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  3. lynx

Posts by lynx

  • [CS:GO] DE_LITE

    • lynx
    • June 8, 2016 at 9:59 PM

    hey there,

    i tested the current version and have to say, it looks awesome so far!

    Only 2 little flaws i found:

    1. The railing at the CT spawn is clipped off, you cant jump over it
    2. i get horrible fps (20% of my normal fps) at the T spawn area when looking at the pipework.

    but i am sure you can and will fix those issues, after all it is not finished yet :)

  • [WIP] de_mical (formerly de_honeycomb)

    • lynx
    • June 6, 2016 at 9:06 PM

    looks good, i hope you fixed the long otation times!

    when will you update it to the workshop?

  • de_stolen (nearing release, seeking feedback)

    • lynx
    • May 24, 2016 at 5:57 PM

    Hey there, very cool map! I like the theme and the layout, especially the middle area.

    I found some issues you might not have noticed.

    This ladder does look a bit weird to me. Some stairs would make for better gameplay and also look better.

    This little window is awesome for nades, but it could be abused by people with a scout.(Jumpscouting)

    This pathway does also look a bit weird. It looks like a river to me, but i dont really have a good idea what you could do there.

    I also think that you shouldnt be able to plant on the box on B site. There are so many good afterplant situations and i think CTs would have a very hard time retaking the site.

    Maybe some of the issues are neglible, just some thoughts. Other than that, awesome!

  • [CS:GO] de_waterfall [wip]

    • lynx
    • May 24, 2016 at 5:49 PM

    Amazing work! I downloaded it and had a fun time playing the map vs bots. The visuals are amazing, way better than most if not all of the maps made by valve.

    However, i dont really like the B connector. The room feels very empty and the railing is a bit too narrow for my taste. I preferred the one way dropdown in one of the earlier version as it fits the theme much better in my opinion.

    I also found a little bug where you can see some foilage disappearing.(I attached some images)


  • [CS:GO] DE_LITE

    • lynx
    • May 7, 2016 at 6:29 PM

    Wow, looks great. Just make sure to diversify the colours to make callouts easier. e.g "blue" or "red" are intuitive callouts. :)

  • [WIP] de_canaveral

    • lynx
    • May 5, 2016 at 4:44 PM

    Any news?

    I'd be interested in a playtest (EU) of the greybox :)

  • [CS:GO] Legacy

    • lynx
    • May 1, 2016 at 7:00 PM

    Visually great, clean and yet beautiful.

    Layout wise, very interesting, but i think the timings are off in some areas. Especially B site and B halls (Palace or whatever you want to call it) are reached by the Ts too early. I did playtest this map with some friends, and i died everytime i tried to peek B halls.

    A long is easily defendable by a CT awper and could use some more cover. It also too long to oneshot with a deagle.(orange line)

    I think this map has lots of potential, but some issues that can e easiliy fixed. I suggest moving T spawn 3-5 seconds back. The stairs behind the T spawn could be the new T spawn. This should fix most off the timing problems and it would be an awesome map. :)

  • [CS:GO] DE_LITE

    • lynx
    • April 19, 2016 at 4:56 PM

    ooooh, yesss!

    Those new nuke props fit perfectly into the theme :)

  • De_Assets (wip)

    • lynx
    • April 18, 2016 at 6:29 PM

    That layout looks very cool! Something different, i really like that there are little to no 90 degree angles :)

    Played it with bots and found it quite fun, but bots arent substitutes for real human players :D

  • [CS:GO]de_thrill

    • lynx
    • April 12, 2016 at 6:40 PM

    Could we have a map overview or maybe a release for testing?

    Looks very promising! :)

  • [CSGO] de_piranesi Remake (WIP)

    • lynx
    • April 10, 2016 at 8:08 PM
    Quote from Mondy00

    On 8.4.2016 at 11:00 PM, Mondy00 said: I've been thinking about ways to implement lower bridge that add to the gameplay, but it's quite the challenge. And in terms of size, most of the major encounter points are very similar. The tall walls with no detail also make the player feel small at this stage. I still like your points though. I'll think about them going forward. Thank you

    maybe i was too harsh, but it was my all time favourite map and i really want a good remake! :D

  • [CSGO] de_piranesi Remake (WIP)

    • lynx
    • April 8, 2016 at 3:25 PM

    I kinda like the new theme and some changes, but I really miss the inside area of the bridge. The map also feels huge compared to the Source version. especially the road/bridge, It almost feels like AWP_piranesi. :/

  • [WIP]De_Calamari (Final released)

    • lynx
    • April 7, 2016 at 11:32 AM

    i really, really like the style of this map. Theme looks great, good mix of long and short range fights. I also find it very cool that you made a video for set smokes/molotovs and added vents for flashes and stuff, could be cool for the playtest :)

  • [WIP] de_mical (formerly de_honeycomb)

    • lynx
    • April 3, 2016 at 7:34 PM

    looks great, a lot has changed since the last version. Cant wait to try it out!

  • [WIP] de_mical (formerly de_honeycomb)

    • lynx
    • March 28, 2016 at 10:01 PM

    I just played a few rounds on it with bots, and i really like the bombsites, the theme and the facts that there are 2 "mids".

    I only disliked 2 things:

    • the second Mid has little purpose
    • the rotations for the Ts are extremely long

    i suggest tying the 2 middles together, and give both of them a purpose that Ts and Cts have a reason to take/hold those areas. i also noticed that most of the stairs arent clipped, but this is easy to fix and it isnt the final version anyway.

    EDIT: i found a boost spot from which you can watch both mids. The fence that seperates the mids should be replaced with some corrugated metal..

  • [WIP] de_mical (formerly de_honeycomb)

    • lynx
    • March 28, 2016 at 12:56 PM

    I'd like to download it to get a feeling for the Layout and timings etc.. are you going to publish it?

  • [CS:GO] de_waterfall [wip]

    • lynx
    • March 22, 2016 at 12:35 PM

    Havent played it yet, but it looks stunning. The screenshots, the models, props and textures, i can really feel the passion and work that went into this :))

  • de_facility [WIP]

    • lynx
    • February 28, 2016 at 5:24 PM

    Hello fellow mapmakers,

    after my first map, which had massive flaws, i decided to start a new project.

    It is in an ealy stage and i would appreciate any help regarding the layout etc before i start detailing. Im not sure about the setting yet, but i am planning to make it in a laboratory/warehouse or something similar.

    WORKSHOP LINK

    screenshots and updates coming soon :)

  • de_dawn [WIP] and lots of newbie questions

    • lynx
    • February 24, 2016 at 6:19 PM

    Thanks to all, i fixed it.

  • de_dawn [WIP] and lots of newbie questions

    • lynx
    • February 24, 2016 at 1:30 PM
    Quote from esspho

    Try to add some more spawns and make sure to move them up a bit (16 units or so).

    thanks, i tried that already but i didnt work :/

    Quote from jackophant

    Also seems a little early days to drop this map? I'm sure there's a lot more you can learn from this before moving on to a new project.

    yeah, but i figured out that it had lots of fundamental mistakes, i ran into a lot of problems. But i definitely learned a lot.

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