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Posted

Feedback for tonight's maps

 

Acceleration

I've playtested this three or four times now and I think my favourite layout was the second time, which was just before the crescent shaped route between A and B got closed off. I realize that made rotation times super fast, but that's not necessarily a bad thing -- just look at nuke! I really think you should reinstate this path as it gave the map a unique gameplay element, which is quite rare these days. In order to balance it, you could lose all or most of the traditional "mid" section with all the dev textures, as that doesn't really offer any interesting gameplay anyway (and never has imho).

 

You really need to try and figure out what's causing the lag too, as that's pretty game-breaking for any map! Have you done any optimization yet? Have you tested on different servers, or just MapCore?

 

All in all it's a great theme and I think each bombsite has the potential for some really nice encounters, but the middle bits and winding corridors draw gameplay away from those important focus points.

 

Havana

The bits that have been dressed up look great already so I look forward to seeing how the theme progresses. I particularly like the wooden bits on the roof opposite the church bombsite -- it's a small detail, but the sort of thing I never think of doing myself!

 

Gameplay-wise I find it hard to get to grips with a layout when I don't have a radar so I have to admit I did some pretty mindless running about during a lot of the playtest. As a CT I felt the only way to defend was to hang back and snipe, which is the sort of gameplay I don't much enjoy so I tended to charge ahead and then get cut off in a bad place by smokes and stuff. Could be worth giving CT's more oportunities to peek over cover if they push forward near the church bombsite -- either that or a way to flank the approaching T's, but it would be difficult to stop that being OP. As a T I had the most fun trying to get to the platform above the underground bombsite -- the little room with the ramp and the crates provided some good close quarter combat if enough people went that way.

Posted

Apologies, can you remove my map for Thurs? I won't be available and I'm working major areas -_-

 

May I humbly request ones spot in the Thursday event if this is the case?

 

Willing to bribe with cat gifs and cookies

Posted

Apologies, can you remove my map for Thurs? I won't be available and I'm working major areas -_-

 

 

Apologies, can you remove my map for Thurs? I won't be available and I'm working major areas -_-

 

May I humbly request ones spot in the Thursday event if this is the case?

 

Willing to bribe with cat gifs and cookies

 

 

Alright, the changes have been noted. Also Jacko, this makes 3 cat gifs pls.

Posted

Thanks everyone for playtesting!

I have written down as much as I could last playtest and am working on improving the issues.

 

As I want to get quicker iterations, I would like to reserve a slot next tuesday (30th) again.

Posted

Playtest Schedule

 

Playtest 28.09.14

  • Jackophant's DE_Stupa
  • osKo's DE_Tivoli

Playtest 30.09.14

  • Vinneri's DE_Agri
  • ics' DE_Region

Playtest 02.10.14

  • Ruarai's CS_Biohazard
  • Jackophant's DE_Stupa

Playtest 05.10.14

  • Lajron's DE_Havana
  • Borgking's DE_Acceleration

Playtest 07.10.14

  • SoldierRob's DE_Concept
  • Konqi's DE_Innenhof

Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 CEST. 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.

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