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ynel reacted to blackdog in [WIP] Dumplington
Like @Roald I haven’t read all that text tbh.
The progress you’ve made is impressive, it’s a challenging and impressive project!
What I don’t understand is if the main halls are playable areas or not. If they are, how are you planning to deal with the incredibly long sight lines?
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ynel reacted to Mildly Anxious in Submerged
1- Terrorist A main Detailing.
2- Counter Terrorist A Main.
3- B site changes.
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ynel reacted to blackdog in de_zenith
I wanted to publicly apologise to your teammate and you. I didn’t intend to criticise your entry rather bring up what to me seems a flaw in the contest rules.
I did btw praised the transparency and I must only praise the persistence in working on a project for this long.
Also want to clarify that I didn’t say you came up with a cunning plan four years ago to enter today, that’s of course impossible. At first glance it was my impression that you posted maps from the two different workshops –since the map appears on both– I can see it was not the case.
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ynel got a reaction from Edude in de_zenith
I mean.... Yeah, this map wasn't 'released' to the public (only some playtest videos), but this map was almost done in January... And that was a long time ago, not sure how I feel about it, becosue you had so much more time, for everything... It just simply wasn't out in the workshop. (And they started working on it, in decembot of 2015 )
And don't get me wrong, what you did, is absolutely stunning, and you deserve to win this competition, it just feels unfair.
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ynel reacted to JorisCeoen in [WIP] Bootleg
He does say A sites (which I interpret as A-site), so perhaps the second site is yet to come!
However, it is indeed stated that the contest is for: 'original 5v5 bomb defusal maps AND hostage-rescue maps'. So if that's not the case, perhaps tailor the layout to a 5v5 anyways, looks like an interesting concept!
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ynel got a reaction from blackdog in de_zenith
I mean.... Yeah, this map wasn't 'released' to the public (only some playtest videos), but this map was almost done in January... And that was a long time ago, not sure how I feel about it, becosue you had so much more time, for everything... It just simply wasn't out in the workshop. (And they started working on it, in decembot of 2015 )
And don't get me wrong, what you did, is absolutely stunning, and you deserve to win this competition, it just feels unfair.
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ynel got a reaction from That50'sGuy in de_zenith
I mean.... Yeah, this map wasn't 'released' to the public (only some playtest videos), but this map was almost done in January... And that was a long time ago, not sure how I feel about it, becosue you had so much more time, for everything... It just simply wasn't out in the workshop. (And they started working on it, in decembot of 2015 )
And don't get me wrong, what you did, is absolutely stunning, and you deserve to win this competition, it just feels unfair.
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ynel got a reaction from DazRave in de_zenith
I mean.... Yeah, this map wasn't 'released' to the public (only some playtest videos), but this map was almost done in January... And that was a long time ago, not sure how I feel about it, becosue you had so much more time, for everything... It just simply wasn't out in the workshop. (And they started working on it, in decembot of 2015 )
And don't get me wrong, what you did, is absolutely stunning, and you deserve to win this competition, it just feels unfair.
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ynel reacted to H1PP0P0T4MU5 in Exotic Places CS:GO Mapping Contest 2019
Hi, I asked yanzl, it should be fine as long as you give credit.
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ynel got a reaction from That50'sGuy in Submerged
From a map made by a guy with probably zero experience, to map, that has obviusly the most potential. At this point, you would be able to win this competition. Good luck, looks very promising!
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ynel got a reaction from That50'sGuy in Submerged
@JonyDrake You really seem to elevate this map! Nice work so far!
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ynel got a reaction from Mildly Anxious in Submerged
@JonyDrake You really seem to elevate this map! Nice work so far!
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ynel reacted to Yanzl in Yanzl's Source Emporium
Hey, I've decided to make a topic where I'll put together all the links to different stuff I've released for Source/CS:GO.
Assets
Assets from my CS:GO maps. Free for non-commercial use as long as you give appropriate credit.
Basalt
Most of the assets from the map Basalt.
https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0
Breach
Assets from Breach. Over 600 models and over 100 materials. Includes a zoo map.
https://www.dropbox.com/s/xsfp5kobdv22voa/Breach.zip?dl=0
Thrill
Assets from Thrill. Includes a zoo map.
https://www.dropbox.com/s/tkgw959whnubnla/Thrill.zip?dl=0
Pitstop
https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0
Cruise
https://www.dropbox.com/s/q3ybhzd1p2q522t/Cruise.zip?dl=0
Resort
https://www.dropbox.com/s/dwasa7bs5g3wo1a/Resort.zip?dl=0
Zoo
https://www.dropbox.com/s/xehbw0k67tximp4/Zoo.zip?dl=0
Castle
https://www.dropbox.com/s/e76x6st0nsbpafq/Castle.zip?dl=0
Water Pack
Collection of 4 different water textures that work both on high and low shader settings. Free to modify.
https://gortnar.com/vmt/liquids.zip
Source Engine Tools
Streamline the Source engine workflow. Mostly substance stuff.
Substance Shaders (and templates)
Newly updated shaders for Substance Designer and Substance Painter. Supports Diffuse, Envmap reflection, Specular reflection, Glossiness, Metallic (Diffuse tint), Fresnel ranges and LightmappedGeneric mode. Also includes Painter templates and export presets and a glossiness wizard filter for Painter that can be used to create glossiness and envmap mask maps from specular mask or roughness.
https://gortnar.com/vmt/sbs_shaders.zip
https://gortnar.com/vmt/painter_templates.zip
VMT Editor
PBR to Source
A substance file and a VMT template that aim to match the PBR look as close as possible in Source (still a long way off). I don't suggest relying on this to make your materials (learn how Source handles materials instead), but it does an alright job with any PBR materials you might want to use in Source. Note that this converter only works on VertexLitGeneric. There's a brush version included but it requires manual tweaking based on the material.
https://gortnar.com/vmt/pbr_to_source.zip
Radar generator
Generates CS:GO radar images, both regular and spectate versions. For multi level radars you have to use multiple generators and blend them together. Can be used with masks from Terri's auto radar.
Requires you to make overview image, playable area and spawn/plant zone masks.
https://www.dropbox.com/s/mij82s8x9q98189/radargen.sbsar?dl=0
Sun color calculator
A quick test project, calculates the color of your light_environment direct brightness based on the fact that the final color depends on both ambient and direct.
https://codepen.io/gortnar/full/xYJGLj/
If you have any questions, ask away!
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ynel got a reaction from Mildly Anxious in Submerged
From a map made by a guy with probably zero experience, to map, that has obviusly the most potential. At this point, you would be able to win this competition. Good luck, looks very promising!
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ynel reacted to Mildly Anxious in Submerged
Hi! I'm just passing by to announce that I'm joining deadknife in this map project, I'll be doing the detailing for the most part, here's what I've done so far (It's a blockout of the detailing).
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ynel reacted to spa in Rampart
Update: Workshop Version
Had another playtest and got another round of great feedback from the Source Engine Discord Server.
There were some issues that Ive tried to fix but also some polish since last - finally got my skeleton soldier in with his Arisaka rifle!
The container he is in still needs a bake/texture pass.
The main thing i was struggling with was to give the CTs more agency on the A bomb site as well as post plant options. I even tried to add a long path behind the site, but it hurt rotations too much and was probably also a bit too OP so i ended with a comprise "shed" at the back of site, which can also be scaled with a skill jump up to heaven from the opposite side.
Also fixed a broken boost and a really nasty sight line break from T into the B site boost which took a little remodeling.
I brightened alot of the textures which i think really helped on both the visibility but also just the general look.
Im pretty happy with the layout atm but please let me know if anything seems out of order!
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ynel reacted to Radu in Safi
Safi is a city in western Morocco, bordering the Atlantic Ocean, and the capital of Safi Province. The city was under protectorate by the Portuguese Empire from 1488 to 1541, was the center of the nation's weaving industry, and became a fortaleza of the Portuguese Crown in 1508. Safi is the main fishing port for the country's sardine industry, and also exports phosphates, textiles and ceramics. During the Second World War, Safi was the site of Operation Blackstone, one of the landing sites for Operation Torch.
Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1984015802
Development timeline:
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