lynx
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NihiL reacted to a post in a topic:
[WIP] de_canaveral
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lynx reacted to a post in a topic:
[CS:GO] DE_LITE
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lynx reacted to a post in a topic:
WIP in WIP, post your level screenshots!
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lynx reacted to a post in a topic:
[CS:GO] de_austria (WIP)
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lynx reacted to a post in a topic:
de_oakwood
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lynx reacted to a post in a topic:
Valley [CSGO]
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lynx reacted to a post in a topic:
[CS:GO] DE_LITE
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lynx reacted to a post in a topic:
[CS:GO] DE_LITE
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hey there, i tested the current version and have to say, it looks awesome so far! Only 2 little flaws i found: The railing at the CT spawn is clipped off, you cant jump over it 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
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looks good, i hope you fixed the long otation times! when will you update it to the workshop?
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untor reacted to a post in a topic:
[CS:GO] de_waterfall [wip]
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wylde reacted to a post in a topic:
de_stolen (nearing release, seeking feedback)
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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!
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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)
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Wow, looks great. Just make sure to diversify the colours to make callouts easier. e.g "blue" or "red" are intuitive callouts.
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Logic reacted to a post in a topic:
[WIP] de_canaveral
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Any news? I'd be interested in a playtest (EU) of the greybox
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mendaxyz reacted to a post in a topic:
[CS:GO] Legacy
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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.
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RivFader reacted to a post in a topic:
[CS:GO] DE_LITE
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ooooh, yesss! Those new nuke props fit perfectly into the theme
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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
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Could we have a map overview or maybe a release for testing? Looks very promising!
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maybe i was too harsh, but it was my all time favourite map and i really want a good remake!
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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. :/
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Geno reacted to a post in a topic:
[WIP]De_Calamari (Final released)
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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
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[N]awbie reacted to a post in a topic:
[WIP] de_mical (formerly de_honeycomb)
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looks great, a lot has changed since the last version. Cant wait to try it out!
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[N]awbie reacted to a post in a topic:
[WIP] de_mical (formerly de_honeycomb)
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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..
