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  3. SamCom

Posts by SamCom

  • WIP in WIP, post your level screenshots!

    • SamCom
    • November 12, 2015 at 8:11 AM

    Noodling in Unreal 4, put together a small scene using the free Infinity Blade assets, walkthrough video:

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    [Blocked Image: http://i.imgur.com/PPmCrlb.png]

    [Blocked Image: http://i.imgur.com/InZ2IFv.png][Blocked Image: http://i.imgur.com/97Q6N98.png]

  • Recruiting for making best map ever

    • SamCom
    • March 23, 2015 at 8:07 PM

    I can put together a geocities site for it, we can post cool gifs, maybe a slideshow of reference material. MSN me your deets and I'll add everybody to the 'About' page.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • March 11, 2015 at 3:31 PM
    Quote from Muffin

    So I ran around on the map a bit. It looks great. But the middle area with the long path towards T side of B seems a little bland, and open.


    Thanks!

    I agree that spot is a little open. I had a shipping container thrown down in the middle there, but it was a little maze-like. Might try to add some simpler cover back in there, or kink that path.


    Are there Mapcore 5v5 playtests? Or would that be something that'd have to be organized separately?

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • March 11, 2015 at 2:39 AM
    Quote from Mvllsk

    Scratch my earlier comment. It's actually veeeery nice, not just good. I realized how fresh and new the map now feels. There are so many strats that Ts can pull off here. It definitely took away the heavy ct bias the map had. I'd love to see another mapcore playtest for the map and especially a 5v5 playtest.


    Hey, glad you like the changes! Probably too soon to request another playtest, but a 5v5 would be interesting.

    Trying to find a way to get more eyes on it, posted it in r/csgo and it sunk without a trace, got some good feedback in r/csmapmakers, though.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • March 10, 2015 at 6:12 AM
    Quote from Mvllsk

    I liked the map and especially the levels of elevation, but there are a few concerns I have:


    [Blocked Image: https://i.imgur.com/1WBysaT.jpg]


    Yellow/Green: Remove the second path mid, make it an alternative rotation route for A. This should allow rotations to be done much quicker and also enable CTs that are pushing A site to flank. Currently, A is a very passive spot to play, held mostly from mid and the window.

    Red: Add a sight cover or a roof or something for the Ts to be covered from window. There are just way too many places you have to look, especially window and ramp. The container could be flipped to adjust for such a change to hope up the line of sight behind the red area. Also add a box or something to land on for CTs that hop out of window into A site.


    Yellow/Orange: Add additional paths for B. Currently, holding mid cuts off B completely.

    Blue: Move CT spawn back a bit, but only if a fall damage cancel option is added for the window room to accommodate A rushes.

    Display More


    These all made sense to me, so I put them in.


    Version on the workshop updated!


    New layout:

    [Blocked Image: http://i.imgur.com/SutszFr.jpg]


    Changes to old B. Narrowed it a little better to make for better engagement ranges, less of a killbox:

    [Blocked Image: http://i.imgur.com/aLYnP9E.jpg]


    Changes to A. Just out of frame at the bottom is a crate to break a fall for no HP loss, making the window a route into A for CTs. Added some cover for planting, put another shipping container on the other to cover the far entrance from the window and the ramp down. Also visible to the left is the now closed old passage from mid.

    [Blocked Image: http://i.imgur.com/u41Vvtk.jpg]


    New route from mid to A:

    [Blocked Image: http://i.imgur.com/rcckoqM.jpg]


    Other changes:

    - Moved CT spawn back a bit.

    - Added more clip brushes, removed some possible escapes from the map.

    - Switched incorrect bomb sites in radar (fun fact, the first site you place in Hammer is A, the second is B)

    - Larger and centered radar.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • March 8, 2015 at 11:31 PM

    Attempted a more dramatic change for the playtest, moving B closer to the CT spawn, and blocking off the right hand side of the map:


    [Blocked Image: http://i.imgur.com/lDDdnDG.jpg]


    I don't think it was successful.

    The idea was to cut down on people being lost, and make rotation shorter, but it just made B a terrible/impossible choice for Ts, and made the map very CT sided.

    Not exactly sure where to go from here. There needs to be another route to B, and A is somehow both too cluttered, but not enough cover for planting.

  • MapCore CS:GO Playtesting 4.0

    • SamCom
    • March 8, 2015 at 11:20 PM

    Thanks for giving de_earlywarning a run through! Looks like a whole lot of issues with the basic layout, CT sided, too cluttered, not enough routes for Ts, lots of clipping that got missed, a whole lot of work left, need to get my shit together. Sorry for the reversed bomb sites on the radar, somehow confused that on the update last night.


    I have if you want to give any feedback.


    Could I request the download of the demo, por favor?

  • MapCore CS:GO Playtesting 4.0

    • SamCom
    • March 8, 2015 at 7:30 AM

    Link for de_earlywarning:


    https://www.dropbox.com/s/e8437de1448t…ing_a7.bsp?dl=0


    Pulled from the workshop version, should be good.

  • Source 2!

    • SamCom
    • March 4, 2015 at 10:19 PM

    Obviously probably not the same leap forward, but it'd be cool if the Source 2 reveal was anything like this was for Source/HL2:

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  • WIP in WIP, post your level screenshots!

    • SamCom
    • March 1, 2015 at 7:19 PM
    Quote from Psy

    Here's a CS map I blocked out a while back. Needs more cover and whatnot. Not sure if it's worth continuing with, tbh.

    Why not worth continuing?

    Looks cool! I like the hostages at the lowest point and rescue at the highest layout, having CTs fight their way out uphill.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • March 1, 2015 at 6:29 PM

    Updated on the work shop again!


    Workshop Link


    Added 8bit's suggested path to A, and lots of small tweaks, as usual.


    New layout:

    [Blocked Image: http://i.imgur.com/agD3A8a.jpg]


    Quote from 8bit

    Hmm, I think you misinterpret what I meant over pm. The extra passage you added now sort of nullifies the original entrance. I'd add two closed doors at new passage, make them spammable and add something like in the pictures below instead (pictures 1 to 3).


    The door in picture 1 closest to T spawn, you could open up the interior to give T's more room to maneuver in. Opened up sort of like the interior in de_mirage, right before exiting palace @ A site.

    The 4th picture though, it might be too powerful for T's to give, a catwalk looking over A site.


    <pic snip>

    Display More

    8bit, pics 1-3 are in the workshop build now. Only tried with bots, as usual, but I like it so far:


    [Blocked Image: http://i.imgur.com/zJks4qQ.jpg]


    [Blocked Image: http://i.imgur.com/N6pIYLd.jpg]


    [Blocked Image: http://i.imgur.com/HOArGJT.jpg]


    Quote from unremarkable player

    Just initial thoughts with regards to the layout - bomb sites seem to be a little isolated from one another, making it difficult for Ts to rotate to either site. Typically, CS:GO maps follow a 3-lane layout, middle, B and A, with one of those sites having an extra entrance for Ts or both teams to use (pretty much the winning formula for the most popular maps). I don't know how it plays out, but your mid rotation is potentially a little too close to the CT side and a little too easy for them to control. Each site has only 1 T entrance which could make it difficult for them to access.


    Good effort so far, some more details, maybe some paths edits, even additional of a non-traversable mid (windows) could be good for early picks. There's issues with the displacements near A site when going from T spawn, you can get stuck on a few if you're walking up hill. Think about adding a player clip on the hill, or fixing the rocky bits.

    Thanks for taking a look!

    The distance between bomb sites had been common feedback, but the result seems to be making it easier for Ts, since CTs can end up a ways away from the sites. Moving the bomb sites will be messy at this stage, but it's still on the table. Maybe the playtest next weekend will clear it up.

    And I've smoothed out that A displacement, hopefully that fixed that bit.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • February 27, 2015 at 4:33 PM

    Sorry, I should have been clearer, I hadn't had a chance to try exactly what you suggested, I understand that you were talking about that overhead catwalk, I wanted to try just reopening the passage I closed earlier and see how that played out.

    Thank you for the screenshots, that helps a lot, actually.

    I agree it's probably too open again, and I like the idea of adding a door so Ts can still run past and use the other route to A without CTs getting a free shot at them. I kind of like the balcony, you'd get sort of a sniper duel going with the CT sniper perch.

    I'll take another crack at it.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • February 27, 2015 at 7:39 AM

    Updated the workshop file:

    - Added new entry to A- Cover and arrangement in A adjusted- Replaced a number of crates with new features.- Number of smaller changes.

    Thanks to 8bit for the suggestions!


    Workshop Link

  • [CS:GO] [WIP] De_Radio

    • SamCom
    • February 25, 2015 at 2:19 AM

    Played a few rounds with bots.

    I really like the concept of stacked bomb sites. There's just enough room around the base so you can see people crossing the bridges to B and maybe get a snap shot before they cross.

    Rotation times seemed not too bad, either.

    I think the height of the A platform is just right, enough that two people can hide for each other on opposite sides of it if they're careful.

    If both sides went truck side, matches were over in 30 seconds or less, but that might just be bot dumbness.

    Bots were also getting stuck on the double doors into A.

    Ended up using A a lot, since it seemed a lot closer, but I think that was just a matter of knowing the right path up. It might just be the orange bombsite markings on orange walls, but I did have a hard time choosing the right door to get where I wanted to go on the first try.

    A also seemed to be the bot default, so that might be different with humans.

    My instinct was that CTs would dominate, but sniping/camping spots seem well balanced: for example, setting up camp in the bottom right corner lets you dominate that bottom lane, especially since you can see people's shadow and feet before they see you as they enter under that walkway, but the camper's vulnerable to someone running up behind they and blindsiding them.

    The bomb could be planted on the crates or just off the platform, is that intended? Lost a game hunting for the bomb hidden on top of one of the crates.

    Looking forward to seeing this one finished!

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • February 24, 2015 at 5:41 AM

    Updated the workshop file again, dev textures have been replaced, more visuals work.

    Kind of at a point where I'm just fiddling with it, so I signed up for the MapCore playtest, woo!


    Updated overhead:

    [Blocked Image: http://i.imgur.com/x9aQTEs.jpg]

  • MapCore CS:GO Playtesting 4.0

    • SamCom
    • February 23, 2015 at 6:13 PM

    I'd like to request a slot on 08.03.15 for de_earlywarning, if possible.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • February 22, 2015 at 7:08 AM

    Workshop file updated, mostly a pass on the visuals, mid gets a roof and some lights.


    [Blocked Image: http://i.imgur.com/E0r2XV7.jpg]

    [Blocked Image: http://i.imgur.com/Ioe6aUx.jpg]

    [Blocked Image: http://i.imgur.com/Wu0wSiq.jpg]

  • The Order 1886

    • SamCom
    • February 20, 2015 at 1:50 AM

    I feel dumb, but I'd confused this game and BattleCry, and thought The Order was multiplayer only. Made the short length comments very confusing.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • February 20, 2015 at 1:28 AM
    Quote from 3Dnj

    Ho I like some of your building. Do you have any references ?


    Quite a few, have a folder built up of arctic and antarctic stuff, with military installations mixed in. Some highlights:

    [Blocked Image: http://i.imgur.com/CyHedmml.jpg]

    [Blocked Image: http://i.imgur.com/W09Cujkl.jpg]

    [Blocked Image: http://i.imgur.com/ixMpZo6l.jpg]

    [Blocked Image: http://i.imgur.com/EIGGzssl.jpg]

    [Blocked Image: http://i.imgur.com/OjVwibTl.jpg]

    [Blocked Image: http://i.imgur.com/VMWfzUul.jpg]


    And just spotted this one today, already looks like it's made of brushes :

    [Blocked Image: http://i.imgur.com/L0Ht17Rl.jpg]


    Quote from El Moroes

    It reminds me some cool multiplayer maps from CoD Black Ops.

    If you didn't, you can take a look on these maps, I'm sure you'll find some inspiration there (Grid or Array).


    Funny you should mention that, I binged on Black Ops this weekend and took a bunch of screenshots, so it's definitely an inspiration source.


    Quote from 8bit

    Tested your map just now and it seems ok, mid bit too crowded, I like B site (left of CT), A site bit too crowded, too much cover...

    Keep building on it, looking forward to see what you can do.


    Ah yeah, too many crates for my liking, like almost everywhere.

    Thanks, good points. Going to try and uncrowd A, but a lot of that cover is blocking sightlines, at least that was the intention.


    Too many crates? But what about my time to crate score? But seriously, there are too many. They make for such nice Insta-Cover, even though I have to manually clip props since the AI pathing likes to pretend they're not there. I'll be going back and converting crates into more interesting props or adding architectual features to buildings that offer the same cover.

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • February 19, 2015 at 8:05 AM
    Quote from 8bit

    Looking good but I gotta say that imo, a good artic station is the one covered with snow together with snow winds and icycles on roofs. Every crate/cover needs to have snow on them imo.


    Thanks! I agree on more snow. Still very early on art, and if I want to go full out snow covered, will probably take a ton of custom assets, since the only snow assets I've seen are for cs_office, and they're sparse.


    B Bombsite is close to what I'm aiming for, art wise, but could always be more snow.


    Also, updated Workshop entry with changes:


    - Moved up CT spawns- Moved back T spawns- Added more cover to B site approaches, split main entry into low and high- Added large pillar in CT pit to break up low mid sightline.- Major changes to A site to reduce crazy sightlines: * Closed off drop T entry * Shrank bomb placement zone * Low mid now goes low and high onto new widened balcony- Crates, crates everywhere. Before of A:[Blocked Image: http://i.imgur.com/b3GRQeE.jpg] [Blocked Image: http://i.imgur.com/7QkGb5Q.jpg] - Sightlines - too long and too many. CTs got tore up trying to retake.- Not enough cover.- Bottom retake path was a death trap, no option but to charge out. The fix: splitting the lower path so it could either go straight out, or up onto the widened balcony.Lots of cover. After:[Blocked Image: http://i.imgur.com/kM61ASa.jpg] [Blocked Image: http://i.imgur.com/Y2bFxmN.jpg][Blocked Image: http://i.imgur.com/tcy9Fzo.jpg] I feel like I might be asking for trouble with players being able to jump on the trailer and cover behind that wall, but they are sitting ducks if someone comes long. I do feel like A's a more interesting choice now.

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