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  3. tomm

Posts by tomm

  • Game development team needed...

    • tomm
    • March 20, 2014 at 5:09 PM

    [Blocked Image: http://i493.photobucket.com/albums/rr300/grendal3434/Abe-Simpson-walking-in-and-out-the-simpsons-7414427-320-240.gif]

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • March 14, 2014 at 10:39 PM

    So I've recorded stranger's map, I'll leave the download link here (I tend to spam the score board, I hope it's not too annoying)

  • Evolve (Turtle Rock Studio's new baby)

    • tomm
    • February 11, 2014 at 4:58 PM

    The important question is, is it fun? .. if the whole game is based on chasing down a big ass monster.. I dunno, doesn't sound like something i'd play as much as I played left 4 dead.

  • What have you watched recently?

    • tomm
    • February 10, 2014 at 10:15 AM

    Kiki's delivery service, I recommend this to everyone who's struggling with lack of motivation. it's great.


    http://www.imdb.com/title/tt0097814/

    [Blocked Image: http://ia.media-imdb.com/images/M/MV5BMjE3MjkyOTk1OF5BMl5BanBnXkFtZTYwMTM5Mzk5._V1_SY317_CR5,0,214,317_.jpg]

  • Bump/Normal/etc. maps vs performance on source engine (CSGO)

    • tomm
    • January 30, 2014 at 3:16 PM

    I'm kinda glad they don't bother with normal maps.. unless it's something important like characters. I'd rather see more geo and a pretty diffuse than a fugly normal map.

  • Source 2 Left 4 Dead 2 Prototype Screenshots Leaked

    • tomm
    • January 27, 2014 at 9:52 PM

    [Blocked Image: http://api.ning.com/files/VkQqQEmdPGdvIbzf1cHJljoT3tM2uyDedNfu6WrDJ8yeOh2ea6QSTtvtk2J*wFexTfCLI90vN-dbYZ5Zuu3HqdDea378sKLE/clapSHOTTAS.gif]


    ----


    I just want to fucking drag and drop textures straight into hammer, also BSP is a must.

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • January 26, 2014 at 5:51 PM

    Looks great walll, I hope the door on A opens faster, it was a little bit annoying.

  • [CS:GO] De_marquis

    • tomm
    • January 21, 2014 at 11:28 AM

    Stunning map, I only noticed this massive clipping, which seems weird to me, because you're floating if you're standing on top of it.


    -> https://dl.dropboxusercontent.com/u/23699866/clipping.jpg

  • Next-Gen Tech Name Generator

    • tomm
    • January 20, 2014 at 9:30 PM

    Efficent LUA Based Bloom Effect


    i'd sneak in "fish AI" or just fish

  • aw yeah

    • tomm
    • January 15, 2014 at 7:34 PM

    I wanna thank you for 'good' read, I've been going through some shit lately(not even close to what you've experienced) and it just kicked me in my balls, great eye-opener for me. Much respect.

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • January 12, 2014 at 7:58 PM

    here's a new version of my map, can't connect to dropbox for whatever reason, I tried to attach it here.


    also sorry for being so late :s

    de_shade_a1.zip

  • Tech Demo for Pillow Castle's First Person Puzzler

    • tomm
    • January 9, 2014 at 5:50 PM

    wow that's impressive, very cool concept indeed. Excellent candidate for steam and workshop

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • January 8, 2014 at 7:49 PM

    I'd like to playtest my map de_shade again on sunday(12th)

  • Maya-Source (workflow issues)

    • tomm
    • January 5, 2014 at 12:56 PM

    exporting your brushes to *.dxf from hammer should do the job, no? It's a lot about experimenting too I guess.

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • December 27, 2013 at 10:54 PM

    Btw updated my map, mainly just changes on bombsite B.


    Overview is outdated though, but the most important paths are there so I don't think it's necessary to make a new one.


    dl link https://dl.dropboxusercontent.com/u/23699866/med…de_27122013.zip

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • December 26, 2013 at 11:13 PM

    de_pozar


    I enjoyed playing CT's more than T, probably because you have better options where to go atm.

    Mid is just bad, feels very out of place in my opinion, and it doesn't really make much sense either, it's just a huge empty warehouse with very little cover. And since it's probably the most important part of the map, i'd re-do it from scratch and make it more interesting for both teams(more and better cover especially).


    I hope the pic below is readable.


    [Blocked Image: https://dl.dropboxusercontent.com/u/23699866/media/cs/pozar_crits.jpg]


    cs_insertion


    Original idea. Visually beautiful. Gameplay is different from standard maps, but I enjoyed it!


    just my insights, but remember, I'm not a pro level designer so take it with a pinch of salt.

  • The random model thread!

    • tomm
    • December 24, 2013 at 2:03 PM

    maybe your UVs are not laid out effectively, imo a 512 map should be enough, depending on where you want to use that weapon, upclose viewmodel in an fps? or an action rpg that you see from a greater height? but 2048 really is an overkill.

  • MapCore CS:GO Playtesting 3.0

    • tomm
    • December 24, 2013 at 11:37 AM

    hey, I'd like to playtest my map as well if possible, sunday(29th) seems ok to me


    link to download: https://dl.dropboxusercontent.com/u/23699866/media/cs/de_shade.zip


    that bsp should also contain navigation for bots, kv file and radar.

  • [CS:GO] de_shade

    • tomm
    • December 24, 2013 at 1:27 AM

    Updated the map with some tweaks on both bombsites and also improved the lighting, there are still some dark areas I'll fix sooner or later.


    Check it out it you're interested

  • [CS:GO] de_shade

    • tomm
    • December 23, 2013 at 1:50 PM

    thanks! I've been thinking about that too, we'll see if I can come up with something reasonable.

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