ElectroSheep Posted June 4, 2013 Report Posted June 4, 2013 Guys, i have to leave probably between 21h30 and 22h gmt+1 so is it to much ask if we can play ruins at first ? Thanks. Quote
OrnateBaboon Posted June 4, 2013 Report Posted June 4, 2013 Yeah, no problem de_ruins first it is! Quote
ElectroSheep Posted June 4, 2013 Report Posted June 4, 2013 Well nevermind, my plans for tonight are reported to tomorrow Quote
OrnateBaboon Posted June 4, 2013 Report Posted June 4, 2013 Game time in 10 minutes or so. We have: de_ruins de_coldshell de_bermuda Also, if an admin of the Steam CSGO Mapcore group is reading this, and is joining the test, could they please send out a group invite so that people who don't read this thread know the test is on. I don't have mod status on that yet, so am unable to do so. Thanks in advance! Quote
Skybex Posted June 4, 2013 Report Posted June 4, 2013 (edited) Ruins The map was quite fun, had good approaches and clear choke points. But I thought quite a few minor things combined really let the map down. The darkness of the map combined with green CT skins made it quite hard to detect enemies, and I don't know how many times I was shooting at a plant or barrel. Also both of the sites seem to have so many tiny areas to to hide in, and some are opposite each other, so you look at one and get shot from the other. And although it didn't happen in the test, I feel that a competent AWPer could alone hold down the open bomb site. When looking at the overview in the WIP thread I also thought there would be too many routes into each site, but while playing I didn't feel that at all Bermuda First time I have seen anything about this map. I am liking the direction of the visuals. I feel I cant comment too heavily on this because even after 2 rounds in the test, I don't feel I know the map well enough to say a lot. But I did feel that the sites needed some more cover. Not stuff to camp behind but just small places you can try and put between you and an enemy in a firefight, or to duck into for a reload Edited June 4, 2013 by Skybex Quote
ElectroSheep Posted June 5, 2013 Report Posted June 5, 2013 (edited) So my feedbakcs : Coldshell : Looks quite good, the map feels more easy to learn from T side as the access to both bombsites are clear. For CT, the middle path from spawn to the middle looks a bit long (T are far in it whe they meet CT) Bermuda : Overall, even if the map is less complicated than the last version I played, I think it's still need to me more clear. Both paths from t spawn to bombsite have flankroutes that make the map seems to have several middle routes. Also if I really like the setting of the B bombite (top down to the beach), the A site is classicand not very attractive to me. The path between both bombsite is huge, make the backup for ct hard but I like how it's open here. Just How I feel the map in some place : 1 - There is no need for T to take the yellow path as the can get rid of it by using the left path where I put a cross. 2 - This path feels unatural, long and need player to turn a lot. 3 - I miss that green door, it makes the middle more interesting imo Edited June 5, 2013 by 3Dnj Quote
OrnateBaboon Posted June 5, 2013 Report Posted June 5, 2013 (edited) de_ruins Obviously it looks awesome . Gameplay wise, I never had any problem with the number of routes, and found the map really easy to learn. The main issue I had was picking out players - maybe due to the fog combined with the lighting and some of the more open spaces. The exterior site, and the area that leads up to it also felt like maybe there were too many places for CT's to set up. So when you entered as T's, there were a lot of spots to get shot from, leading to deaths that sometimes never felt "fair". de_coldshell Obviously it is early, given it is a blockout, but it definitely seems like it is already going in a good direction. Overall, the biggest thing that seemed like it could be an issue is the flatness of some of the areas, and the lack of elevations in the rooms. However, since it is a blockout, I can only assume that these will be added eventually. Agree with 3Dnj about CT's to mid. I think they should be able to get there a little quicker. de_bermuda I thought the middle section was much cleaner than the previous build, and made the combat there much more predictable - which is a good thing . I also really liked the elevations at the T spawn, and the overall vibe of the map. The beach, the water and the sites being some standout features. It also looks quite different to other maps, which is always a positive. The only problem I had was the rotation time between sites. It felt like it might take a bit too long even when using the most direct route. I never timed it - I could be wrong on this, but it felt like it took longer than most maps to go from site to site. Edited June 5, 2013 by OrnateBaboon Quote
'RZL Posted June 5, 2013 Report Posted June 5, 2013 (edited) de_ruins Veeeery pretty map, loved every inch of the visuals, another masterpiece! As to the gameplay, I can't say much about it, since we were not 5v5 and it was difficult to defend the B spot without enough teammates, so I would like to postpone my judgement about that until another playtest, but what I fear is that the AWP might be pretty OP on this map, and the team that has 3 AWPs grants themselves a lot of mapcontrol. The terrorists might also have the problem of not being able to smoke off some areas, but these are merely assumptions. I made some layout suggestions and spotted the areas that are to dark for my taste. de_coldshell I made a layout suggestion, since I wasn't too happy with it, because it felt pretty cramped (and early on also confusing) for me. Maybe you'll like some of the changes I suggest, maybe not. It's up to you of course. de_bermuda Thank you guys for your feedback. I gonna take them into consideration for my next and probably final version. About the rotation time: this is really bothering me as well. I am playing with some ideas right now to counter that problem... Here is something thats on my mind: Edited June 5, 2013 by roflzomglol Quote
Vilham Posted June 14, 2013 Report Posted June 14, 2013 I've made some adjustments to cs_mass, if it still doesn't have any semblance of flow I'll scrap it. I have a feeling that the large open structure just doesn't lend itself to cs. Let me know who needs the map to upload it. Quote
OrnateBaboon Posted June 14, 2013 Report Posted June 14, 2013 Yep, send it to me. When do you want it tested? Tuesday through to Thursday at either 8 or 9 are your choices! I should have my map ready for some testing next week as well. Quote
sven Posted June 20, 2013 Report Posted June 20, 2013 (edited) If there is place for another map, I'd love to playtest some time next week . Let me know when, and I'll send you the most up to date version! Edited June 20, 2013 by sven Quote
OrnateBaboon Posted June 20, 2013 Report Posted June 20, 2013 Hey Sven. Yeah, no problem at all. Let me know what day next week suits you best. Quote
sven Posted June 21, 2013 Report Posted June 21, 2013 Thursday 27th 21:00 GMT+1 would be good for me . Quote
Rick_D Posted June 21, 2013 Report Posted June 21, 2013 let's do it - we'll test cs_agency as well if possible Quote
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