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lynx

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Everything posted by lynx

  1. lynx

    [CS:GO] DE_LITE

    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
  2. looks good, i hope you fixed the long otation times! when will you update it to the workshop?
  3. 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!
  4. 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)
  5. lynx

    [CS:GO] DE_LITE

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

    [WIP] de_canaveral

    Any news? I'd be interested in a playtest (EU) of the greybox
  7. lynx

    [CS:GO] Legacy

    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.
  8. lynx

    [CS:GO] DE_LITE

    ooooh, yesss! Those new nuke props fit perfectly into the theme
  9. lynx

    De_Assets (wip)

    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
  10. lynx

    [CS:GO]de_thrill

    Could we have a map overview or maybe a release for testing? Looks very promising!
  11. maybe i was too harsh, but it was my all time favourite map and i really want a good remake!
  12. 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. :/
  13. 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
  14. looks great, a lot has changed since the last version. Cant wait to try it out!
  15. 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..
  16. I'd like to download it to get a feeling for the Layout and timings etc.. are you going to publish it?
  17. 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 :))
  18. lynx

    de_facility [WIP]

    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
  19. thanks, i tried that already but i didnt work :/ 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.
  20. Well, i didnt even add buyzones yet. Only One spawn and you dont spawn in the floor.
  21. hey there, sad news: i stopped working on this map. but dont worry, new map is in the works! i run into a weird issue: when i want to join the team, the map starts loading again. any fix?
  22. lynx

    de_outback

    in my opinion CTs should have at least 3 seconds andvantage (enough time to set up smokes) and it should not be so dependant on the spawns, because it sucks if e.g. your AWPer can't go mid every round. just my thoughts, maybe move the t-spawns back just a little bit? you don't have to change anything huge for that.
  23. lynx

    de_outback

    looks very promising! I like that you added water, its always cool if you can locate enemies by using your ears regarding the layout, it looks as if the Ts reach mid before the CTs. have to test that as soon as im home.
  24. lynx

    [CSGO] de_eden

    hey there, very impressed so far. however, i noticed a few things: what i dont like that much: -very long rotation times (Ts and CTs) could make the game less intresting (always rushes, faking not viable etc, retakes very hard) -it annoys me you cant go in between those blocks -i had frame drops (from 300-170) in some areas..maybe its my setup or something else. what i like: +visibility, textures, theme so far, vertical elements, original architecture, layout maybe you could add a ct upper area on the A bombsite? if the rotations are long give the CTs a better chance to defend the sites. Maybe im completely wrong and it is quite balanced. Lukas
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