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MapCore CS:GO Playtesting 3.0

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Playtest Schedule

 

Playtest 25.03.14

  • Borgking's DE_Core
  • [OPEN]

Playtest 27.03.14

  • Skybex' and RZL's DE_Bagra (Revamped)
  • Stranger's DE_Workingtitle

Playtest 30.03.14

  • Holiestcow's and MrTVD's DE_Import
  • JediX' DE_Medieval

Playtest 01.04.14

  • Kinggambit's map
  • 3Dnj's and Moroes' DE_Highlands

Playtest 03.04.14

  • RZL's and Skybex' DE_Bagra
  • Borgking's DE_Core

Playtest 06.04.14

  • Gooba's DE_Apache
  • Oskmos' CS_Insertion

Playtest 08.04.14

  • UnknownPredator's DE_Blizzard
  • Vinneri's DE_Theos

Playtest 10.04.14

  • [OPEN]
  • [OPEN]

Playtest 13.04.14

  • Gami's DE_Folly
  • [OPEN]

Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 GMT+1. We playtest a maximum of 2 maps per playtest.
 
For map creators:
If you want your map tested, post in the thread and suggest a day that is suitable for you. If the above mentioned time isn't a good fit, let us know and we can probably work something out!
 
Prior to the test you will have to send Roflzomglol one .bsp file, one .nav file and an optional .kv file. All custom content (models, materials, sounds, mapradar) needs to be packed into the bsp. For this, you can use Pakrat. He'll take care of the rest!
 

 
 
Submissions can be considered accepted if they appear in the schedule, this can take up to 24 hours.

Edited by 'RZL

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Playtest Schedule

 

Playtest 25.03.14

  • Stranger's DE_Workingtitle
  • JediX' DE_Medieval

 

 

Hi 'RZL, Can we move this back to Thursday if not Sunday will be great. I need a couple more days to get it ready,

 

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Fun map borgking. Here are my thoughts so far:

The bombsites and the curvey tunnel both have really interesting game-play opportunities (I like all the corners/cover, they encourage careful attacks) but I feel like the bland mid-sections of the map draw action away from them. For instance, the big room with the orange boxes seems quite superfluous as anything more than a connector, and as such should connect areas faster. Maybe you could get players down in to the tunnel quicker with a large "cargo-style" elevator shaft (like the one in Thunder beneath the vent perch) instead of all those narrow/winding staircases.

 

My favourite battles were as a T trying to take bombsite A from the outside because I like a spot of grenade warfare, but this could be increased with windows or skylights above and/or around the main doorway.

 

I couldn't find a topic for this map, but in my search I did find another de_core [  ] so maybe rethink the name (fission, reactor, boson?) to avoid confusion and make a new topic for further discussion. :)

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The playtest of RZL's & Skybex' DE_Bagra and Stranger's DE_Workingtitle (if he manages to send me the files soon) is starting now! Come join us! 

IP: 176.57.142.168:27250

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