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Posted

Next playtest:

Tonight!, 27th of June at 21:00 GMT+1 (20: 00 if you are in the UK)

Please send me your maps guys, ideally a couple of hours before the playtest just in case there are any problems uploading them to the server.

We will be playing de_holland, cs_agency and cs_mass.

Posted

Ornate the map I thought was yours was Oldtown, they are both very similar in terms of layout and structure but Oldtown was too large. For your map:

  • A had enough entrances, it could use some cover though.
  • The mid area was a bit confusing, took a while to get used to, but effectively its a T shape from the T spawn.
  • B could use another entrance that leads behind the walls, may a window/balcony that looks out over it that can be accessed from another route.

Posted
Posted (edited)

My map de_holland was supposed to be tested, but I had some last minute issues with pakrat (cubemaps, nav files, radar, etc.). I think I have figured it out now, so I hope we can playtest de_holland next time :) . OrnateBaboon, thanks for your time and effort, and I am sorry for making you crash :P .

My feedback:

cs_mass. Tunnels seemed more clear now, which is a good thing. The outside sniper position near T spawn (overlooking the alley) seemed a bit too powerful, but wasn't really an issue while playing. It might be a bitch for the CT's if they have a really good awp'er, but then again, CT's can go indoor or via tunnels.

There were several openings between walls and pillars etc. that might invite too much camping. Here is one near the CT entrance: http://i.imgur.com/RueLKFW.jpg . Leplubodeslapin has a screenshot of some other gaps, with some good feedback. Like he said, I think you should either cover it up, or make the gap a bit larger and more brightly lit, so that it isn't such a nasty camp spot.

The scaffolding inside and outside looks very inviting. Perhaps you can make it more clear that you cannot climb or enter it? Or make it climing of course :D .

I felt that the HDR was too strong, it was hard to see from outside to the inside. You can do several things to fix it. Change tonemap_ctrl settings, change env_sun settings (lower BrightnessScaleHDR), and/or put more/brighter lights indoors, especially at transitions from outside to inside.

de_venezia. Most areas looked pretty cool and interesting. The layout was a bit confusing at first, but I guess that is also part of playing it for the first time. I felt it was a bit awkward that at CT spawn, you spawn on a pretty high ledge. The most natural thing is to just jump down, but the height made it feel as though you might take falling damage. Turns out that you don't, but it feels a bit weird. You should add a bunch of player clips around the arches, there were several places where you could stand on the arches, allowing for weird camping and when I stood on one of the aches and jumped, I could see over the wall (didn't look intentional).

Hadn't played cs_siege before. Holy shit does that map look amazing. Bit dark in the tunnels and perhaps too big for 5v5, but wow.

Edited by sven
Posted

cs_mass

The side path was almost too fast for an encounter, sometimes being less than ten seconds until the first encounter. The rescue zone was hard to find, it would be worth making the actual trigger zone more visible. The interior was great, while there were a few cracks in the walls that could result in cheap shots as previous posts pointed out, the firefights always ended up being really fun in there. The sewer seemed to go unused except for rescues, maybe the entrance could be bigger, it's also hard to get out of without being sniped on exit. Overall a fun map though.

de_venezia

I haven't seen previous versions so I can't really comment on your changes. The mid path had some really short encounter times, while the side routes were more of an average encounter time. The sites could be moved up a little, as it was rather rare for the T's to actually plant the bomb.

Posted

cs_mass: didn't get too much of a chance to play this but from what I saw I thought it had a fun theme and good potential, the sewers were too cluttered though for my taste

de_venezia: from what I saw your theme developement is promising, but the layout wasn't working for me, sorry. I would revert to what you had before which was working very well despite a few weird spots. feel free to hit me up if you want some more detailed crit, but I'd rather comment ont he previous layout and try to fix the minor issues i had with that one then try to go deep into why this new one isn't working on a bunch of different levels. good luck!

Posted

cs_mass

The side path was almost too fast for an encounter, sometimes being less than ten seconds until the first encounter. The rescue zone was hard to find, it would be worth making the actual trigger zone more visible. The interior was great, while there were a few cracks in the walls that could result in cheap shots as previous posts pointed out, the firefights always ended up being really fun in there. The sewer seemed to go unused except for rescues, maybe the entrance could be bigger, it's also hard to get out of without being sniped on exit. Overall a fun map though.

de_venezia

I haven't seen previous versions so I can't really comment on your changes. The mid path had some really short encounter times, while the side routes were more of an average encounter time. The sites could be moved up a little, as it was rather rare for the T's to actually plant the bomb.

Thanks for the feedback, I definately think I need to do something about the sewer exit, not sure what yet though.

As for the 10 second thing, I tried to basically make that like the long corridor in office, I need to tweak it slightly though so you can't necessarily see the middle ground but it can still see anything in the main alley and anything near CT spawn. I might drop the middle part of the alley down 5-6ft and put some scaffold covering it a little.

Posted

Thanks for the feedback guys. Appreciate it. Sven - no problem. Let me know when you want de_holland tested again. Holiestcows - yeah, let me know when it is ready. Also there is a mapcore steam group http://steamcommunity.com/groups/MapCorePT. If you join that, you will receive a notification when we are testing.

cs_mass - definitely much better now. It has rough edges of course like some clipping problems, an invisible ladder etc, but it is really fun. The sewers, which I initially thought would rarely get used, are really good for getting the hostages back, and for stopping the T's from all out rushing every time. They make the map a lot more tactical. The only thing I never liked is the ladder which leads to the rescue zone. Maybe some kind of stairs out could work better? It was also mentioned in the test, but the CT's spawning so far away from each other makes weapon drops quite difficult.

With a few good church meshes and textures, I think progress on the map could be quick, and I can't imagine there will be too many problems getting it to look good.

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