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Apeyou

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  1. Like
    Apeyou got a reaction from Ynel in Submerged   
    Cool idea, but like Wintrius said, corridors are way too narrow. Try to widen them up a bit
  2. Like
    Apeyou reacted to Roald in WIP in WIP, post your level screenshots!   
    I see! Its almost fully orangebox, nice progress already
  3. Like
    Apeyou reacted to Chaplin.be in WIP in WIP, post your level screenshots!   
    WIP
     
     








  4. Like
    Apeyou reacted to Serialmapper in [CS:GO] de_aldebaran [WIP]   
    @will2k you are right, so i made a blend material using some white plaster and those beige/brown stones. Also i changed the sand texture from the 4way blend material. I want the map to suggest heat.


  5. Like
    Apeyou got a reaction from Andre Valera in [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
  6. Like
    Apeyou reacted to Roald in de_tracks   
    While on the search for a enviorment artist for Resistance I have came up with a new concept de_tracks.
    https://steamcommunity.com/sharedfiles/filedetails/?id=1836479638
    Basicly I wanted to create something mechanic. My first idea was to make parts of the layout change when you enable a trigger, but scrapped that idea pretty quickly. But it was no waste, since it brought me these tracks that can be repositioned easyly and bring some cool dynamic to the map and connects parts on a interesting way. I started with this idea on midle and just worked my ways trough the bombsites and spawns in one go and got this concept + itteration in only two days. Its not been tested with actual humans and I am planning on doing that any time soon. I am not sure about the exact theme, but the basics are there. Enjoy!

    Some usefull nades: https://imgur.com/a/L8uH3Gp
    midle (from CT window)

    midle (from below window)

    Midle from T entrances

    A site


    CT spawn


    B site (from T main path)


    Trying out something new. This is the T connector from B -> A and since its a very small map I was thinking of removing it but then considered using these sliding doors which make sound and also block a long seightline

    Thanks for Terri for making my life a litle easier with the auto radar!

  7. Like
    Apeyou reacted to Interfearance in [CSGO] Amstel (WIP)   
    I think that A site needs to feel more important and unique. Right now it feels like another connector or open area. Maybe add something important that is getting bombed like a statue or important building. It should be distinct from the rest of the passages. Otherwise, interesting geometry and a clean +pleasing  T spawn art pass.
  8. Like
    Apeyou reacted to Roald in Resistance   
    So I have been working constantly on this map, organising many competetive playtests itterating the layout untill this point. The testers really enjoyed playing this and I am happy myself with the layout as it is. I decided to leave it for what it is and find a Envrioment Artist to roll up his sleeves and make something beautifull out of this. However any gameplay related feedback is still welcome ofcourse!
    New workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1710165868






     
  9. Like
    Apeyou reacted to MikeGon in Opal   
    Working on some big changes!






    I spent a lot of time pondering over the core issues, and decided to tackle them:
    Removing "A chokepoint to Mid" connector (the vaulted tunnel that started under the platform there) Removing "B chokepoint to Mid" connector (the fact that the staircase room was directly linked to the large tunnel below) Adding new connector from Mid directly to bombsite, one for each. They are meant to be faster route than the other ones, and reduce rotation time Reworking layout of lower Mid, especially to make it more compelling for Ts entering the area Reworking layout of A site, namely extending buildings to reduce the number of angles we need to worry about Removing connector near Chokepoint A, that connected to mid (the area where Ts could jump on a white block and directly into a terrasse on upper Mid) Removed vine ladder on CT side of Mid. In short, there's no more awkward skip from the ground level into upper Mid Making a few more changes, then uploading that as a separate version on workshop.
    2.0, I guess... 😁
    Cheers!
  10. Like
    Apeyou got a reaction from Logic in [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
  11. Like
    Apeyou got a reaction from blackdog in [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
  12. Like
    Apeyou got a reaction from Interfearance in [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
  13. Like
    Apeyou got a reaction from untor in [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
  14. Like
    Apeyou got a reaction from a Chunk in [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
  15. Like
    Apeyou got a reaction from TECHNICKER in [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
  16. Like
    Apeyou got a reaction from RA7 in [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
  17. Like
    Apeyou got a reaction from Squad in [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
  18. Like
    Apeyou got a reaction from Roald in [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
  19. Like
    Apeyou got a reaction from Freaky_Banana in DE_TENEMENT   
    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.
  20. Like
    Apeyou reacted to FrieChamp in DE_TENEMENT   
    This is not the US. This is MapCore. Locking this thread before it violates MapCore's rules any further:
     
     
     
  21. Like
    Apeyou got a reaction from a Chunk in DE_TENEMENT   
    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.
  22. Like
    Apeyou got a reaction from G__R in DE_TENEMENT   
    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.
  23. Like
    Apeyou got a reaction from Vaya in DE_TENEMENT   
    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.
  24. Like
    Apeyou got a reaction from Evert in DE_TENEMENT   
    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.
  25. Like
    Apeyou reacted to untor in [CS:GO] Residence [Waterfall]   
    Future update

    [Gameplay]
    -Added ventilation connecting the old mid (bridge area) with mid.
    -Removed vertical ladder.
    -Corrected spawn point for T side. Balancing with the new changes.
    -Window on bombsite A is narrowed.
    -Removed crate on bombsite A.
    -Add bust near the exit from the pit.
    -Expanded connector to the MID from the bombsite A.

    [Optimization]
    -Adjusted the number of grass from the level of graphics settings.
    -Improved zoning of gaming space for better performance.
    -The range of drawing of a set of static objects was corrected.
    -Used new prop models of rocks, with a smaller number of polygons.
    -Used rock textures from the hr_massive collection to reduce the weight of the map.

    [Visual]
    -Added new textures concrete, paving.
    -Returned old models of pine trees from the Cobble collection.
    -Improved skybox.
    -New rock models.
    -Map now looks more morning.


     
     
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