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  3. SamCom

Posts by SamCom

  • [CS:GO] [WIP] de_earlywarning

    • SamCom
    • February 18, 2015 at 8:13 AM

    A defuse map set at a snowy Arctic early warning radar station.


    Workshop Link

    Been running it with bots, but now I think I need the opinions of human players. Afraid it might be a little too easy for Ts to win currently, but again, can't really tell with bots.


    Detailing as I go, which I will probably regret.


    Try it out and let me know if anything jumps out as crazy, and if it is as T weighted as I suspect.

    I have made a clipping pass or two, so if there are any jumping out points I missed, let me know.


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


    [Blocked Image: http://i.imgur.com/YfhG2Rq.jpg]


    [Blocked Image: http://i.imgur.com/Ir3aWQ0.jpg]


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


    [Blocked Image: http://i.imgur.com/ddE9ABn.jpg]


    [Blocked Image: http://i.imgur.com/Afy1w75.jpg]


    [Blocked Image: http://i.imgur.com/rnn7yyM.jpg]


    [Blocked Image: http://i.imgur.com/xPv4Q7u.jpg]

  • Material editor for source engine

    • SamCom
    • April 24, 2014 at 3:29 PM

    You might be looking for the $translucent VMT command: https://developer.valvesoftware.com/wiki/$translucent

  • Interlopers.net Half Life 2 Mapping Competition

    • SamCom
    • April 23, 2014 at 6:20 PM

    Cool, I think I'll jump in on this. UncleSam over on Interlopers.

  • MapCore Mini Texturing Challenge #01 | CS:GO Stickers

    • SamCom
    • February 24, 2014 at 12:33 AM

    Does anyone know how to preview how the stickers will wear? I can get them to show up on the sticker preview models as shown in the linked tutorial, but I'm curious if I'm getting the "unwear strength" thingy working right.


    Also: Crates!: paper, holo, and color change versions.


    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=231642710


  • Sam Combs - Level Designer

    • SamCom
    • October 20, 2013 at 10:47 PM

    Added de_convention, dropped some older stuff. Although there's still a HL2:DM level, woo. Hopefully I'll have another CS:GO level to drop in soon.

  • WIP in WIP, post your level screenshots!

    • SamCom
    • October 20, 2013 at 10:34 PM

    cashed:


    First screen: I like how you're breaking out of the grid with the sidewalk and the wall there on the right. Sidewalk on the left could probably use a curb trim piece. Blank spot above the three arches look a little strange, could use something decorative.


    Second screen: The smaller rectangular building with the ivy looks odd. The trim on top is flush, while the trim on the building to the right is recessed underneath, even though they're the same texture and line up. Also, stair railings don't work that way.


    Third: Another big blank space above three arches crying out for some windows, or a old style painted advertisement or something.


    Last note, maybe just personal taste, but the ground looks really clean, and could probably use a little decal/overlay love.


    Nitpicks, though. It's looking rad.

  • [CS:GO] de_convention

    • SamCom
    • June 2, 2013 at 11:10 PM

    Now ready for general release!

    A Bomb Defusal map set in and around a convention center.

    Download/Subscribe:

    http://steamcommunity.com/sharedfiles/fi…s/?id=146135089

    [Blocked Image: http://i.imgur.com/gkiU1LH.jpg]

    [Blocked Image: http://i.imgur.com/WaR7HYn.jpg]

    [Blocked Image: http://i.imgur.com/1Xn1JkR.jpg]

    [Blocked Image: http://i.imgur.com/8KEj7AS.jpg]

    [Blocked Image: http://i.imgur.com/ulT4W4h.jpg]

    [Blocked Image: http://i.imgur.com/pT5QSQX.jpg]

    [Blocked Image: http://i.imgur.com/fgwOIB6.jpg]

    Download/Subscribe:

    http://steamcommunity.com/sharedfiles/fi…s/?id=146135089

  • [CS:GO] de_convention

    • SamCom
    • June 1, 2013 at 7:26 AM

    Thanks guys!

    Thought about some custom content, I might do some banners or custom texture stuff, although I'm not sure if I want to go down that path yet on this map.

    Point taken on the bland concrete, I'll try and mix in a little color. Not a whole lot of clean materials to choose from, but I mixed in some metal textures, and mixed up the interior especially.

    The trim's an awesome idea, I've went back and started trimming. Kind of fiddly, but it does improve it. Also tried to break up the large pavement expanses with more decals and some trim.

    The third screenshot is an outlier prop wise, but I slimmed it down a bit there. I also think my screenshots might make everything look really blocky, I have more angled areas than it appears, but I've went back and beveled more areas.

    Hopefully I can get a release candidate out this weekend. Certainly learned a lot about CS mapping so far. Hopefully I'll be able to get some more playtests in. It does seem more difficult to get your map noticed in the workshop as you're updating it.

  • General Hammer Editor Tips

    • SamCom
    • May 30, 2013 at 6:26 PM

    Hold Shift and drag a selected object to duplicate it, I get a lot of use out of that one. This plus the X trick to get handles in the 3D view kind of replaced the brush tool for me, easier to clone and resize.

    Control + M to get the manipulate dialogue window, where you can type in a value to rotate an object on any axis.

    Alt + Enter: brings up the Object Properties

    There's also a pretty comprehensive list of hotkey here: https://developer.valvesoftware.com/wiki/Hammer_Hotkey_Reference

  • [CS:GO] de_convention

    • SamCom
    • May 30, 2013 at 6:23 AM

    So I've done my first visual pass, all the dev textures replaced and a lot of detail added, certainly a lot easier on the eyes.

    Check it out on the workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=146135089

    Still some spots that need detailing, and some lighting work to do, but I feel like I'm making progress!

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

    [Blocked Image: http://i.imgur.com/ebNROo8.jpg]

    [Blocked Image: http://i.imgur.com/FSo0nzJ.jpg]

    [Blocked Image: http://i.imgur.com/GX37UCA.jpg]

  • [CS:GO] de_convention

    • SamCom
    • May 27, 2013 at 6:06 AM

    Starting to detail this out.

    [Blocked Image: http://i.imgur.com/hoC7jbV.jpg]

    [Blocked Image: http://i.imgur.com/PuxsFm5.jpg]

    [Blocked Image: http://i.imgur.com/DV1RAja.jpg]

    [Blocked Image: http://i.imgur.com/fspHru8.jpg]

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

  • Battlefield 4

    • SamCom
    • May 23, 2013 at 5:38 PM
    Quote from Thrik

    My co-op experience consisted of repeatedly having my helicopter pilot crash into the ground. I got really pissed off, then when it was my turn to pilot I accidentally the same thing. lol.

    That happened my first couple of times (sometimes I think they were crashing just because they wanted to be gunner), but when it worked it was pretty awesome. Maybe some L4D2 style randomization of maps and encounters to make them a little more replayable would be nice.

  • Battlefield 4

    • SamCom
    • May 23, 2013 at 4:10 PM

    That's too bad about co-op, I had a lot of fun with that. That helicopter mission was a blast. I spent one night playing through most of the maps with some random dude from Russia, just silently completing missions. That was an awesome experience. Just wish there was more of it, I'd still buy a co-op expansion pack for BF3. There's so much room for more co-op missions that used the single player content - a tank battle one would have been pretty sweet.

  • MapCore CS:GO Playtesting 3.0

    • SamCom
    • May 22, 2013 at 11:39 PM
    Quote from Al Anselmo~Intelect0

    DE_CONVENTION

    The CT spawn could receive a little work. At the moment the CTs tend to follow the left route (from what I noticed, anyway) and following the right path basically means that you should have a sniper, as by the time you get there, there would be a Terrorist aiming at your forehead. I would suggest to break some walls and create a path that goes from the CT spawn to the bomb site on the right side, making the CTs to get to the bomb site quicker.

    It's a fun map, but right now it seems very T-sided

    There originally was an entrance there, so I opened it back up and I feel like that helped. I also added in more cover so the sight lines are a lot more sane, and added a little more space to the left hand entrance/balcony there. Good suggestions, thanks!

    Quote from OrnateBaboon

    Overall, my biggest concern would definitely be art related. Some of the areas have a bit of a "game arena" feel to them, and trying to turn those into plausible spaces might prove a little tricky. I think it could be beneficial even at this early stage to try and define - at least in a very rough sense, exactly what each area is going to be, and what type of buildings or structures the blocked out shapes are eventually going to turn into.

    That's something I'm trying to work on, but it's been a hard habit to break out of. I just start laying out big blocks for gameplay and end up with (surprise) blocky abstract architecture. I think I need to start pulling more photo reference ahead of time, or something. But I really like the flexibility of keeping it blocky to make easy gameplay changes. I need to find a happy medium there.

  • De_ruins

    • SamCom
    • May 22, 2013 at 10:44 PM

    How are you doing the grass? Detail objects? Or prop_statics?

    That mountain adds a lot to that scene, the scale's really nice.

  • Call of Duty: Ghosts

    • SamCom
    • May 22, 2013 at 10:34 PM

    I'd play a combat dog game, if it had you jump out of a plane strapped to a dude like this:

    [Blocked Image: http://i.imgur.com/6btW3ec.jpg]

    [Blocked Image: http://i.imgur.com/PvhuQQ2.jpg]

  • [CS:GO]ar_smc_bk

    • SamCom
    • May 22, 2013 at 4:54 PM

    Pretty slick looking. Are you going to texture it out?

  • MapCore CS:GO Playtesting 3.0

    • SamCom
    • May 21, 2013 at 11:43 PM

    Hmm. It sounds like I can try moving the CT spawn back even further and close up that long A sightline.

    Not sure what to do to improve B - was it too tight to maneuver in there? I guess it's pretty easy for the CTs to lock up.

    When you say tighten up timings - where are Ts and CTs seeing each other?

    Any particular areas that stood out as unrealistic, or is it kind of a problem everywhere?

    Thanks for taking the time to play!

  • [CS:GO] de_convention

    • SamCom
    • May 21, 2013 at 4:05 PM
    Quote from FMPONE

    my immediate impression is that ct's need another route into both bomb sites, because they basically have one route that splits into 2 ways only, at each.

    That's what I had before, a path right down the middle. It's a good point, the earlier layout did have more flexibility, but I didn't like having a straight run from one spawn to the other. We'll see how it looks in playtesting, something to keep in mind.

    Quote from barrakid

    Have you tested the timings? It seems like the Ts will take much longer than the CTs to reach the bombsites and that will put the chokepoints in the middle of the map between the T spawn and the bombsites.

    For sure, the CTs reach the bomb sites first.

    In my best John Madden style, here's the current predicted choke points, after bot testing and timing:

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

    The long orange lines are rough sniping sight lines, and the orange circles are where combat's most likely to happen if both sides just run forwards.

    I think there are still enough paths around the bombsites proper that CTs will have some difficulty locking them down, but we'll see in testing.

    But my worries are not enough access points to B (right side), and possibly too long of a sniper sightline on A (left side).

  • cs:go map editing help

    • SamCom
    • May 21, 2013 at 3:30 PM

    The Training Course map that comes with CS:GO has a few scripted flashbang drops, it might be worth decompiling it and see how they do it.

    For the decals, do you have a screenshot of how they look in game, and the source image you're using as a texture?

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