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Tomato last won the day on January 16

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  1. Tomato

    [GSGO] de_samba [WIP]

    So, yesterday I had my first playday for this map and this was the feedback I got: Tight!!! I heard this word several times during the playtest. It seems that a lot of players found several corridors to narrow. As the map was supposed to feel tight and claustrophobic, I guess I could have expected this. Though there is a difference in “feeling” tight and actually being tight, where it is not comfortable to play. In the feedback round afterwards, I got some more feedback around this topic, as the sharp corners and the possibility to maneuver enforces the tight feeling. So in the end, I suppose the map has indeed too much narrow corridors. One point to work on, widen the corridors, but keep the feeling of it being tight. Give a player the possibility to dodge incoming bullets. Play around smokes/Molotov’s. CT mid equals death Whenever CT’s rush mid in the beginning of the round, they ended up dead. The positions where they end up is too easy to be blocked by sniping terrorists from the opposing side of mid. Suggestions were, adding cover, changing the entrance and removing the extra path (right side on overview). Additionally, the position on T side in pit seems very overpowered as it only shows the enemy’s head. T-junction alert Terrorists attacking B were suffering from indecision as if they had to turn left or right. When they push a CT could be on either side and in worse case on both. This makes it hard to successfully push through this chokepoint. In order to make this more balanced the T junction has to be changed. Opening up opportunities for nades, maybe change the cover when checking left/right etc. Next to these points there were a lot of other things/flaws/ideas pointed out, that I’ll briefly write down here: Path from Mid to A site (upstream) could be removed There are awkward head angles from upstream into Short A There is a ledge in Upstream that providers very strange angles when someone gets up there The plank between pillars on A site should not show feet beneath it Diversify the bomb sites. Maybe open up A site Add more height variation on the bomb sites/entrances itself (not only over the complete map) On CT spawn, when walking to B, CT’s have to turn around first Try to add different encounter distances (not only far and close) Less 90-degree corners (river and alleys) Open up for utility Simplify I'll add the overview here again for reference. Thanks everyone for being in the playtest and providing feedback. Time to get to the drawing board.
  2. Tomato

    [GSGO] de_samba [WIP]

    de_samba This is a map I'm working on from time to time. I lost it once, retrieved it and builded version upon version until now. It is supposed to be a bomb defusal map set in a favela-like environment. At least that is the plan. For know it is still a grey boxed version where I'm trying to perfect the layout. Layout: As you can see, I went for a traditional layout. But I tried to mix CQC and long range fights in several locations. I started with the idea of verticality, as the complete left side of the map is on higher ground than the right side. Screenshots: Some visuals of the current state of the map: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=659931332 Feedback: I'm currently looking for feedback on the layout, as I would like to find a final version, before try detailing. Showing the map and getting feedback would also be a way to give me the necessary motivation to at least finish what I started Post your thoughts here or hit me up on the Mapcore discord.
  3. Well that's strange. Is there a certain argument i have to call when compiling the map? And about the "right folder" they are all in the same folder ".../csgo/materials/custom/de_samba" could that be a problem? BTW thanks for testing
  4. Here you go. Google Drive Link (VMT and the two VTF files) Thanks for having a look.
  5. This looks awesome, gonna try this out.
  6. So if the name doesn't matter and the VMT seems correct to me, what's the problem those maps don't show up ingame? Does it need to be in a certain format? I noticed that Valve mentioned something about BGR8888 format but DXT1 should be okay to in the newer versions (under Conversion > vtfEdit)
  7. Does the name really matter? The file is a normal map (created with CrazyBump) and i saw many tutorials where everyone used a different _name at the end. But I will try and let you know.
  8. Nothing strange in the console, just some normal errors of things about bots and GUI elements of the main menu and something about the chickens. and then this: No pure server whitelist. sv_pure = 0 PutClientInServer: no info_player_start on level ๖ۜ[email protected] | ße | connected. Ethan connected. Orin connected. Adam connected. Greg connected. Nate connected. Colin connected. Wyatt connected. Josh connected. Martin connected. ] sv_cheats 1 ] noclip noclip ON ] noclip noclip OFF ] mat_normalmaps 1 Which looks all normal whenever I start the map Edit: I didn't thought building cubemaps was necessary for bumpmaps. NEver saw that in one of the tutorials. Or is it changed for GO?
  9. Maybe I should create a new thread, but this one should actually fit. I'm having some trouble seeing bumpmaps in csgo. I've followed tutorials on the net (like TophatWaffle's one) and carefully traced the different steps. -Create vtf of base texture -Create normalmap and make vtf aswell (checking the flag "normal map") -Creating a .vmt with the following: "LightmappedGeneric" { "$basetexture" "custom/de_samba/broken_brick_plaster_bottom" "$bumpmap" "custom/de_samba/broken_brick_plaster_bottom_bump" "$surfaceprop" "Brick" "$surfaceprop2" "Default" } Then I applied the texture to a brush in Hammer and compiled the whole map (is a full compile necessary?) When I go in the game and look at the texture, I see no difference at all. When I check with " mat_normalmaps 1", I see no blue textures or whatever. Can someone help me with my problem? Thanks in advance.
  10. Tomato


    Well some extra highlights or some textures that break up the pattern would be cool. But on the other side I like clean buildings and estethics we can mess up with blood spatter all over it.
  11. Tomato

    [CS:GO] de_stars

    Definitely gonna try the new version out.
  12. So the wall sockets are really models then on newke? One of the things that i noticed immediatly ( woow 3d wamll sockets )
  13. I hope new map like overpass Or maybe one of the community maps to official map ( i rly like santorini ) Besides that, I think they'll first need to overview the changes in Nuke cause i feel like CT's are lost for the moment and every play ends up easy win for the T's (my tactic for now: striaght on vent dive and sneaky peaky backstabbing, works 99% of the time)
  14. As in most of my competitive matches on old nuke, we only spotted on outside, never trying that hard to hold it. Me and my teammates mostly fighted around A site and B site with the given knowledge if T's were pushing through secret or just going A mini. Still I think a good CT smoke could stop a T rush on yard. The only thing now is that the CT covering yard still has to cover Silo much more now. But the most important thing I hope for, is that , in casual play, T's stop camping on the lobby roof, cause that was boring as hell. Then i also feel the new Secret stairs are a bit too narrow. And last but not least the open and closing of the vents is a nice gimmick and could lead to interesting gameplay i guess.
  15. You now have "de_nuke_radar" and "de_nuke_lower_radar" http://imgur.com/a/yJf9n (still i don't know why they have the CT and T-sign on the radar, I thought that popped up during the loading screen if you set your loading screen icon coordinates right)
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