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  3. Tomato

Posts by Tomato

  • Counter-Strike: Global Offensive

    • Tomato
    • February 18, 2016 at 7:48 AM

    I do like the new changes for SDK:

    -[vbsp.exe] increased MAX_MAP_ENTITIES to 20480 from 16384 to compile bigger maps.
    – Maps can have multiple radar images based on player height.

    And seems like they did some fixes for squaky on newke
    – Fixed an assert in prop_door_rotating where it tried to play a “locked” activity regardless of it had it when the player used it when locked.

  • [GSGO] de_studio [WIP]

    • Tomato
    • February 6, 2016 at 4:38 PM
    Quote from tchick

    Haha "Operation Studio" incoming
    https://migrationtest.mapcore.org/topic/18845-csgo-de_stars/
    I will check your map !

    Checked yours aswell, but you have the models
    May I PM you about your project?

  • [GSGO] de_studio [WIP]

    • Tomato
    • February 4, 2016 at 7:53 AM
    Quote from Vorontsov

    I dig that t-spawn of yours ( ͡° ͜ʖ ͡°)

    Well I've never seen the other map before, (after a bit of research i've found out it is your map) so I really wasn't trying to copy anything. Guess i just had the same idea, Terrorists arriving in the white van and crashing into the barrier.
    The current state is a little bit different, the final result I have in mind should not look at the building in the left picture.


    Quote

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • February 3, 2016 at 7:00 PM
    Quote from MaanMan

    Tomato

    If you do not understand or did not receive enough feedback on a playtest, take it upon yourself to receive explanations and more feedback from players in the playtest. If you still feel that it was not enough, analysis and extrapolate data from the demo.

    That spiral model keeps stalking me. :P
    Well I'll have another look at the demo and try to find some new angles and things to work with.
    The one thing that bugged me was the pushing CT's, but that could be caused by the 10 vs 10 instead of a 5 vs 5, I'm not sure.

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • February 3, 2016 at 5:57 PM
    Quote from MaanMan

    Please take more time to go over your previous playtest.

    While I didn't get much negative feedback ( and some I don't understand Vaya: "chokes are too straight. Cts get so much info so easy")
    I worked on the points of feedback I got and now i'm just doing some random rough brushwork.

    I'm still not sure if the layout is okay, cause I didn't get a lot of fb about that.
    Now I see there is still a spot empty for tommorow, and I'm curious how it is filled.

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • February 3, 2016 at 3:41 PM

    If you only have one filled spot for tommorow, would it be possible to fill in the open spot with my map?

    (the railings are fixed)

  • de_dawn [WIP] and lots of newbie questions

    • Tomato
    • February 2, 2016 at 2:07 PM
    Quote from lynx

    I also find it easier to do it with dev textures and then nodraw the non visible areas afterwards. Any tips about size, timings etc? my maps always end up too big or too small/ too open or too wide.

    I guess that's something you have to feel, or playtest your map and normally people will complain about these things so you can change it in the next iteration.

    If i'm not sure about a width or size of a corridor, I have a look at the official maps and the corridor size they use. Next to that I think about what purpose this corridor has.
    Is it a chokepoint? Or a path to rotate? Do I need many people passing by at the same time? (like the spawn area on inferno , I hate the blockfest) and so on.
    I think it's just a lot of common sense and feel. Then the "visuals" of the map have to follow these constraints, not the way around.

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • February 1, 2016 at 7:14 PM

    I didn't recieve many negative critics yesterday eve, guess that's a good sign?

  • [GSGO] de_studio [WIP]

    • Tomato
    • February 1, 2016 at 1:43 PM

    Well first and for all, thanks for everyone to test my map yesterday.
    Second thing: I'll remove those metal railings asap

    Now for the general feedback,

    I reviewed the fb from the playtest and put them togheter with my own notes and this is what I came up with

    -64unit boxes => bad ( I'll fix that)
    -I thought the timings were quite fair, seems like the teams met eachother around the chokepoints, but then I saw some interesting things. CT's pushed instead of T's and the mid connector to A creates some strange situations.
    -Someone complained about the entrance to B was too tight, but I saw some interesting fights overthere
    -Others found A a nice bombsite, but maybe too flat, I'm looking into that aswell ( if it's possible)
    -Last but not least Vaya made a mention "Chokepoints are too straight, CT's get too much info too easily" I would like some explanation about that.

    Then I was happy that nobody got out of the map, so I clipped enough (sorry fnuggi no kz_eternal_climbing)
    And you guys use alot, but really a lot of smokes :p.

    Here an overview with timings:


    Quote

    And if you have some feedback, just shoot, the more the merrier.

    I would like to smooth out the layout first before moving on.

  • de_dawn [WIP] and lots of newbie questions

    • Tomato
    • January 28, 2016 at 8:29 AM

    I've had a quick look at your map and have some remarks:

    Quote

    I don't know why you don't put something solid at the edges, cause players can easily fall of the map.

    Quote

    I guess this is going to be a bombsite. But the pit you made has only one exit ( unless you boost someone out) All the other entrances are one way drop downs.

    Quote

    This pathway looks a bit strange, it's a crouch jump, which makes passing through here rather tedious.

    Quote

    Maybe try to fix those kinda spots where you're able to see other pathways through nodraw.

    Other remarks:

    -Add some basics like a buyzone for each team and the bombspots just for gameplay purpose.

  • de_dawn [WIP] and lots of newbie questions

    • Tomato
    • January 27, 2016 at 12:37 PM
    Quote from Vaya

    - use these textures over the horrible orange ones. trust me.

    Been there, done that, until the orange burned my eyes out.

  • What I'm Working On

    • Tomato
    • January 26, 2016 at 6:34 PM
    Quote from blackdog

    yeah but remember that Source is very clunky, so that was a technical restriction originally, and CS gameplay is not a straightforward TDM that needs super-connected maps, null rotations (because you want to be firing 5 secs after spawning) etc. Not sure the experience is very comparable.

    In my personal opinion CS is like a chessplay.
    From the start you move your pawns to certain positions (chokepoints) and then the play unravels bit by bit.
    Whenever a someone gets picked a piece is slain and an opening is made in the opponents defence/offence.
    Therefore the team has to reconsider its approach and maybe reposition.
    I feel the corridor layout suits this playstyle well.

  • What I'm Working On

    • Tomato
    • January 26, 2016 at 6:04 PM
    Quote from laminutederire

    @FMPONE and Vaya what do you guys mean by negative space? I'm not sure to understand what your thoughts about that notion are :/

    I guess it's "the space that's not being there". Or in more simple terms, the areas you can't acces in the map.
    The positive space is the part of the map you can walk and maneuver, where you actually play. The negative space is the part where you can't play.
    So these are the parts inbetween the pathways (the black holes in a map overview)

    I feel this space is quite important cause it creates rotation times etc, also the amount of negative vs positive space makes up for complexity of the map.

    Correct me if i'm wrong.

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • January 26, 2016 at 4:31 PM
    Quote from MaanMan

    @Fnuggi and @Tomato There is a very hard jump section on B. While the jump isn't that rewarding, I can see people trying to do it for all of warm up.

    On B site there are a few intentional jumps, but most of them aren't hard, cause I can do it and I'm not a good jumper.
    That's probably the reason I didn't find the one you mentioned.

    Maybe You can show me?

    (map thread)

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • January 26, 2016 at 2:28 PM
    Quote from jackophant

    I would guess there's a lot of unclipped stuff to climb?

    Quote from Vaya

    kz_funhouseclimbv3

    Well I guess it's not that bad. I mean, i clipped most of the basic stuff.
    Only thing left are spots where you can trhow the bomb over a wall or boost someone over a wall.
    But then the player would be out of the map or stuck so There is no point doing it ( I hope)

    The playtest is just for the layout though. i hope people will play it that way.

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • January 26, 2016 at 7:38 AM

    Status 2 in the playtest forms says "OK, fnuggi's type of map".

    I'm curious what it means?

  • My Advanced Hammer YouTube Tutorial Series (Episode 8 RELEASED: Packing Textures/Models into the BSP)

    • Tomato
    • January 24, 2016 at 6:08 PM

    Nice tutorial, as you mention most of the people here know alot about hammer and there is alot of content out there to teach you the basics of hammer. But you fill a spot i just needed, being quite a newbie in mapping and knowing the basics of Hammer, this videos give me some more details of how to work better with Hammer.

    Maybe a little hint, but i've been long searching for a tutorial wich explains in easy steps how to make a custom model for Hammer, what are the necessary files and the correct steps to make it from nothing to a model in hammer.

  • MapCore CS:GO Playtesting 4.0

    • Tomato
    • January 24, 2016 at 4:33 PM
    Quote from Squad

    Yes. Just make sure the map has a working radar, enough spawn points (16 per team) and working bomb sites/hostages.

    Okay, thanks to remind me of the 16 spawnpoints per team.
    I just have 10 each.
    And i'll probably add some priority too them, something I learned today by browsing the forum. :P

  • [GSGO] de_studio [WIP]

    • Tomato
    • January 24, 2016 at 8:49 AM
    Quote from TheGuma

    Don't know if you checked, but...


    It's alright. I've stopped working on it anyway.

    Good luck on your project! Just wanted to make sure you know there's another thread with the same name

    Yeah I saw your post once a couple of months ago. Thing is, I was already making a layout then. I hope you don't think I stole your idea.
    About the name, consider it a working title which can change in the future.

  • [GSGO] de_studio [WIP]

    • Tomato
    • January 23, 2016 at 3:59 PM

    de_studio

    This is a early version of a map I'm working on.
    It is going to be a bomb defusal map.

    The setting woudl be a movie studio, but I'm open minded and keeping all possibilities open.

    While I'm building the map I'm still learning alot of techniques and alot about leveldesign for counter strike.

    Layout:

    Quote

    Screenshots:

    Quote

    Workshop link:
    http://steamcommunity.com/sharedfiles/fi…s/?id=444949048

    Feedback:
    I'm currently looking for layout feedback,
    but other feedback and suggestions are also welcome.

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