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  3. Roald

Posts by Roald

  • [CS:GO] (W.I.P) de_arpegio

    • Roald
    • March 1, 2017 at 8:27 AM

    Maybe de_divide or something that explains the theme of the map, the huge difference between the rich and the poor. I think thats a nice concept and could be worked out in the mapname.

    The map looks nice Rosk. I hope the red statue is not a final creation :D. Its.. redddd

  • [CS:GO] Layout creator for Photoshop!

    • Roald
    • March 1, 2017 at 8:16 AM

    Yea u can simply edit stuff. Especially while working with folders. You can just drag whole pieces of the map and such or replace one path with another

    Mmm maybe Polemin. You can use control+T and hold shift for a nice 45 degrees. If there is interrest I could expand the paths with also 15, 30 and 45 degrees paths and maybe some more but it is alot of extra work so yeah..

    The current problem for me is that u cant just click and drag the paths like in a map editor. A simple program where u can do this would be great. Where paths automaticly line up. Something like the trackmania map editor but then in 2d and more simple. With functions like:

    - So you can select a size 'map' and insert a background image if you like and/or change the color (maybe the drawing). With a minimum 16 grid on top of it

    - You can choose from different objects that are devined in categories (straight paths, rotated paths, curves, traingles, ramps, stairs, props and etc).

    - You just click the object and they will appear with 50% opacity and you can place them anywhere on grid into the map. A calculation will tell you if you can place it there or not. So u can't place a ground floor on another one, but you can place a 128 unit higher floor on a ground floor for an example. Or you can't place (or better get a error) a 32 height stair/ramp against a 64 height path.

    - Then you can select the object in the map to change the size/height, rotate, drag, copy or delete them.

    - You can swipe a line trough the map on the path that calculated the timing of a player running with his knife.

    - You can place CT and T players with seightlines and maybe cover spots and or path corners (which u may have to add as 'walls' that block their seight to implent tactics already into your map. And able to place smoke illustrations troughout the map to see what size path you like to use on a particulair part.

    This is kinda the idea I had, but I can't make it, so I made on a way I could ;)

  • [CS:GO] Layout creator for Photoshop!

    • Roald
    • February 28, 2017 at 6:49 PM

    Well it was a impulse to make work of the idea I had haha

    I have been trying to use it but It takes some time. Also to organise the layers in folders and stuff to make it all work.

    It's hard to make a layout out of nothing, because u need to get used to working with this, so it's recommented to draw ur idea first. Because then u can directly draw what's in your head. That´s way easier.

    So no, not recommented to advanced mappers, it´s easier to draw and make it work in hammer directly. For beginners it can be usefull because of the sizes of the paths and stuff, but not ideal either I guess.It takes alot of time, it´s not really easy and pretty much static.

    What good use has it? Mmm not sure haha. It could have been usefull when something would have been programmed for it to make a 2D overview or maybe even in 3D. But then in a smaller scale, so u get a better overview of the map then u have in hammer. That was kinda the point for me. So there are like standard paths with scuares, traingles, curves and etc in the most used sizes with maybe 2D props you can place and something that can automaticly count the timings of the paths you created, but yeahh it will always stay static while using tools I guess

  • [CS:GO] Layout creator for Photoshop!

    • Roald
    • February 28, 2017 at 2:12 PM

    Hey Mapcore, I hope this is the right place to put this.

    I had this idea in mind to make it more easy to create layouts for CS:GO maps. I have no idea how this will work out so for those who are going to try it out, please leave some feedback.

    Some of you may know I love creating layouts myself for CS:GO and I thought by myself, there should be a way to make things easier.

    Normally I was drawing a basic layout on paper and once in hammer it become completely different and not as I wanted it to be.

    So I thought of making a standard photoshop format to use.

    How does it work? 1.Open the Paths.psd file/format in photoshop. 2.Open a new file in photoshop, any size you wish. 3.Grab and drag the paths you want from the Paths.psd to the new file (you can remove the background for a better visibillity).

    You can drag the paths in the new file and rotate them the way you want with the hotkey control+T

    Text on the paths Length (horizontal) x Width (vertical) x Height (color shade) and Seconds (s) All sizes are calculated in units as there are on hammer. The timing of the paths are NOT precisely calculated! But it will give a good indication of the length of the paths. I hope this can help you on the timings while building your first version layout.

    Download link: http://www.filedropper.com/layoutcreatorbyroald_1 (Including all JPEG's of the paths, photoshop file and a vmf)

  • [CS:GO] de_drill

    • Roald
    • February 23, 2017 at 6:14 PM

    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.

  • You Decide Mapcore's Future

    • Roald
    • February 21, 2017 at 9:27 PM

    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

  • [CS:GO] de_drill

    • Roald
    • February 17, 2017 at 3:24 PM

    Haha yeah! I was looking for gravel, but the stones should be desert brown, so this is a placeholder for now.

  • [CS:GO] de_drill

    • Roald
    • February 17, 2017 at 2:17 PM

    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

  • [CS:GO] de_armory (before Lab)

    • Roald
    • February 14, 2017 at 7:01 PM

    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: http://steamcommunity.com/sharedfiles/fi…s/?id=864075927

    [Blocked Image: http://i.imgur.com/taiSB9D.jpg]

    [Blocked Image: http://i.imgur.com/mRCuSeJ.jpg]

    [Blocked Image: http://i.imgur.com/d4Nb7UE.jpg]

    [Blocked Image: http://i.imgur.com/tLICyTW.jpg]

    [Blocked Image: http://i.imgur.com/0uPJGBy.jpg]

    [Blocked Image: http://i.imgur.com/lOumTay.jpg]

    EDIT/UPDATE

    - fixed a few small things

    - I have add a heli drop off for CT's

    [Blocked Image: http://i.imgur.com/nvOrp2d.jpg]

    [Blocked Image: http://i.imgur.com/Gocp3Dw.jpg]

  • [CS:GO] de_drill

    • Roald
    • February 13, 2017 at 7:10 PM

    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

  • [CS:GO] de_drill

    • Roald
    • February 9, 2017 at 4:57 PM
    Quote from text_fish

    3 minutes ago, text_fish said: Looks good. I guess the only thing to worry about with the military stuff is player readability against the camo nets. Because ... y'know ... camouflage.

    Yeahhh good point! Well I can always change it to a tarp

  • [CS:GO] de_drill

    • Roald
    • February 9, 2017 at 3:57 PM

    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.

    [Blocked Image: http://i.imgur.com/819F9PQ.jpg]

    - 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.

    [Blocked Image: http://i.imgur.com/NUntqk7.jpg]

    [Blocked Image: http://i.imgur.com/33gceeg.jpg]

    [Blocked Image: http://i.imgur.com/fpcbuvb.jpg]

  • What I'm Working On

    • Roald
    • February 9, 2017 at 11:56 AM

    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:


    Spoiler

    I like the theme and location of the map. But for the layout I don't have much good things to say. I guess it's a very early blockout version?

    -I like the height variation, especially on B site for CT's to defend. - BUT some angles are really weird, so yeah.. I hoped to see that fixed - And you used 3 ladders, that's alot, better reduce it to one (because of call outs), I should keep the one at CT spawn I guess.

    Overall the map feels to be too small. On the bombsite B I could hear people on midle. I think u should push T spawn abit backwards and also extending the midle of the map and make it abit longer. So the timing on midle will be fixed aswell. The choke points are too soon and it's hard as a CT to setup a defence and there is only one way to defend, back on the bombsite or deep in the spawn/connector. As a CT I feel to rush a site when there is no enemy in seight, because the map is this small. Easy to get behind the T's but I don't know if you want people to play like this?

    The bombsites are a litle small and there is almost no cover at all. A has the container where the CT has to expose his self fully, there is lack of hip height cover and B site has no cover at all... Also B site has this long main path that is really boring without any cover or anything AND CT's can see from the site trough the window and all that.

    T's have almost full control on midle.

    They got like multiply/different height angles to camp at.

    When they rush and/or smoke off one connector CT's are screwed.

    Simply CT peeking midle is a huge risk, too much of a risk I think. This means they have to camp back into the connector but like I said, one smoke and ur done so.. it's pretty hard to hold midle as a CT, even if you defend with two. Thought I guess the idea could be a nice one, but it's should be executed differntly I guess.

    The fact T's has mid control and acces to CT spawn to attack CT from behind worries me..

    There is a really long seightline from T-hall (midle) watching the main path to A bombsite.

    [/list]


    [/list] 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:

  • [CS:GO] de_drill

    • Roald
    • February 8, 2017 at 4:26 PM

    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: http://steamcommunity.com/sharedfiles/fi…s/?id=856122075

    Screenshots:

    [Blocked Image: http://i.imgur.com/ancbU7E.jpg]

    [Blocked Image: http://i.imgur.com/cBvfYTa.jpg]

    [Blocked Image: http://i.imgur.com/zEMte01.jpg]

    [Blocked Image: http://i.imgur.com/x6I0MR9.jpg]

    [Blocked Image: http://i.imgur.com/7dfVrfG.jpg]

    [Blocked Image: http://i.imgur.com/muDHQ11.jpg]

    [Blocked Image: http://i.imgur.com/VUfyoM9.jpg]

  • [CS:GO] DE-VENOM

    • Roald
    • February 6, 2017 at 8:53 AM

    Wauw looking amazing!

    And yea a overview would be nice. Also a link to the workshop to walk arround

  • [CS:GO] Genesys (WIP)

    • Roald
    • January 28, 2017 at 5:00 PM

    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:

    http://imgur.com/a/WSbYp

    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

  • [CS:GO] Genesys (WIP)

    • Roald
    • January 28, 2017 at 5:25 AM

    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.

  • [CS:GO] de_armory (before Lab)

    • Roald
    • January 27, 2017 at 10:59 AM
    Quote from WhatGrenadeWhere

    2 hours ago, WhatGrenadeWhere said: Map is looking great Roald. How did the 2nd play test go?

    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

  • [CS:GO] Riverside (WIP)

    • Roald
    • January 22, 2017 at 10:06 PM
    Quote from madsenfk

    On 21-1-2017 at 10:40 PM, madsenfk said: The content cannot be displayed because it is no longer available.

    The rocks on the left with the pipes are looking just as cute as this kitty :D

    [Blocked Image: http://static.boredpanda.com/blog/wp-content/uploads/2016/02/big-cute-eyes-cat-black-scottish-fold-gimo-1room1cat-48.jpg]

  • [CS:GO] de_armory (before Lab)

    • Roald
    • January 20, 2017 at 1:51 PM
    Quote from w0llmart

    21 hours ago, w0llmart said: if you really like the skybox you can clone stamp the moon out with minimal effort


    grimmnight is a pretty decent skybox although it too has a moon and clouds so depending on your perspective it could be harder to disguise

    I didnt thought about stamping the moon away. But also the stars are so bright and stuff, it feels more like a space skybox

    Right now I am using the panj_night skybox from inserguncy that fits well with the mountains on the bg, a normal sized moon and some stars and clouds

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