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  3. Roald

Posts by Roald

  • [WIP] de_citygardens

    • Roald
    • June 24, 2017 at 7:20 PM

    Well I am not about to get into a fight with you because that would be totally wrong. I saw a line in your post about feedback so I decided to spend my time and energy by providing you with some. I have been giving my feeling and thoughts about your map based on what I see in this post and it's up to you what you are going to do with it. To be honest your defends (almost offence) against my feedback feels to be very unprofessional to me, but yeah that might be something for you to think about. From my 2 years / 1100+ hours SDK experience, which is not much yet but not nothing either, I hoped to help you out a litle... but yea I misunderstood what you were doing with the order you map in so my feedback was misplaced at first and I apologised about that, didn't I? And I do not have to walk arround the map to give atleast some thoughts when it's about basic obvious stuff. If you disagree on my feedback, on my thought then you should take it and suit it your self wether you gonna use it or ignore it.

    Next I might be a litle too direct about saying you should give us a impression of the full layout before asking about feedback.. but that's just something I think that's fair... First put in some work yourself and later ask others to put some of their energy in providing your work with feedback... But yeah let's not make a big thing of this and let's stay on topic right? I'd like to wish you best of luck on this contest anyhow and I hope you enjoy participating in it and learn more about mapping aswell.

  • [WIP] de_citygardens

    • Roald
    • June 23, 2017 at 12:03 PM

    Oh I missed that part. Anyhow.. idk if it's smart to create a layout this way... but yeah each of us have their own work flow and style so..

    Go finish your full layout and when that's ready and all basic things like timings, angles and etc have been tested ur self, go ask for feedback.

    Please don't ask for feedback on something that isn't ready for feedback yet.. It's like you showing me the back of your t-shirt with the question what I think of it while not showing me the front..

  • [WIP] de_citygardens

    • Roald
    • June 23, 2017 at 11:11 AM

    Ahmm I think in this mapping contest it's the meaning to create a competetive map (Hostage Rescue or Bomb Defusal) and not a casual map (Demolition).

    To give feedback on your map anyhow. On the overview it seems T's have only one route to the bombsite, they have no choise at all and CT have like too many options...

    They can just camp and wait for the T's to come and shoot them from so many angles...

    I suggest to look to the official competetive maps and hopefully learn something from looking at them. I would go for two bombsites and with that you could ofcourse experiment some with a totally different layout as you wish. Not saying your map should be like a official map, but they do work well and you can learn from them. Size wise, this current map seems like atleast one fourth of how big a bomb defusal map should be.

  • move camera around in hammer with texture application open

    • Roald
    • June 12, 2017 at 9:53 PM

    WASD and arrow keys would do I think.. idk I never think about what buttons I press but you can fly arround with the texture tool

  • [WIP] de_granada

    • Roald
    • June 9, 2017 at 5:59 PM

    Could you please upload some pictures to imgur and share the link or atleast add pictures to the workshop?

    If you want feedback on the layout you can start off with uploading a overview aswell.

  • Avalanche

    • Roald
    • June 9, 2017 at 9:33 AM
    Quote from mott

    16 hours ago, mott said: I have a quick question. How are you guys all working on the map together? Is there a way you can set up anything with the SDK to work at the same time with other people or are you all just working one at a time on the map? Overall your map is looking great! Keep up the good work!

    To answer your question generally. There are ways to work on a map at the same time, but there is no real option for it in hammer.

    You can litterly cut the map in half or in parts. Each guy can individually work on a part so you can sue them back together when all parts are finished. The problem kinda is, we all have our own style so there could be a risk the parts dont match together. So that requires some good communication.

    You could also make use of teamviewer so you can both work at the same time on one computer and discuss live what to do. But yeah its not ideal if you want to work quickly.

    Another way is the way we work right now. We use discord and dropbox to organise and share things. We all have our own task like real sml said. While I work on the blockout, sml works on creating textures and practical problems on the models. This way we work at the same time on different aspect of the map. As soon as the blockout is finished and its time for the Artwork we can always consider to cut the map in parts for an example

  • [CS:GO] Thrill Assets

    • Roald
    • June 8, 2017 at 7:43 PM

    Gracias!! U guys did a amazing job on de_thrill

  • Avalanche

    • Roald
    • June 8, 2017 at 4:51 PM
    Quote from NikiOo

    3 minutes ago, NikiOo said: When I tested it yesterday I got those red/black error boxes replacing all the props so I had to hid them. Have you compiled everything into the map? Or maybe it's just me.

    Other than that I think it has a lot of potential. I love that lift bombsite. I was thinking of making a ski lift map but never got to doing it.

    Oh idk how that's possible, we didn't use any custom models. Anyways I have updated the workshop and packed everything so you should be good by now!

    Edit: I see smile already answered your question @mott but thanks for your compliment!

  • Avalanche

    • Roald
    • June 8, 2017 at 4:36 PM

    Real'smile have build some nice glass and curtains textures. Black glass for the background and less alpha black on the playable areas.

    Also I have created a final overview for the playtest.

  • [CS:GO] de_Saint

    • Roald
    • June 8, 2017 at 10:59 AM

    I posted this on your workshop but it got lost in the comments. I like the aesthetics of this map. Personally I would make use of more neutral colors and more soft colors aswell. It could help alot to make the walls a displacement and use blend textures.

    The layout on the overview looks really interresting. Hope to check it out soon enough ingame. U should request a playtest

    On the overview I would get rid of the nonplayable areas like behind the truck on the right or atleast change the opacity. Its kinda misleading atm.

  • de_Kypra

    • Roald
    • June 7, 2017 at 11:02 PM

    Mmm somehow it looks smaller on the overview. Maybe because its shaped like a square...idk

  • Avalanche

    • Roald
    • June 7, 2017 at 9:02 PM

    Oh gosh hammer took over my life.

    But yeaah again some more progress!

    This should be enough work for a first playtest so time to make a overview and change the glass to something clean/vissible so we can actually see trough it.

    Oh and don't be shy, you are allowed to walk arround ingame, link to the workshop is in the first post.

  • Avalanche

    • Roald
    • June 6, 2017 at 9:13 PM

    Not yet. Will create one when the blockout is ready for a playtest.

  • de_Kypra

    • Roald
    • June 6, 2017 at 8:22 PM

    How large is your maps in units? This looks really small.

    I think normal playable area sizes are: small map 3000 x 3500, medium map 3500 - 4000 and large map 4000 x 4500

  • Avalanche

    • Roald
    • June 6, 2017 at 7:34 PM

    Alright a update of screenshots.

    Finished the whole layout to do some timing testings and etc. It's roughly and fastly made so don't espect too much yet ;)

    My goal was to make a simple 3 lane layout with some small cool ideas like boosts, skill jumps and bangable walls and etc. Many of the windows placed in the playable area ar ebreakable so enjoy :)


    Bombsite B

    B connector

    Bombsite A

    Left B, mid, right A

    Watching A hall with A long on the right.

  • Avalanche

    • Roald
    • June 5, 2017 at 10:00 PM

    Oh yeah forgot it's on private, will change that right away

  • Avalanche

    • Roald
    • June 5, 2017 at 9:52 PM

    Hey Mapcore,

    We decided to team up with the three of us for this contest. This level takes place on the top of a snowy mountain for tourist to ski, snowboard and have dinner. It's a modern luxurious complex based on the Ice-Q building designed by Sölden. One bombsite will be a terrace and the other one will be the skylift area.

    Avalanche a Bomb Defusal map

    Our team:

    • Practical Problems: 3D design (modeling)
    • Re4l 'Sml: 2D design (substance creator) and Level Enviorment Artist
    • Roald: Level Design (Creating a blockout/greybox and taking care of gameplay)

    Workshop:http://steamcommunity.com/sharedfiles/fi…s/?id=940620502

    *Note that the map is heavily in progress, the layout is not fully blocked out in Hammer yet.

  • [CS:GO] de_invade

    • Roald
    • May 19, 2017 at 6:15 PM

    Thanks!

    Got some new screenshots of the update.

    I will update the workshop once I made a radar and fixed the bot navigation

    edit: Workshop is updated! Sorry that the bot navigation isn't working right now. http://steamcommunity.com/sharedfiles/fi…s/?id=903916745

    And a new overview:

  • Monthly challenge

    • Roald
    • May 19, 2017 at 11:11 AM

    I like the idea that those challanges are small and wont take up too much time. Most of the time on contests you need to fully commit yourself to it, to finish the map before the deadline. Would be fun to participate on these small challanges as a side thing besides a main projects.

  • WIP in WIP, post your level screenshots!

    • Roald
    • May 18, 2017 at 7:04 PM

    Now with a 3d skybox and watermill.

    Still need some tweaking but yeaah.. any suggestions?

    Idk how the mountains got this dark? Btw I need to add fog to the mountains, somehow that didn't show up

    Is it possible to change the fade distance of the water particles at the watermill? They disappear at a certain distance.

    Also I enabled fast reflection on the props near/on the water but only the windows of the building reflect....

    Edit: some small tweaks with the mountains and fog


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