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Apeyou

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  1. Like
    Apeyou reacted to MadsenFK in DE_TENEMENT   
    yo are we back in 2012
    but im sort of having this feeling that these supposed maps of yours, are not even yours and just some you find on page 47 on gamebanana... i could be very wrong though
  2. Like
    Apeyou got a reaction from maxlevelboi in Citadel (WIP)(GreyBox)   
    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
  3. ahaha
    Apeyou reacted to Interfearance in [CS:GO][Wingman] Rab   
    Looks great but there is only 1 bomb site! I don't know how you missed this game breaking bug. Edit: i will actually test this map later today lol
  4. Like
    Apeyou reacted to csWaldo in [CSGO] Victoria   
    I've spent some time making assets and I think I'm starting to get the hang of it. It's far from finished, but a lot of the major assets for the galleria are now made and in place, so here are a few update screenshots. Please let me know what you think



  5. Like
    Apeyou got a reaction from DutchCrazyGamer in Citadel (WIP)(GreyBox)   
    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. Like
    Apeyou got a reaction from DutchCrazyGamer in What methods do you use to block out your map?   
    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. Like
    Apeyou reacted to That50'sGuy in [CS:GO] de_Iris   
    Ya wanna know what I rate this map? I rate this map a thumbs up from me! (In other words, It's a 20 out of 10)

  8. Like
    Apeyou reacted to NikiOo in The random model thread!   
    Started working on a modular tile set. Here's a random piece:

  9. Like
    Apeyou reacted to hoistenize in WIP in WIP, post your level screenshots!   
    i learned to model in a few months, and i think its allowed me more creative freedom than ive ever had
    screenshot from de_sydney, a wingman man made my T-R3x3r and i
    im in charge of the art, and honestly i have taken a while to get the map to the point that it is at (8 months so far), but i am speeding up steadily

  10. Like
    Apeyou reacted to Serialmapper in [WIP] de_aurelia (remake)   
    After i "dissected" ElectroSheep's awesome ivy props in 3dsmax (helped by wallworm) to see how they are made, i tried my first simple low poly props: some weeds, a fern and of course my first ivy (though it looks a little bit choppy and needs refinement). With the weeds was the easiest.



  11. Like
    Apeyou reacted to SlothSquadron in Classic Offensive   
    Here's some recent progress on the A site area of Inferno.  You can find the full monthly development update on our subreddit which also includes some new weapon models!
     
  12. Like
    Apeyou reacted to slavikov4 in cs_old_town   
    Thanks to Yanzl for models




  13. Like
    Apeyou reacted to novo88 in [CS:GO] de_policeacademy   
    I got de_policeacademy to a stage I am satisfied with. In case you wanna check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=1400852520     Thoughts?
  14. Like
    Apeyou got a reaction from confused in What methods do you use to block out your map?   
    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.
  15. Like
    Apeyou got a reaction from Interfearance in What methods do you use to block out your map?   
    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.
  16. Like
    Apeyou reacted to Interfearance in What methods do you use to block out your map?   
    Thank you for the help!
  17. Like
    Apeyou reacted to Jonny Phive in [CS:GO] DE-VENOM   
    I decided to spend some time taking classes and mentorships last year based on environment art. I felt if I could better understand environment art, I could hopefully become a better level designer. I embarked on a mentorship with Ryan Benno, a modeling course with Andres Rodriguez, and a foliage course with Jeremy Huxley. The following work is a byproduct of their incredible courses, fantastic teaching, and guidance. I strongly recommend each one.
    I decided to work some of this new art back into Venom. Excited to share more soon!






  18. Like
    Apeyou reacted to Ties in [CS:GO][WIP] Sluis   
    @SerialmapperMy first map in general

    I watched all TopHattWaffle's bootcamp video's. Made a plan (above) in Photoshop, collected images along the way for visualisation, blocked it out (alongside TopHatt's vids), found out that off grids sucks, blocked it out again and iterated from there. I'm a bit of a dreamer with a background in industrial design, so this was right up my street. While designing/dreaming/building, I lurked a lot in the source engine discord that was also helpfull.
    I've also been playing counter strike on and off for a while now... guess that also helps
  19. Like
    Apeyou reacted to Pizza in [CS:GO] Central (Workshop link posted)   
    Pushed out an update in advance of some play testing today (imgur album), it includes various layout changes based on initial feedback from the first session of playtesting.
     
    My favorite change however is how much better the arches look with proper smoothing:

     
    Mid is still a bit big and open though... still working on it...
  20. Like
    Apeyou reacted to Roald in de_burg   
    So I was looking at my overview and thinking about some feedback I recieved on the workshop and some ideas came up in mind.
    It hasn't been playtested by anyone so it might be hard to judge, but what about reconnecting the midle entrance for T's in the midle of the mid path so they are further away from A (which has 2 entrances to the site) and closer to B (which has only 1 entrance). Also some guy found the CT paths to A too complicated so what about reworking it like I did on the overview? the red 'X' is a removed path and the green 'O' is a new connection. 
    old:

    new concept:

  21. Like
    Apeyou reacted to illG in [WIP] Pipelines   
    The contest has ended, unfortunately I didn't finish the map, the problem was that I wanted to make a perfect layout for competitive and fun gameplay. Tested a lot of stages and got the results I wanted. Now all I need to do is design.
    Cangi^
     
    P.S.
    I would like to thank Mapcore and Faceit for making this great contest and huge shoutout to "esport.lv" (Latvian e-sport community) for playtests and helping me developing this map.
  22. Like
    Apeyou got a reaction from Rad in Sunrise   
    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!
     
  23. Like
    Apeyou got a reaction from Mr.Yeah! in Sunrise   
    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. 

  24. Like
    Apeyou got a reaction from JSadones in Sunrise   
    It's time for an update! (FINALLY) I've been working on detailing A site for a while now. Since most models don't fit the theme I'm going for, I worked on some custom models as well. Oh, and don't mind the obvious seam in the geometry on the first screen ok thanks



    I'll try to post updates more regularly from now on!
  25. Like
    Apeyou reacted to Roald in Avalanche   
    I am working on it...  (Decals from Thrill are just placeholders)



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