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  3. tomm

Posts by tomm

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • March 18, 2015 at 10:56 PM

    I think we should only vote when the match is over and there's some more time for final feedback before map changes.

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • March 15, 2015 at 12:52 PM
    Quote from Smileytopin

    Thanks so much for adding !gf and !fb

    These should help a ton with feedback.

    I forget though, where exactly do we get the feedback from again?


    "All log files will be uploaded to the mapcore drive folder"


    https://drive.google.com/open?id=0B1VMh…MVG8&authuser=0

  • [CS:GO] [WIP] de_geranium

    • tomm
    • March 12, 2015 at 2:24 PM

    my only problem with the layout is that parts of your map are separated only by a thin wall, because of that the player will hear a lot of footsteps, confusing the hell out of him

  • Source Content Creation Workflow

    • tomm
    • March 9, 2015 at 7:48 PM

    Hey, welcome Cora!


    You've some pretty impressive work there.


    shame to hear about the CEVO thingy.. But you've come to the right place if you're interested in csgo mapping.

    we're having regular map that you can join and give/receive feedback and mostly, have fun

    It also serves as a good motivational boost if you see other people's work(at least for me)


    My workflow is messy and I wouldn't recommend it to anyone, I've learnt it the hard(and stupid) way.. and got used to it.

    but you have options like wallworm if you use(or plan to use) 3ds max, which I think is great.


    yeah, source still remains very cocky when it comes to custom content creation.

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • March 8, 2015 at 12:58 PM

    this month is going to be very active judging by the schedule , can I also have a slot on 22.03.15 for cs_patong plx?

  • Need layout for new map.

    • tomm
    • March 8, 2015 at 7:48 AM

    I'll sell you my layout for $50

  • Counter-Strike: Global Offensive

    • tomm
    • March 7, 2015 at 5:04 PM

    what about making new and unique maps instead of remaking? I'd rather not turn csgo mapping into a hollywood movie production.

  • [CS:GO]de_acceleration

    • tomm
    • March 7, 2015 at 12:20 PM

    grats on the release! you should also upload an overview/radar pic on workshop.

  • What makes a good CS:GO Competitive map?

    • tomm
    • March 4, 2015 at 11:44 AM

    8

  • Valve: Future Hardware Plans

    • tomm
    • February 24, 2015 at 9:42 PM
    Quote from Psy

    I'm hoping for Half-Life 4.


    [Blocked Image: http://media.giphy.com/media/I66FA7KdVBQmk/giphy.gif]

  • Suggestion: MapCore public test server.

    • tomm
    • February 24, 2015 at 2:19 PM

    I don't see the point.


    Current PT server has more than 10 slots and it's public afaik.. so maybe it could be exposed more to the public with a map voting option.

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • February 15, 2015 at 12:35 PM

    fkin lold


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    still, it's a decent coop game.. too bad the marketing behind this game is so bad.

  • [CSGO] WIP de_street

    • tomm
    • February 14, 2015 at 9:11 PM

    hello,


    I think this looks lovely


    you should schedule a playtest so we can see how it plays and all.

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • February 13, 2015 at 7:11 PM
    Quote from Tomato


    ...


    ...


    Playtesting sessions are scheduled on Tuesdays, Thursdays and Sundays at 21:00 CET/CEST. We playtest a maximum of 2 maps per playtest.


    it's all in the first post of this thread.

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • February 13, 2015 at 6:51 PM
    Quote from Tomato

    Hi everybody,


    I'm making my first csgo map on the moment.

    And I just found this forum/community.

    Through development of the map I tried to play with my friends several times on a dedicated server, just to get some feedback of the map.

    But because they all easy say it's fine and all that, i've never got the "real" feedback and playtests going ( with more then 5 players)

    Now i saw this forum and though that this could be a nice opportunity to get some playtime on my map.


    First i got some questions about the playtest itself:

    -Does the map need to be finished? ( I'm detailing buildings for the moment and lot of edges aren't properly clipped yet, also floor is still in dev textures )

    -What kind of feedback should I expect?

    -How fast is it possible to get a slot on the schedule ( I'm looking out for next tuesday 17/02 )

    -How many people play during a playtest?

    -...


    Thanks in advance

    Display More


    hey there,


    - noone expects you to test a completely finished map. The point of testing is to, you know.. test stuff. What you really need is to do is prepare a working radar for navigation purposes.

    - People usually give feedback on the map's layout and gameplay.

    - Just look at the schedule and find a date that suits you and isn't already taken.

    - There's usually more than enough people.


    and again I repeat, a working radar is very important!


    and welcome to mapcore!

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • February 10, 2015 at 9:57 PM

    I blindly preordered it because it's made by turtlerock and they made left 4 dead(my favourite mp game of all time)


    and it was a dumb move.. don't do the same mistake and buy it once it shows up on a sale if you really want the game.


    it's not worth the price they're asking for.

  • Pixel Art Portrait Giveaway!

    • tomm
    • February 10, 2015 at 5:29 PM

    cool

  • Source engine, use models as buildings.

    • tomm
    • February 9, 2015 at 8:39 PM
    Quote from spence

    Yea good call JP, it has to have unique UV space.


    It doesn't? Does this just cause lighting problems or?


    ok nvm, did a quick test and it seems to work.. strange.. last time I had overlapping UVs the texture didn't show up, it acted as if it was missing UVs.

  • Source engine, use models as buildings.

    • tomm
    • February 9, 2015 at 6:29 PM

    shared UV space doesn't work in csgo either

  • WIP(CS:GO) De_Agri

    • tomm
    • February 9, 2015 at 4:45 PM

    well you just posted screenshots without describing what we should be looking at, so we will naturally criticize the overall look.


    now with those ref pics I see what you're aiming for, but still.. real life doesn't necessarily have to look good in game.


    I think the main issue is lighting and shadows, you should make them less dominant.


    and no offense dude, we're just trying to help.

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