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Ynel

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  1. Like
    Ynel reacted to Spiffy in De_Dust 2 in low poly style   
    Made in Source 2? Awesome! 
    A low-poly version of Counter-Strike? Awesome!
    It's completely free? Awesome!
    Did I mention that this game looks awesome? Because it's awesome!
  2. Like
    Ynel reacted to Mocherad in De_Dust 2 in low poly style   
    This level was created for PolyStrike, more you can check here - https://www.mocherad.com/polystrike



     
    Ohh 5 mb file limit, other screenshots you can find on my AT submitted work - Artstation
  3. Like
    Ynel got a reaction from Interfearance in Incline   
    It just looks way too cool. Man, I think I already have 0 chance... 
    I wanted to make a unique map, but I just can't balance it good enough. But you just made a map, that is so god damn original, and I can see it's very fun, from the screenshots...
  4. Awesome
    Ynel got a reaction from That50'sGuy in Submerged   
    I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas: 
  5. Awesome
    Ynel reacted to jd40 in Incline   
    Update: No longer working on this map as of september. I may continue working on it some time after the contest.
     
     
    My contest map will be set on a hill with a cable car station.
    Bombsite A will take place inside the station, while B will be under a huge tent housing an ancient ruins exhibition.

     
    The layout is very much a WIP and not ready for playtests yet, but hopefully it will be soon. Some screenshots below:
     
  6. Like
    Ynel reacted to Interfearance in [WIP] de_Digital   
    Looks cool, but middle is really... blank!
  7. Like
    Ynel got a reaction from DeadKnife in Submerged   
    I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas: 
  8. Like
    Ynel reacted to Interfearance in Discontinued bc shitty map   
    Well you are actually using nodraw before your final art pass so you are one step ahead of me!
  9. Like
    Ynel got a reaction from Interfearance in Submerged   
    I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas: 
  10. Like
    Ynel got a reaction from P0TAT0 in Discontinued bc shitty map   
    Very small. Please try making it MUCH bigger
  11. Awesome
    Ynel got a reaction from Karthoum in Submerged   
    I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas: 
  12. Like
    Ynel got a reaction from DutchCrazyGamer in Submerged   
    I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas: 
  13. Like
    Ynel reacted to Radu in Submerged   
    Ok, I'm gonna give you my two cents. If you want to take my advice, fine, if not, also fine. But please consider that multiple people have pointed out several issues and some have even made fun of some design decisions. I know that's not constructive at all, but it's a sign that something is not quite right. 
    Starting with the theme, I think the biggest issue is that this doesn't look like a submarine at all. We know how a submarine looks. We've seen the interiors a bunch of times in films and other games. This does not look like a submarine interior. If you're using the submarine from The New Colossus as a reference... don't. Counter-Strike is based around the present generally. It's alright to have some sci-fi elements here and there, but I think this is too much of a far stretch. If you want to keep the theme of having something underwater, just say it's an underwater base. At least that is more plausible.
    As for the layout, I would also recommend to start over. I know you can't see why, but it's just littered with bad design decisions and no consideration for the way the game plays. I urge you to read this: 
     Good luck!
  14. Like
    Ynel reacted to CommonCrayon in [WIP] de_Digital   
    Map looks a little too small and simple. I would expand it out a lot more.
  15. Like
    Ynel reacted to mr.jogurt in El Dorado (former de_Inca)   
    @Ynel thanks for your feedback i will have a playtest on TopHatWaffles server in a view hours and will consider what you said in the further work after the playtest.
     
    Update probably coming in 2 weeks because i have a exame in a week
  16. Like
    Ynel got a reaction from DutchCrazyGamer in [WIP] de_zansort   
    Also, the lights on the walls, will look cooler, if they weren't so bright. Or just make them a bit more further away from the wall.
  17. Like
    Ynel reacted to DutchCrazyGamer in [WIP] de_zansort   
    Yeah i already did a community playtest and found out that all the entrances are to wide. Also some area's will be a bit smaller.
  18. Like
    Ynel reacted to mr.jogurt in El Dorado (former de_Inca)   
    I changed the name officially changed to "El Dorado"
    The map is now public and can ne played found here.
     
    Here is tue current overview:
    Here is a gif that shows the layout changes of alpha testing:
     
    i will try to get a playtest eithere here on mapcore or on tophatwaffles site.
  19. Like
    Ynel reacted to JackT in Submerged   
    Make rooms, not corridors. There's no negative space for players to set up executes.
  20. Like
    Ynel reacted to Apeyou in Submerged   
    Cool idea, but like Wintrius said, corridors are way too narrow. Try to widen them up a bit
  21. Like
    Ynel reacted to Wintrius in Submerged   
    Try not to overindulge in narrow corridors. They aren't typically very good in gameplay. After you've cut down what paths you're still using and simplified the map, stretch out all of the halls and give them some unique aspects.
  22. Like
    Ynel reacted to That50'sGuy in [WIP] de_zansort   
    Something about the lighting just makes me feel so relaxed. I love the greybox too!
  23. Like
    Ynel reacted to JonyDrake in [WIP] Grotta Palazzese (de_ palazzese)   
    Lower Site rework I've been doing
     
  24. Like
    Ynel reacted to Maritime in [WIP] de_Monsoon   
    Now that the play testing information has come in I've considered a few layout changes, major and minor. The most noticeable of these is likely the removal of the main T-route to B site. Timings through mid have always been faster and I've added an idea for a boost spot in T-spawn. Since this isn't an actual change to the map, rather a radar mock up, timings and balance for the new changes haven't been tested, but they have been considered.
    (Potential) Changelog:
    Let me know what y'all think of these ideas.
  25. Like
    Ynel got a reaction from JonyDrake in [WIP] Grotta Palazzese (de_ palazzese)   
    The Layout looks so good. I Can't wait to play it!
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