Jayslash Posted January 28, 2016 Report Posted January 28, 2016 All right, here's the thread: https://www.mapcore.org/topic/19844-csgo-de_tiger-wip/ Quote
leplubodeslapin Posted January 31, 2016 Report Posted January 31, 2016 I'm too old for this shit tomm, MaanMan, Squad and 3 others 6 Quote
Jayslash Posted February 1, 2016 Report Posted February 1, 2016 Hi!My map got rejected because of spawns, apparently?I just double checked and my map has 10 working spawnpoints for each team. Can you check again or clarify if there's another problem? Quote
Vaya Posted February 1, 2016 Report Posted February 1, 2016 have you flooded the spawns with bots or did you just count them in hammer and compile? Quote
jackophant Posted February 1, 2016 Report Posted February 1, 2016 @Jayslash Spawns need to be a certain distance above the ground. If they sit directly on top of a world brush they can bug out and fail to work. Easiest way to do this is to just make sure they're at least 32-64 units above the ground.You can also compliment the map with a .kv file which allows you to dictate how many players can be on the map (regardless of spawns), including spectator spots and team factions.I didn't check the map to know what was the cause for rejection, but if you think you have them, and the map inspector doesn't think you did, this could be the problem. Quote
Jayslash Posted February 1, 2016 Report Posted February 1, 2016 have you flooded the spawns with bots or did you just count them in hammer and compile? @Jayslash Spawns need to be a certain distance above the ground. If they sit directly on top of a world brush they can bug out and fail to work. Easiest way to do this is to just make sure they're at least 32-64 units above the ground.You can also compliment the map with a .kv file which allows you to dictate how many players can be on the map (regardless of spawns), including spectator spots and team factions.I didn't check the map to know what was the cause for rejection, but if you think you have them, and the map inspector doesn't think you did, this could be the problem.I spammed bot_add until I had 10 players on each side. I also restarted the match to make sure that they were spawning from different spawnpoints. I used the map_showspawnpoints command to check that all spawnpoints were green. All spawnpoints are 32 units above ground. I also haven't changed the spawns since the last time the map was playtested here. Vaya 1 Quote
soldierrob Posted February 1, 2016 Report Posted February 1, 2016 Hey I posted my thread : https://www.mapcore.org/topic/19849-csgo-de_climate-wip/ maybe I could get a playtest on 7 February? Thx Quote
MaanMan Posted February 1, 2016 Report Posted February 1, 2016 Hi!My map got rejected because of spawns, apparently?I just double checked and my map has 10 working spawnpoints for each team. Can you check again or clarify if there's another problem?Sorry about that, its been fixed now. Vaya and Jayslash 2 Quote
Tomato Posted February 1, 2016 Report Posted February 1, 2016 I didn't recieve many negative critics yesterday eve, guess that's a good sign? Quote
Tomato Posted February 3, 2016 Report Posted February 3, 2016 (edited) If you only have one filled spot for tommorow, would it be possible to fill in the open spot with my map?(the railings are fixed) Edited February 3, 2016 by Tomato Quote
MaanMan Posted February 3, 2016 Report Posted February 3, 2016 If you only have one filled spot for tommorow, would it be possible to fill in the open spot with my map?(the railings are fixed) Please take more time to go over your previous playtest. Quote
Tomato Posted February 3, 2016 Report Posted February 3, 2016 Please take more time to go over your previous playtest.While I didn't get much negative feedback ( and some I don't understand @Vaya: "chokes are too straight. Cts get so much info so easy")I worked on the points of feedback I got and now i'm just doing some random rough brushwork.I'm still not sure if the layout is okay, cause I didn't get a lot of fb about that.Now I see there is still a spot empty for tommorow, and I'm curious how it is filled. Quote
MaanMan Posted February 3, 2016 Report Posted February 3, 2016 (edited) @TomatoIf you do not understand or did not receive enough feedback on a playtest, take it upon yourself to receive explanations and more feedback from players in the playtest. If you still feel that it was not enough, analysis and extrapolate data from the demo. Edited February 3, 2016 by MaanMan Jayslash, tomm, Vaya and 4 others 7 Quote
Tomato Posted February 3, 2016 Report Posted February 3, 2016 @TomatoIf you do not understand or did not receive enough feedback on a playtest, take it upon yourself to receive explanations and more feedback from players in the playtest. If you still feel that it was not enough, analysis and extrapolate data from the demo. That spiral model keeps stalking me. Well I'll have another look at the demo and try to find some new angles and things to work with.The one thing that bugged me was the pushing CT's, but that could be caused by the 10 vs 10 instead of a 5 vs 5, I'm not sure. Quote
soldierrob Posted February 7, 2016 Report Posted February 7, 2016 Updated my radar hopefully its good enough now.. Quote
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