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About Roald

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    Social worker
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    The Netherlands

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  1. I have worked some more. CT spawn is there, not finished but it's there. Decided what main paths to put into the map with some main structures of the buildings on midle and the T main path to B. Have to focus on the main structures of A bombsites and the paths to it next, but first I will do some more work on midle since I tested the timings and they should be fine right now.
  2. I haven't voted (yet). I am only known with playing UT04 and CS:GO and I am still learning Hammer. So making a map for CS:GO would be most interresting to me. But if it will be a CS:GO contest I hope it could be something specific and something different. A cs_ map could do as there are not many maps for it. Or a total deviant layout for a competetive defusal or hostage map but I guess its hard to judge what is 'deviant'. It would also be cool to think of a new competetive gamemode to make a map for. Or perhaps that's a waiste of time and effort? The 1024x1024 gamemode sounds interresting. But I guess for judgement and for the participaters its better to pick one game and gamemode? I would like to hear more about this idea
  3. Haha yeah! I was looking for gravel, but the stones should be desert brown, so this is a placeholder for now.
  4. Heyy Forget about the smokes and overview, call outs and etc. I thought it become time for me to start learning to do the art work and become less lazy then I am right now. So I decided to remove everything except the paths and use for once reference to get ideas from. I gotta say, it helped me alot on my motivation since I know exactly what is going to be where so I can focus on one part untill that's 'complete' before I go to another part. Right now I started detailing bombsite B, it's not done yet but a good start I guess
  5. Hey Mapcore, I have chosen to keep the map simple as it is for now and release it. Next week it will be tested on Reddit and maybe that will result in a few small changes, but nothing drastic I hope. Workshop link: EDIT/UPDATE - fixed a few small things - I have add a heli drop off for CT's
  6. Hey I have done a 5 vs 5 playtest and made some layout changes There is a new Overview with some callouts and I made some screenshots for some usefull smokes/grenades And some screens of the level
  7. Yeahhh good point! Well I can always change it to a tarp
  8. Small update - Removed the ladder at A catwalk since I already had two on B bombsite. Now you have to jump on the barrel/electricity box towards the light and from there on the catwalk. This will require a litle skill and I think some more time to get on the catwalk. - And I changed B bombsite a litle, put some more millitairy style into it. So yeah millitairy support being brought in and oil barrels are being exported out to other bases. The plant zone has been increased and the site is a bit more open which I prefer.
  9. Well you know my thoughts already but hey let's share them with the community so they can be discussed. Mmm I personally think it's CT sided aswell. I don't know how you got those numbers? I played two competetive matches with balanced teams and both matches resulted as CT sided.First matches was 13 - 2 when I was CT and we ended up 18/17 on overtime. Second match was like 9 - 6 as CT and we ended losing the match when we were T's. On the analyse in the video I agree everything since I analysed almost the same thing before I playtested the map. I gave my feedback on Reddit: BUT during the test it I found out some things and experienced the map as CT sided. Maybe it's because the map is new and it required more teamwork, not sure. General feedback: Analyse of how the map played and what to change:
  10. Hey Mapcore! I hear u all thinking "oh dam again starting a new map.." well yeah that's right! Soon I will release de_armory, but first I will have it tested on Reddit for the definitive layout. In the meanwhile I started on a new layout and I came with a drill platform located in the dessert. Bombsite A is a drill platform and bombsite B is a train hangar which transport the products. I hoped to do a more deviant layout which worked on paper but not in hammer really, but still I am kinda proud on what it have been come. It's not tested yet so I guess I probally soon will. Workshop link: Screenshots:
  11. Wauw looking amazing! And yea a overview would be nice. Also a link to the workshop to walk arround
  12. Well I think yea those changes would help alot. Also I walked arround the map and photoshopped a overview for u with some ideas. Overall there are much 'empty areas' and alot of corners that shouldn't be there, there is to much space to 'check' for enemies, you don't want that, u want to keep the map simple. I could put some screenshots here, but I also kinda cut em out in the overview so... Before I show the overview, first some minor things about some space, cover, seight lines and unessecary paths: Here a overview with a more 3 path based layout. I personally think this will provide some balance for both teams. Oh and plz use a less distracting radar, get rid on unessecary props and areas (like the river) and make the walls black so it's more clear where the paths are. PLEASE NOTE these are my thought and view on how to create the layout. I see u clearly got a idea on what u want, but don't know yet on how to make it. U can consider this but also consider to do a playtest first and see how ur changes work out. 1. I've add a connector from mid to A, this also provides a nice rotation for CT's. CT can decide now to push mid and get full control or defend back from A and only get a litle control. (blue or red seigh lines). So 3 on A and one pushing A main or both stay pasive on A and mid player plays more agressive. 2. Connector from A main to midle is put more back, this way T's has less control allover the map. I think it's unbalanced right now so... This way CT's don't have to play agressive to win more space in the map but they can choose to (like Dust2 A long doors). 3. Just like u did, got rid of useless paths and areas at T spawn. And I reduces some more areas aswell if u may noticed. 4. Changes the main entrance from CT to B, the stair feld too long and kinda awkward. It would also be more logic, the entrance to B and the B long sniper part would be more clear I guess. EDITED IMAGE: Maybe haha yea lots of maybe's.. it's also a idea to keep the path from midle to B stair, what u called balcony on ur overview. Looking at this right now looks like 3 really long boring paths and it wouldn't give any OP benefits for T's except they are more mobile on THEIR side of the map
  13. Well I will try to give some feedback based on the images. I will take a look ingame some other time. overal the map is looking really good. I lile the enviorment and the way u brought the theme with all the different shapes and stuff, it makes the map feel alive. The brown color palet you used seem to fit nicely. Though for both points I should be carefull. Too much eye candy can influence the gameplay in a bad way, too much attraction and a bad visuallity. Also for optimisation reasons it could become a problem. The litle dark room is too dark. The light source seems to be too close to the ceiling. U can use env_sprite insite the prop to light up the prop, a light_spot for some light effect and a light on midle height to light up the room in general. Looking at your overview I kinda got lost already :D. You could simplify your map. Right now it seems you have too much paths to each site and too many connectors. T's seem to control mid to B + a minimum of 2 main paths. Mid to A seems useless and too much of a risk as they already have full control to 2 paths to A AND a connector to B. Tip: first get the layout right before detailing/texturing. Make for T's 1 main path to each bombsite only and 1 connector from midle to each site that is worthfull risking. Also get rid of 'extra paths'. For an example T spawn. Keep one way to B, make only one to midle and one to A, get rid of the two connectors. Same goes for CT spawn and well overal in the map hehe Then u could consider a additional path to the bombsite which is risky to use but has a total different angle for extra advantage when u succeed using it. Not saying u cant use a deviant layout and u have to make use of the standard 3 path layout but that one has proven to work and other layouts are quite hard to make right.
  14. Hey thanks @WhatGrenadeWhere The test went well! They were all positive and liked how the map played. Only critic was the fact I had 3 doors. I have done some minor changes in the layout including the things Spa mentioned aboth. Currently there are 2 doors in total. Each on one site and I rebuild T entrace to midle. Right now I am working on the background and then I will make a 3D skybox. But yea I struggle on this part and lost abit of motivation. Afther I done this I will request a playtest on Reddit 5vs5 to check the balance
  15. The rocks on the left with the pipes are looking just as cute as this kitty