doing more new map playtests today starting at 4:30 eastern, que up early to reserve your spot :smiley: if you do and you are not here when we start, you'll be replaced. thanks!!
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SteamID64 | 76561197994364738 |
SteamID3 | [U:1:34099010] |
SteamID32 | STEAM_0:0:17049505 |
Country | Canada |
Signed Up | August 24, 2012 |
Last Posted | February 10, 2025 at 10:32 AM |
Posts | 1204 (0.3 per day) |
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Mouse | G407 Hyperion |
Keyboard | G710+ |
Mousepad | PureTrak Talent |
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Monitor | HP shitstain (but i love it) |
Big team, could be top 4 if they keep their heads
And we’re back again with more awesome maptests at 5 est today!
Appreciate your effort on the feedback, Collaide :)
lucrativeI just find it odd, this map playtested in NA yielded completely opposite results from this feedback (also this map isn’t too big the playing area is factually less than viaduct)
CollaideA league setting is very different than a casual doublemix in many respects..
I watched this tournament, there were like maybe 3 full top teams playing and at most each team played the map 2, maybe 3 times. I'm not sure that's concrete better testing than 14-16 mixes ive played with mid IM - low invite average with a few top players mixed in.
I'd give a few more runs if possible, its a lot more dynamic than other koth maps in my findings. like i said, a lot of the playtesting here yielded opposite results but I can still understand it being played different or looked at different in EU.
Maybe you guys could gives reasons about why the point being inside isn’t ideal or why the one way shutter isn’t ideal instead of calling it retarded or bad, there isn’t room for negativity if you want a map to develop properly (this is mostly for the above comment)
This map was not made to be as open and played like viaduct, the one way shutter is there to prevent the people who already have the point from holding their combo in an extremely safe and strong height. Also the point being inside makes it so the approach from the attackers is easier as opposed to having an aggressive forward holding making the attackers battle up hill. The ramp outside is a singular height to fight over as opposed to giving each side its own highly reliable defence options (which in viaduct gives the defenders 2 major high grounds to work with when you have the point, while this makes one)
I just find it odd, this map playtested in NA yielded completely opposite results from this feedback (also this map isn’t too big the playing area is factually less than viaduct)
gonna try and get some more of these going around 6:15 EST today! come join and play dope maps!
ScrewballTery_The fuck? So IM and Open should be free entry? It's 15 fucking dollars.My team is made of under 18 players and a broke NEET. We had to ask the comunity to pay for us. Otherwise we were going to do Open. Not to mention all the UGC teams that would be playing Open.
Some of these issues could probably be solved with some anti sandbagging rules.
What some people fail to understand is that as it stands the prize money is completely irrelevant to all but a few sandbaggers and b4nny. I don't know about you but i am getting a little sick of having to pay a ransom to the sandbaggers every season to play.
pretty easy to get financial help when you're not a forum degen
Brimstonethis map was def a blast to play, esp as soldier for once
Twiggyhttps://imgur.com/6gzDuha
i kinda agree about the ramp thing on second, you should be able to escape through that shutter somehow, the other escape routes are significantly longer in terms of escaping that soldier on your ass as medic
i can understand to a degree about the idea that the enemy might just use that route to entirely skip second, but that does have precedent with gully wash as twiggy mentioned, snakewater with cheese, and badlands through valley kind of
right now distances a medic would normally be able to escape from a soldier at are now inescapable because of the lack of a place to run
if the maps been playtested with that ramp in i'd be curious to hear how those went
I told you guys both that the ramp used to be there and everyone that tested it back then hated it and made defending second unmanageable, it’s not similar to gullywash. Gully has 1 other choke to go through that’s why access in to the lobby is a good mechanic. Bluff is not similar, and it was removed for good reason and it’s played much better since then (it was removed originally because of a majority)
Hello everyone once again, friendly reminder we are testing more great maps today around 5PM est!!
this guy is prolly ready for mid IM honestly, very good clam and communicative player, also an insanely consistent beast sniper.
ScrewballTook screenshots of the problematic areas and angles.
https://imgur.com/a/YtzTS5c
The problem seems to be eliminated or at least drastically mitigated when using low shaders.
The vast majority of the map im sitting at around 500/400fps but some specific angles and locations seem to be weird cratering FPS to around 90/140. Probably something related to lighting effects judging by the fact that it was mitigated by changing shader settings.
prolly should post these in the map thread
ScrewballQuantumBarberYeah, nobody's reported any issues with b12a since I pushed it out a few days ago, so unless something pops up, that's the version being used.I was jumping around through it last night and i was getting massive stutters (dips below 100 FPS with nobody else on the map). I feel some optimization work needs to be done before this map is ready for league play.
literally have not heard a single person from the new map cup, map playtest pugs or quindali pugs complain about optimization of the map even once
Phantomis there a specific version of propaganda that esea has committed to yet?
I believe the latest, cp_propaganda_b12a