borgking Posted April 9, 2014 Report Posted April 9, 2014 (edited) "Geneva, Switzerland: It took long years and billions of franc, but finally the new particle accelerator is finished. The worlds most briliant physicists are expecting new insight on how the world works. Though there is a small minority that fears the experiments might go wrong and create a black hole: A singularity capable of destroying the entire planet earth. Mobilizing concerned citizen into spending money, they hire a group of professional mercenarys to break into the CORE research facility and prevent the upcoming doom..." Current Status: Layout: Bombspot A: Bombspot B: Tunnel: CT-Spawn: T-Spawn: A-Approach: B-Long: Thanks to the Mapcore CS:GO playtesting the layout has evolved quiet a lot through the iterations. I am exited to find out how it is going to develop... Edited April 9, 2014 by borgking Oskmos, blackdog, El Moroes and 15 others 18 Quote
Squad Posted April 9, 2014 Report Posted April 9, 2014 Theme is nice Do you plan on any layout changes after the latest playtest? I understand it has been simplified a lot apparantly since previous versions, but I still think it felt too complex. Lots of places in the map where you can go 3 or 4 ways. borgking 1 Quote
mr.P Posted April 10, 2014 Report Posted April 10, 2014 ohh cool, I hope you slap on some nice fresh textures! ...and brighten it up borgking 1 Quote
Jonny Phive Posted April 12, 2014 Report Posted April 12, 2014 agreed- great setting choice. love where that second pic is going! borgking 1 Quote
HoT Ho11oW PoiNT Posted April 13, 2014 Report Posted April 13, 2014 "Counter-Terrorists Win!"...Particle Accelerator fires up...intense magnetic field sucks all guns into 'pipe'... borgking 1 Quote
kinggambit Posted May 25, 2014 Report Posted May 25, 2014 I know you already tested mid out. This is just my opinion but it seems that T's have a lot of control over mid (and a lot of options once they control mid). Map's looking good though! You should definitely apply for the CEVO contest (2 weeks left): http://gamebanana.com/contests/47 borgking 1 Quote
Simonay Posted June 14, 2014 Report Posted June 14, 2014 Such an original setting, nice work! borgking 1 Quote
FMPONE Posted June 14, 2014 Report Posted June 14, 2014 Liking the screenshots a lot. There is a lot of potential in the theme and screenshots, I think the overall level of polish could be improved, tied together, but its quite nice! borgking 1 Quote
El_Exodus Posted June 18, 2014 Report Posted June 18, 2014 this looks really interesting Dejavo and borgking 2 Quote
kinggambit Posted October 7, 2014 Report Posted October 7, 2014 Here's some feedback for the latest playtest: Assuming the tunnel is going to be open, I like the widened area. Iz gud! Long narrow hallways are a bit too simple and hard to push. CT's can push and take advantage of mid too easily. Flanks from mid were really easy during the last playtest. I don't think it'd be too much of an issue if you found a way to deter CT's from running out from mid for free (i.e. T's can throw smoke grenades over into mid, slow down the timing for CT's to mid, some kind of chokepoint, etc.) i.e.: Maybe add a way for T's to boost over the balcony at T spawn to get to mid faster? It also helps stop CT's from just smoking off the tight choke at the doorway and getting a lot of map control for free: It'd be nice to have more mobility at B to get from the ground to the balcony area. During playtests, I only saw people using the small staircase waaay back in the corner of the site. It funneled the action. If there were a bit more convenient ways to get up the red container, I think it'd be a nice addition. (Just my opinion though) It's quite hard to push tunnel into B. Lots of hard angles: Technical issues: In general, there are areas that need to be clipped off. Also, just a reminder that I think some staircases were causing the lag issue. I'd try clipping them off (and just make them "not solid" for extra measure) to see if that fixes it. Nexusdog and borgking 2 Quote
TheGuma Posted October 8, 2014 Report Posted October 8, 2014 Here's some feedback for the latest playtest: Assuming the tunnel is going to be open, I like the widened area. Iz gud! Long narrow hallways are a bit too simple and hard to push. CT's can push and take advantage of mid too easily. Flanks from mid were really easy during the last playtest. I don't think it'd be too much of an issue if you found a way to deter CT's from running out from mid for free (i.e. T's can throw smoke grenades over into mid, slow down the timing for CT's to mid, some kind of chokepoint, etc.) i.e.: Maybe add a way for T's to boost over the balcony at T spawn to get to mid faster? It also helps stop CT's from just smoking off the tight choke at the doorway and getting a lot of map control for free: It'd be nice to have more mobility at B to get from the ground to the balcony area. During playtests, I only saw people using the small staircase waaay back in the corner of the site. It funneled the action. If there were a bit more convenient ways to get up the red container, I think it'd be a nice addition. (Just my opinion though) It's quite hard to push tunnel into B. Lots of hard angles: Technical issues: In general, there are areas that need to be clipped off. Also, just a reminder that I think some staircases were causing the lag issue. I'd try clipping them off (and just make them "not solid" for extra measure) to see if that fixes it. I'm not the map developer, but nice feedback! Just wanted to clarify some things.. It's not the stairs who cause the lag issue, either the map lacks nodraw-pass or just func_details. Areaportals would be a good idea, as well as prop viewing distance. Quote
kinggambit Posted October 8, 2014 Report Posted October 8, 2014 (edited) I'm not the map developer, but nice feedback! Just wanted to clarify some things.. It's not the stairs who cause the lag issue, either the map lacks nodraw-pass or just func_details. Areaportals would be a good idea, as well as prop viewing distance. It's not the typical lag we're talking about nor optimization issues with fps. The server lags up (you get a massive spike and sv shoots up to like 10000 m/s and you start getting packet loss/choke). It's the same kind of lag when you throw a grenade on 400 dropped weapons and the server has to calculate all the physics for them. Everyone in the server lags because of this. The previous playtest, we noticed that whenever a player walked up on the prop staircases, the server lagged, so we assumed it had something to do with the collision of the staircase. We could be wrong though. Edited October 8, 2014 by kinggambit Quote
hamilton5 Posted October 12, 2014 Report Posted October 12, 2014 I want to add that because of player clips instead of the normal clip brush in your map your going to have NAV area in places bots can't actually get to - they will act strange and surly get stuck in places. Also if you depend on the nav for your deathmatch spawns this could spawn players out of map borgking 1 Quote
kaka Posted October 13, 2014 Report Posted October 13, 2014 Some feedback from the playtest yesterday: I really like the main paths to a and b from both a ct and t perspective, there's plenty of interesting ways to fight and take cover. I think there needs to be a way to get to the A plant site from the upper part of the bombsite without having to either jump over the railing or running out of the bombsite and back. Something like a staircase. I also think it would be great if there was a way to quickly get on the B plant site without having to jump over the railing, like an opening in the railing. Jumping and shooting isn't very fun in cs go It would be great if there was a way to plant on B and be safe from the tunnel entries borgking 1 Quote
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