Respect you keep iterating your work! It's looking really awesome
Posts by Roald
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Thanks!
Yeah I have seen that one. Its pretty cool but a litle small. Perhaps I can use some ideas
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I suggest to post atleast one picture of the map when creating a topic. Now its like opening a present and finding out its empty ? People will lose interrest and one glimp of the map can make them curious
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First iteration of the other bombsite. I have been struggling on this one for a long time and tried different stuff. It was quite hard because of the many entrances it would have but I hope I managed to create something that could work. Last thing to create it the path form this bombsite to CT spawn / CT mid and the layout is ready for a playtest.
[Blocked Image: https://i.imgur.com/gUylyBG.jpg]
[Blocked Image: https://i.imgur.com/nW31nEY.jpg]
[Blocked Image: https://i.imgur.com/utNAS0E.jpg]
[Blocked Image: https://i.imgur.com/064gme2.jpg]
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Quote from blackdog
51 minutes ago, blackdog said: Great stuff! Congrats!
In the last screenshot are you highlighting a sneaky route I take. Boost to eg on the rocks and then climb over wall?
Thanks! Yeah its a dropdown from T midle to B main and vise versa a boost. The liana is climbable like a ladder but perhaps I create some more obvious jumps to climb up
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Hello Mapcore,
I have been working on this map 'Burg' as a side project besides de_avalanche which is my first entry of the Mapcore's Mapping Contest. I have experienced some blockades on Avalanche on different parts of the project which made me work on this new concept named de_burg which is my second entry for the Mapcore's Mapping Contest. Not sure if I am able to finish this in time but atleast I will have a start for afther the contest if I won't

Preparation:
Somehow I got bumped into this Castle in Austria (Hochosterwitz):
[Blocked Image: http://www.burg-hochosterwitz.com/upload/imgproc/566318_eb.jpg]
By Accidant I also ran into this castle which I used as another reference (Hohenwerfen):
[Blocked Image: https://i.pinimg.com/564x/12/e2/23/…fb424a4abfb.jpg]
I managed to find a map of the Hochosterwitz castle and created a layout from the original overview of the castle:
[Blocked Image: http://www.planetware.com/i/map/A/burg-hochosterwitz-map.jpg]
[Blocked Image: https://i.imgur.com/ft2kwpV.jpg]
My original idea was bombsite B to be the Garden you can see in the first refernece picture. While creating the layout in hammer I lacked in space and ideas to create cover for the bombsite, so I created a more kind of Castle Yard:
[Blocked Image: https://i.imgur.com/WJKz5G2.jpg]
I still have to create the other half of the map including bombsite A which will be a fusion of both castles with this Hohenwerfen yard as a main reference:
[Blocked Image: https://s-media-cache-ak0.pinimg.com/originals/8e/a…cf13e6f60f1.jpg]
Latest progress:
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Quote from WhatGrenadeWhere
4 hours ago, WhatGrenadeWhere said: Nice work @Roald out of curiosity, how long has this taken so far? I map as a leisurely hobby and have been working on 1 map for over a year now, and still working on the basic greybox. Looks nice. I'll check it out when it's released for sure.
Well I have been cheating. This also is a greybox but for the outsite parts of the map I instantly applied textures and some details. I hope I won't regred this ? I have only spend less then 20 hours on it I think and the layout is about 50% done. Right now going to finish the other half of the layout (in greybox mostly). I have been this fast because of serveral things:
1. The medieval theme motivates me alot, I love it.
2. I find outsite enviorment easier to give shape then interiors
3. I have done enough preparation (references, layout sketching)
4. I have asked another guy to use his enviorment settings in my map and tweek it
Please understand that this isn't the right way to create a competetive map haha. I haven't done any playtesting (except my own tests) yet which is bad. For an example my map Avalanche is still mostly greybox since the contest started and had soooo many playtests which took me alot of tweaking and alot of time.
I have created a topic at the contest section to explain my preparation. Maybe that gives you some insight? I have been thinking of making this a second entry for the contest besides Avalanche and now I feel I got more reason to do so ?
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Working one a new bomb defusal map concept named de_burg (yes another one
). Credits for some of the light settings goes to Cattus which he used on his 'Inferno Dawn' map.More images: https://imgur.com/a/KLn79
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Hello it have been a long time but in small steps I managed to work on the art of this map. It's in 'Alpha' state and there is still alot of work need to be done I guess. Since I am new to enviorment art I would love to recieve some feedback from you guys!
To do list:
Fix these: https://imgur.com/a/Pw9ib
Replace all custom textures and models from other games/maps
Polishing, optimisation and effects
Steam workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=903916745
More images: https://imgur.com/a/BexPi
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Quote from RaVaGe
2 minutes ago, RaVaGe said: Would be fun to have those cable cars moving, could spice up the gameplay a bit like TF2 with the trains on cp_well
We tried that and playtested it but it didnt worked out that great. CS:GO is abit too competetive for that. Most players gave feedback to make them static so
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I suggest you to watch out with the many small pillars you used on both bombsites. I think they can cause some odd fighting if you get me.. and since the bombsites provides the most action I think it would be smarter to first place some good functional tactical cover spots.
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Based on the screenshots I got some feedback. First of all this scenario is alot like Inferno. How are you going to make your map unique and identical? The structures feel abit flat and blocky. It could use some depth and perhaps some displacements. The light enviorments feels to be way too redish. U should tone it down a bit. The colors u used work nice together and its cool u used displacements for the houses to give them some variation in structures.
I can be wrong because I haven't playtest this, but based on own experience it wont work that well to have midle and the bombsite openly connected like this. There are so many and long angles. Other then that the layout on the overview looks solid but u gotta playtest it to be able to judge it
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Hello Eddie,
There is a section named 'Job postings' on the forums. I think you are obliged to post recruitment related topics over there: https://migrationtest.mapcore.org/forum/12-job-postings/
You are explicit on what you are seeking for but I think you can gain more interrest when you also inform us on what you got to offer. Is it a paid job or voluntair job? Do you have a link to the game you are working on? What is the game about? Are there any pictures/videos you can show already? Are you working for a certain studio or on your own?
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I agree with RA7, also the light feels to be too yellow
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Custom assets and detailing looking cool!! I agree on the ivy in the tunnel: it doesnt fit the dutch atmosphere. If you want some foliage you better use mos instead.
Is any of you dutch? I am and I am proud u guys took a place in the Netherlands, BUT our language is kinda .... IF u guys think its smart/fitting to use the location of your reference as mapname: I suggest to use a english translation instead and name it 'Northfield'. Personally I think you guys are better off naming your map based on the theme and background story so once you read the title you get a idea or glimp of where the map is located at. It could help for you guys to pick one location and target and go for it I guess since u guys have so many ideas.
Anyways nice progress keep it up!
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Great update! Much better. I love the dirty old rusty broken atmosphere u got there. I subscribed it to check it out ingame when I got time. Perhaps I got some feedback for you
Edit: didnt read page 2. Too bad I couldnt be there at the playtest. Perhaps the next time. Will still walk trough it ingame anyways