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  3. tomm

Posts by tomm

  • CGHub is dead. Long live CGHubs!

    • tomm
    • April 16, 2014 at 5:08 PM

    Then why don't you call it something else than cghubs?

  • DE_Theos By Vinneri

    • tomm
    • April 10, 2014 at 5:25 PM
    Quote from Vinneri

    last thing you said was cleaning unnecessary props. I will do so, but how I do it without making map look less detailed? Thanks for the feedback!


    Only put props where they're actually needed from a gameplay standpoint. Then you can put more props to make it prettier(but don't overdo it) less is more.

  • [CS:GO] de_unnamed (WIP)

    • tomm
    • April 8, 2014 at 4:22 PM

    I think you should first playtest the map before jumping on detailing.. just to see if the layout works.

  • WIP in WIP, post your level screenshots!

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

    That's sexy, looks like a rather 'compact' layout.. I hope you can't hear footsteps everywhere


    +1 for no mid

  • DE_Theos By Vinneri

    • tomm
    • April 2, 2014 at 5:35 PM

    I don't think you have to worry about lightmap scale yet(actually I almost never change that)


    Try setting light_environment's SunSpreadAngle and light_directional SpreadAngle property to something small, 1-5

  • DE_Theos By Vinneri

    • tomm
    • April 2, 2014 at 1:46 PM

    Looks like an interesting theme


    but there's something weird going on with the lighting, did you mess with postprocessing?


    and avoid using decals from overpass, it's just too specific to that map.


    I think you should focus more on lighting, better sun angle, more brightness and hard shadows etc.

  • Source 2 demo with a re-do scene from HL2

    • tomm
    • April 1, 2014 at 4:14 PM

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

  • Free music for non-commercial projects

    • tomm
    • April 1, 2014 at 12:49 AM

    Stayed a while and listened, fantastic work! Very inspiring.

  • The Mapcore Open Source Initiative

    • tomm
    • March 31, 2014 at 4:26 PM

    Or just share the maps that made it into operations


    After all, those maps got the 'job' done and people could learn from them.


    (even though valve's decisions are sometimes questionable)

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • March 31, 2014 at 3:23 PM

    I would like to have a playtest on 13th for de_shade plx

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • March 30, 2014 at 10:29 PM

    I like the setting of de_medieval


    it would be interesting to have the gate be either opened or closed randomly each round(pressing buttons in cs is awkward)

    but that would probably change the layout significantly.. also can't say much about the layout, we had no radar


    and the funny thing is that you can access the roof by jumping from the railing, should be clipped or just put higher.


  • The Mapcore Open Source Initiative

    • tomm
    • March 30, 2014 at 7:52 PM

    I wouldn't worry about that too much if the assets are going to be strictly source only


    there aren't many dick mappers around who would steal other's work(I hope).


    Just give credit to the artist and that's pretty much it.

  • The Mapcore Open Source Initiative

    • tomm
    • March 27, 2014 at 5:40 PM
    Quote from TopHATTwaffle

    The issue with DropBox is that it's editable by other people on their machines. Plus I'm not very keen on my system being connected to other people's computers in that way, unless I've known the person for a long time.


    Come to think of it, you're probably right. But then how exactly would it work with repos?

  • The Mapcore Open Source Initiative

    • tomm
    • March 27, 2014 at 7:15 AM

    Although I like git or svn I don't think it's a good idea, especially for artists.. It would be much simpler to just use dropbox where everyone has his own folder.


    And to make it easier to 'search', we could also provide a jpg thumbnail for each model.

  • The Mapcore Open Source Initiative

    • tomm
    • March 26, 2014 at 9:27 PM

    I'd rather keep it source only, and only provide models and uncompressed textures on request in proper format(fbx, obj etc)

  • The Mapcore Open Source Initiative

    • tomm
    • March 26, 2014 at 6:20 PM

    I like this idea, I'll probably be doing some custom content soon.. if I ever get to that stage(still fighting with my map layout)


    and I'll gladly share any custom content I make.

  • Facebook eats at the Occulus Rift, leaves $2b tip

    • tomm
    • March 25, 2014 at 10:11 PM

    well, that was unexpected.

  • Game development team needed...

    • tomm
    • March 21, 2014 at 2:56 PM

    pledged of $3,000,000 goal


    $3,000,000


    three


    millions


    ..


    [Blocked Image: http://i.imgur.com/3IcZfe2.gif]


    sorry I had to


    edit:

    Not to sound rude, but you haven't shown anything and you can't expect people to throw money on something like that.. it seems like you didn't even put much effort into the game itself.


    You have to make us want to help you


    and seriously the goal is just ridiculous.

  • [CS:GO]de_zoo

    • tomm
    • March 21, 2014 at 7:15 AM
    Quote from Squad

    I wish it would be possible to somehow put more animals in the zoo, but I'm afraid it's just gonna be fish I'm always open for cool ideas on how to implement them properly though


    I'd rely on sounds, maybe put some cages in a place that you can't access(but can see them) and add some lion roars or some crazy birds in the background.. I think it would make a pretty unique atmosphere

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • March 20, 2014 at 10:15 PM

    Here are some of my suggestions for stranger's map, maybe it's bullshit.. but I really dislike the connection from mid to B.


    aand I felt creative today

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