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MapCore CS:GO Playtesting 3.0

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not sure if rzl is the one sorting the playtest tonight as he hasn't read my message with the map, so im gunna post it here:

 

https://www.dropbox.com/s/y04mgpng80wfd2g/cs_mass_b7.zip

I've read and downloaded it via email, sorry that i didnt answer.

 

ANYWAY, the playtest of 3DNJ & Moroes DE_Highlands and Vilham's CS_Mass is starting now! Come join us! 78.46.119.137:27016

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I liked Mass, I had the good ol' 1.6 feeling of a fun cs map with a lot of possibilities but clear enough to be fair for both sides.

 

My complaint about the underground is that it's a T spawn to CT spawn path. I think you could try to make the right T entrance closer from the CT spawn so you have a middle underground path to the main room.

 

Also if CT won the first match 7-0 it's because the T didn't take the underground so we can make a lot of ninja rescues. The entrance should be more obvious and attractive.

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First of I would like to point out that I'm new here, so if there's some kind of code to follow of some sort for this, I would like to apologize in advance if doing it wrong. One thing I do know is, that if it was my maps, I would definitely want some feedback, so I will try to provide that to you guys. I hope my feedback is clear enough, or feel free to contact me if needed. 

 

 

Highland:

 

Yet I only got to play the last 10 minute, I've enjoyed them. It's a fun "smal" map, I also dig the layout, yet I feel that T needs more options. It feels as they only have left and right, where left leads to middle and right to a and b, where the right side can be covered as being one path, if the CT's cover it well enough (assuming both teams are equally matched), which makes up to only two chokepoints in my experience, but maybe that's just me.

I think that the right side could be more interesting if the "brigde" had it's view blocked on the top, at the side closest to A-site(only this side of the brigde(or maybe both)), this should also remove CT's way up there, which could be moved more to the right(from T's view or totally removed), to make up for possibly removing the way up, you could add a door in the house between A-site and the brigde, which would lead up to the top floor of the house, this would also solve another possible problem I think might appear in a competetive match. If it's a 1 vs 1 in the end, and T gets to plant for window, and some how manages to get up there before the CT arrives at the site, the T stands with a great advantage, since it's a long run to get up there from A-site for the CT to kill him by a fair chance. I'm not saying that this necessarily is a bad thing, but something to keep in mind.

All this is just observations from playing the map for 10 min, so they might not be "correct", but it may give you something to work with, nevertheless, I've enjoyed playing it.     

 

Mass: 

To be honest, I didn't enjoy the gameplay of this map as much on its current state, but this goes not without saying, that I do think the map has potential.

First of all I think the underground should be completely removed, it feels very small and gives too much of an advantace to CT, since the T's got around 5 points to cover when indcluding the underground. For the hostages I think you should move one of them up to the next room (closer to CT spawn) to give a different approach for CT (assuming they can't use the undergrounds), by doing this you should proberly also close one of the openings of the two sides, in my opinion. In length of this also adapt the middle path (the one you could jump up onto from the middle of the room) to go into both rooms, to be some sort of a "joker" so that you got two main path and the middle which splits into each of the main paths. 

 

The path which CT's can take into the outside part of the map (at the bottom of the map), I would personally make the fence higher (the one with the entrance they go through), so that they can't stand on it, or the fence behind it, it simply gives T's too much place to "cover" in its current state. 


Agian I would like to point out that even though you guys might not share my point of view, I'm just tossing out my observation, and it's completely up to you, if you want to use them and if so, how. 

Hope all this was helpfull :)

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3Dnj

 

I think the map in the end will look great but, layout wise I feel there are some underlying issues.

bombsite B is way to much of a choke point hell, and its awkward to even enter.

bombsite A I think is alright, if its not a CT spawn, but as it stands, its not that good imo. Overall the map feels like Dust1, but even harder for T's. I think you can make it better though, so im excited for the next revision, the environment sounds like it'll be great too.

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Hi. Can we have a playtest of my map de_medieval please on either Sunday 2nd or Thursday 6th March. Actually anytime is fine accept Tuesday 4th.

Also should I add a radar?

Edited by JediX

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Highlands

 

Certainly a unique layout that resembles prodigy, very easy to learn. Probably because it only has two chokepoints that are too far away from the bombsites, which makes it really hard for the terrorists to get to a site and plant the bomb. Like it's already been mentioned, give the terrorists more possibilities.

 

Mass

 

The map shapes up to be pretty solid, and i liked the routes the players could take. Only the underground route was unattractive to me as it's only a long path from one spawn to the other, try to make two seperate paths, one from CT, one from T and let them surface somewhere in the middle. What would be even cooler, one underground path for the terrorists from inside to outside and one path for the CTs on the roof for some action from above.

 

 

Hi. Can we have a playtest of my map de_medieval please on either Sunday 2nd or Thursday 6th March. Actually anytime is fine accept Tuesday 4th.

Also should I add a radar?

Yes, this sunday it will be. And yes, a radar would be highly advised. Also, you meant to write "except" and not "accept" right? :)

 

Also can I get another playtest for blackgold?

Yes, your map has been added to ze schedule.

Edited by 'RZL

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JediX, on 28 Feb 2014 - 08:26 AM, said:snapback.png

Hi. Can we have a playtest of my map de_medieval please on either Sunday 2nd or Thursday 6th March. Actually anytime is fine accept Tuesday 4th.

Also should I add a radar?

Yes, this sunday it will be. And yes, a radar would be highly advised. Also, you meant to write "except" and not "accept" right?  :)

 

Holy Cow! I meant "except" lols. :) I blame lack of sleep on account I've been binge mapping all week!

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The playtest of JediX' DE_Medieval is starting now! Come join us! 78.46.119.137:27016
(DE_Blackgold won't be playtested, since I didn't get the files in time)

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The playtest of JediX' DE_Medieval is starting now! Come join us! 78.46.119.137:27016

(DE_Blackgold won't be playtested, since I didn't get the files in time)

Sorry about that! Horse had some personal stuff to do, and I didnt have the latest BSP ready.

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