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Apeyou last won the day on August 6 2017

Apeyou had the most liked content!

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  1. Cool idea, but like Wintrius said, corridors are way too narrow. Try to widen them up a bit
  2. Apeyou

    [CSGO] de_ruby

    Congrats! Well deserved!
  3. Apeyou

    [CSGO] Amstel (WIP)

    Hi everyone! I'm working on a de_ map set in the Netherlands, loosely based on Amsterdam. Since the layout is finished I'd like some feedback on how it plays. At the moment it's probably lacking some cover, but I'd like to hear what you guys think. Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1701361043 And yes, I did a first art pass on T spawn, I couldn't help myself Radar: If you'd like to see more screenshots, I've made an Imgur album: https://imgur.com/a/FIyMo
  4. Apeyou


    Is this necessary? If you really want to talk about politics (although I think you're a troll), please don't do it here. I'm all for a nice discussion but this is getting ridiculous.
  5. First thing I noticed is the lighting seems very dark. I'd recommend this website for the right light_environment settings. The layout itself looks a little uninspired, based purely on the screenshots. I'll try to give more in depth feedback after I played the map. Good start though
  6. I personally like to start with a little sketch, just to make it easier for myself to block things out, but after that it all comes down to playtesting. The thing I notice a lot with beginners is that their layout basically consists of random walls/blocks with no purpose. Try to think of what these blocks do, "is it a house, does it make sense to put a house there" etc. Blocking out a map is way easier if you already have a theme in mind.
  7. Apeyou

    [WIP] De_Glace

    Your normal map is inverted on the right side of the model. Also, are you using any reference? That'll make it much easier to make a model seem realistic. But off to a good start!
  8. Congratulations to all of the finalists! Looking forward to seeing the final, polished versions of the maps!
  9. Apeyou


    I'm not, but thanks for the suggestion!
  10. Now that the contest is over, a lot of maps are left unfinished. Is it possible to move the topics (or at least the maps that are still being worked on, like mine) to the 3D-section of the forum?
  11. Apeyou


    Hi everyone! I wanted to give an update on the progress. Since this is my first CSGO map, I had quite a hard time figuring out how everything works (especially optimization-wise) and I ended up underestimating the effort I had to put in. Because of this, I wasn't able to finish the map on time, which I was pretty bummed out about. Although the deadline came a little too soon for me, I want to continue working on this map, simply because I love to do it. I'd also like to say that I absolutely love this community, it's so awesome seeing all the projects people have been working on! I'll keep you guys posted!
  12. The transition from the walls to the floor seem a bit harsh on the last screenshots, maybe try some sort of trim? You really know how to set a mood in these corridors, good job!
  13. Apeyou


    Hey everyone! I've started working on long B. This part of the map exists of older Japanese architecure to clearly distinct itself from the rest of the map. Obviously still WIP, but it's getting there. I also made (actually still working on it) a custom utility pole with the top parts being separate models. This way I can make as many powerlines as I want, which is convenient since Japan's power grid is almost entirely above ground.
  14. Apeyou


    Sunrise has been updated again! For those interested: http://steamcommunity.com/sharedfiles/filedetails/?id=1101450097
  15. Apeyou


    Maybe you could use floodlights to brighten up the sewer. That way it doesn't seem like your ceiling lights are unrealistically bright. I'll take a look at your updated map as well!
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