 Author Report Posted November 12, 2013 Thanks for playing all! Let me know if you have any crits! Quote
TheOnLY Posted November 12, 2013 Report Posted November 12, 2013 (edited) Fund it pretty hard to defend the route to B to stop the CTs form pushing as a terrorist. There is only one direction to watch as a CT going out but two for defending Ts. Additionally i found it hard to push in as T because they can be shot form two very differnt locations at the same time. I think that the door should be opened to the oposite side as it is now to avoid this. I feel like there wasnt a lot of action on B because 3 players defending were enough. Edited November 12, 2013 by TheOnLY Puddy 1 Quote
MinorThreat Posted November 15, 2013 Report Posted November 15, 2013 Hi, is there any chance you could give my map a try? http://steamcommunity.com/sharedfiles/filedetails/?id=194603851&searchtext= More blocks need to be added, and I'm not sure about bombsite A, but hopefully your feedback could help me with these. Cheers. Quote
Setin Posted November 15, 2013 Report Posted November 15, 2013 I'd like to get in an actual 5v5 playtest in this weekend if possible. Quote
esspho Posted November 18, 2013 Report Posted November 18, 2013 (edited) Can we squeeze de_twinstar_a2 into one of the next playtests? The layout got some and i'd like to hear / see what people think about it. Edited November 18, 2013 by esspho Quote
Rick_D Posted November 18, 2013 Report Posted November 18, 2013 >mediafire >not steam workshop >2013 >being this retarded Quote
esspho Posted November 18, 2013 Report Posted November 18, 2013 (edited) >mediafire >not steam workshop >2013 >being this retarded ... you may have a point there. i was planning to upload it to the workshop after another playtest. I'll get to this when i come home. Edited November 19, 2013 by esspho Quote
'RZL Posted November 18, 2013 Report Posted November 18, 2013 It's fine like this esspho, we needed the files anyway since we generally don't use the workshop for the mapcore server. The next playtest would be tomorrow at 21:00 GMT+1 like always. We are going to playtest de_hydroplant and de_twinstar. Quote
MinorThreat Posted November 19, 2013 Report Posted November 19, 2013 Alright guys, Due to unforseen circumstances I can't make the 21:00 playtest tonight, I'm really sorry for the late notice. If you want to do someone else's map that's fine. Mine could probably do with a bit more work anyway. Quote
'RZL Posted November 19, 2013 Report Posted November 19, 2013 With a little delay, we are going to playtest de_twinstar_a2 now! Join us! Quote
Jpley Posted November 19, 2013 Report Posted November 19, 2013 (edited) Hey Guys, We'd like to setup a playtest for our upcoming CS:Go map. We started a new topic few days ago here ==> Name is just a temporary one of course. The available map on the workshop is super straightfoward with less art as possible. We just want to experience as much as possible the layout before to go deeper into the art job. Map is located in Paris. We woul'd especially appreciate any feedbacks related to the layout such as feeling / balancing/ teamplay experience etc We have a huge preference for Sundays at 21:00 GMT+1 but if that's not possible we can try it any Tuesdays or Thursdays. Cheers Edited November 19, 2013 by Kanee Quote
'RZL Posted November 19, 2013 Report Posted November 19, 2013 DE_Twinstar damn, the first iteration was gigantic, the second now is kinda small, very interconnected and terrorists can swarm out and push the CT's in like 5 seconds, it really felt more like a fight yard (fy_) map than a defuse map. I would suggest to put the T spawn further back and close off a few routes to make it work. Otherwise it was a very nice setup and already showed how beautiful it's going to become. esspho 1 Quote
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