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Tomato last won the day on January 16

Tomato had the most liked content!

About Tomato

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  1. Tomato

    [GSGO] de_samba [WIP]

    Yesterday there was the second playtest for the map and I gathered the following feedback: Mid is not working: There seems a lot off with my mid area. People felt that it was boring to play, not balanced. T's did not have any purpose to attack it, other than rotation advantage later in the game. It was missing cover, height differences, etc. All in all, mid has to change. It needs to be more important for both teams to engage here. And above all it needs to be more fun to play in mid. Headshot angles: All around the map there are several positions where a player can sit behin
  2. Tomato

    [Wip] De_Croatia

    Hello, Yesterday I was part of the playtest on your map. A lot of feedback was already given by players/mappers far more experienced then me, though I just want to post my screens that I took yesterday and maybe add some thought. Don't be afraid to experiment. I've seen throughout the topic, that the layout already changed a lot from the first couple of iterations. Just keep what is good and gamble on what is bad. Personally, I liked the look and feel of A site. And with the feedback i heard yesterday, with some tweaking it could be a very good bombsite. Good
  3. Tomato


    I would say, good job with the rocks. I like how they look.
  4. Tomato

    [GSGO] de_samba [WIP]

    After some work, I've finally came up with a new version of my map. I took the feedback from the playtest and started reworking each part of the map. For the most part I stretched the map in both directions, giving me some wiggle room for improvements. In general these are the changes: I widedend almost every path on the map. This was the most common thing mentioned in the playtest. First I was not really sure about this, but after some small changes here and there, I saw that I could keep my original idea, but with more space for the player everywhere. I'm glad I did thi
  5. 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,
  6. 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: S
  7. 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
  8. Here you go. Google Drive Link (VMT and the two VTF files) Thanks for having a look.
  9. This looks awesome, gonna try this out.
  10. 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)
  11. 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.
  12. 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
  13. 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" "Def
  14. 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.
  15. Tomato

    [CS:GO] de_stars

    Definitely gonna try the new version out.
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