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  3. tomm

Posts by tomm

  • Mac or PC ?

    • tomm
    • December 2, 2014 at 4:52 PM

    I'm no expert when it comes to macs but


    I've just started using one at work, for web development it's hands down the best choice, especially if you need to use stuff like photoshop.


    if you wanna do game dev stuff, then it's obviously PC.

  • The random model thread!

    • tomm
    • November 25, 2014 at 9:17 AM
    Quote from leplubodeslapin

    Hello, this is my first post here (3D model section)

    I've started 2 days ago to make my first vehicle, i'm pretty happy with the beginning (i'm still a beginner at this, i'm more used to work with hammer).

    The original car :


    <pics>


    what i've done :


    <pics>


    It's for my map cs_opera, i think it will bring a lot of 1970' in it (it is supposed to take place in 1974 or something like that). The DS was at that time the favorite car of brigands !

    Display More


    That's some nice modeling there.

  • [CS:GO] Map Layout Feedback Please

    • tomm
    • November 12, 2014 at 9:44 AM

    heyo,


    What are the timings? to me it looks like both team have to move quite a distance.


    it looks very blocky and kinda dark, also there appears to be a pretty long sightline where the car is(if that's a car) that could end up being an awp fest.


    I think you should break it up with a few 45 angles.


    just so much I can gather from an overview pic, it's really best to playtest it.. often.


    check this thread to do so:

  • de_stupa

    • tomm
    • November 6, 2014 at 3:17 PM
    Quote from jackophant

    I've been away from my map for too long, a mixture of things, but mainly living arrangements and moving. But ever since I was happy with the game play a lot of my interest has dropped in this map


    How can I get that spark back? I was thinking... would sketching over screenshots work well?


    I really want to get this finished, but I think I might just be being too precious with it...


    I'm in the same position right now, I started my map at the end of last year and it's still in a very wip stage, more than 70% of the map are still white boxes. But I didn't really loose interest.. it's just that I got plenty of new ideas for maps, that seem more interesting than the current one I'm working on. But I canned way too many maps, so It's not gonna happen this time.


    You've got a pretty good layout going on, so I'd suggest sticking to what you already have and try some new ideas, spice it up somehow so you regain interest again.

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • November 4, 2014 at 10:38 AM

    came to the conclusion that it's very fun after your first few games which are boring because there's a lot of shit going on and you've no idea what to do and have 0 map awareness.


    It's very satisfying when you have a good trapper who harpoons the mofo and you manage to throw orbital barrage on him.


    9/10 would alpha again. Will see what the full release will offer.

  • The Mapcore Mod Team

    • tomm
    • November 3, 2014 at 4:48 PM

    I'd go for something psychological, maybe you'd play a guy that just got a terrible car accident, and now he's in coma, stuck in his weird world, trying to make sense of it and slowly uncovering some information about who he is etc..


    I'm weird.

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • November 2, 2014 at 1:41 PM

    I just played with a decent team(lvls 20+) and it was really fun, everyone knew what to do and it was a constant action.


    unlocked bucket and it's super easy to find the monster very early, makes the game totally different.

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • November 2, 2014 at 11:46 AM

    yeah, monster is pretty much OP, I just unlocked kraken and he seems ... kinda weak compared to goliath, or I just suck at him.


    GT352-4ZE5P-P4B9L
    GT390-5E2KF-4GE05
    GT3B6-GTLTC-HYKTA
    GT3E3-R097M-7B6YP


    KEYS FOR ERRYBODY

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • November 1, 2014 at 9:58 AM

    I feel like l4d was far superior to this in every way. I just don't understand why they thought this was a good idea(4v1)


    playing as hunters is meh, didn't enjoy it as much as I enjoyed playing the monster. Probably because performance is shit(yes it's alpha) and as a hunter I can't hit a thing with big framerate drops.


    anyway recorded my second game with the monster for lulz(first one was a tragedy lol)


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  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • October 31, 2014 at 6:59 PM

    I'm in alpha, unable to play alpha

  • Resident Evil HD Remastered

    • tomm
    • October 28, 2014 at 4:49 PM
    Quote from D3ads

    I've got an image dump of all the backgrounds from the Resident Evil games including the remake and 0, really inspirational for level design...


    could you upload them somewhere? that's good material.

  • de_havana

    • tomm
    • October 26, 2014 at 1:12 PM

    [Blocked Image: http://i.imgur.com/0YLPW0Y.gif]

  • The Mapcore Mod Team

    • tomm
    • October 24, 2014 at 9:08 AM

    I'd much rather use a source control, but this seems like a pretty good solution too imo:


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    from: http://www.reddit.com/r/UE4Devs/comm…_control_using/

  • The Mapcore Mod Team

    • tomm
    • October 22, 2014 at 7:22 PM
    Quote from SpronyvanJohnson

    I have no desire to forgot about the shared doc and what we've been up too. However, I see that it's driving Source people away and Source is strong here. I would love to keep those people involved as well. So I was wondering, we have Black Mesa and there have been several attempts at recreating Opposing Force (with one still in the works) but no one every tried to recreate Blue Shift (as far as I know). If I'm not mistaken modders are allowed to use the assets created by the Black Mesa team. Blue Shift isn't that big (but still loads of work) but we are not obligated to do the entire thing. There would be no discussion about setting, story, etc. It would be a great way for the Source crowd to shine. We could assign a chapter or part of a chapter to mapper and people could work on their own (as recommended earlier). I think it's a win win situation. What do you guys think?


    I there is enough interest I'll split it into a separate topic - doc.


    Hard to say no to blue shift


    but I seriously hate the lighting in half life 2, perhaps we could use source sdk 2013 or something.

  • MapCore CS:GO Playtesting 4.0

    • tomm
    • October 22, 2014 at 2:54 PM
    Quote from hamilton5

    I missed de_log??


    [Blocked Image: http://www.transformer-ivan.net/wp-content/uploads/2012/06/wall_prostitute.gif]


    me too


    [Blocked Image: http://www.transformer-ivan.net/wp-content/uploads/2012/06/wall_prostitute.gif]

  • [CS:GO] de_88mm

    • tomm
    • October 20, 2014 at 7:41 PM

    I think it's the vastly used concrete texture that makes the map kinda unattractive, maybe throw in some colors to please the eyes?

  • CS:GO mapping phases - and some questions :)

    • tomm
    • October 20, 2014 at 12:28 PM
    Quote from jackophant

    ...


    this is pretty much how I do my map, although I haven't touched the hint/skip and arealportals at all.. but will probably do so very soon as my map is still mostly dev textures.


    another thing I find useful: don't get too carried away with props, only use them if you really need them. They need to serve a purpose.

  • HATRED

    • tomm
    • October 16, 2014 at 2:32 PM
    Quote from knj

    This is a game, I'm seeing my self playing after a hard day of work just stupid fun


    yeah sure, coming home from work and playing a game where I murder innocent people, so relaxing.

  • The Mapcore Mod Team

    • tomm
    • October 15, 2014 at 10:22 AM

    let's remake half life in UE4 and call it hurg life

  • CO:GO map in need of feedback

    • tomm
    • October 13, 2014 at 5:36 PM

    prague is a very unique looking city, and your map looks nothing like it atm.

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