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  3. Roald

Posts by Roald

  • [CS:GO] de_armory (before Lab)

    • Roald
    • January 19, 2017 at 4:11 PM

    Some more changes

    - new skybox that does fit

    - Some custom assets from other source engine games (Insurgency/DoI)

    - Build a own elivator with brushes to replace the vertigo prop

    - Some texture changes and some minor details added.

    MORE IMAGES: http://imgur.com/a/ar3NG

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

  • [CS:GO] de_armory (before Lab)

    • Roald
    • January 18, 2017 at 3:32 PM

    Hey Mapcore, I worked on the feedback I got from two playtests.

    I am kinda searching of a nice night skybox. I found one but it has a ocean as down image and a hugeee moon so that sucks :D

    But yea It should be something like this. For now I will do some more detailing and continue my search.

    [Blocked Image: http://i.imgur.com/SOlk8AF.jpg]

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

    [Blocked Image: http://i.imgur.com/a3zcpTJ.jpg]

    http://roald93.imgur.com/all/

    [Imgur](http://i.imgur.com/u4kIler.jpg)

    [Blocked Image: http://i.imgur.com/u6ZGcoY.jpg]


  • de_bridge

    • Roald
    • January 16, 2017 at 5:56 PM

    Hey Mapcore!

    A really long time ago I've worked on a map named de_bridge. The divergent pathways made it hard to get the layout right.

    Afther many tests it did work and H4wkle designed it to something beautifull.

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=843817559

    A few images:

    [Blocked Image: http://i.imgur.com/VfKDE2B.jpg]

    [Blocked Image: http://i.imgur.com/Y4JzNW6.jpg]

    [Blocked Image: http://i.imgur.com/RmM7DRo.jpg]

    [Blocked Image: http://i.imgur.com/cBlfL9U.jpg]

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

    [Blocked Image: http://i.imgur.com/cfkPt4g.jpg]

  • [CS:GO] de_armory (before Lab)

    • Roald
    • January 13, 2017 at 8:54 PM

    Hey @spa thanks alot!

    1. I love the crane control room idea! Also the space in that turn below is really empty, I will make something that fixes the emptyness of both, upper and down of the turn.

    2. The lobby aint a real lobby indeed, too many paths and stuff. But also because it's now boring and empty. Maybe I will get rid of the whole door, and make like a window thing u could jump through. It will also reduce the many doors in the map to 2 doors. Or I get rid of the whole door route idea for T's as mid is kinda T sided. But I was also thinking of replacing the big cover in the midle with something smaller, so.. yea dam choises!

    3. I barricaded the door at B so there is no 'gay' spot where u can hide, now u have to get on top of the props. The difference between the doors opening and closing are the models/textures. Maybe I could litterly barricate the other one.. I'll think about that

    4. The jump, I have removed the clip in the new version. So now u can jump down and climb back up. It was annoying indeed.

  • [CSGO] de_Aurora (WiP feedback thread)

    • Roald
    • January 10, 2017 at 1:17 PM

    Oeh I love this theme! It's looking really nice. Keep up the great work!

  • [CS:GO] [Greybox] de_station

    • Roald
    • January 10, 2017 at 1:13 PM
    Quote from WhatGrenadeWhere

    4 hours ago, WhatGrenadeWhere said: Roald You got almost 3 maps going at the same time? Dang. You do great brush work. I'm just getting comfortable with arches and smooth rounding. Keep up the good work. Looking forward to seeing Station and Armory completed.

    Thanks mate!

    I am working together with H4WKLE. The layout of de_station is done and he will design the map mostly. But first he will finish our map de_bridge which is almost finished. Afther that he will work on a own map and I will just work on armory and maybe some on station. Afther that we will finish this map together. So for now it will be on a break/slow progress

  • WIP in WIP, post your level screenshots!

    • Roald
    • January 7, 2017 at 2:19 PM

    [Blocked Image: http://i.imgur.com/ECVWet6.jpg]

  • WIP in WIP, post your level screenshots!

    • Roald
    • January 4, 2017 at 5:32 PM

    Looking awesome!! A night map with lovely vissibility, goodjob! I think u should reduce the beam of the lampposts

  • [CS:GO] de_armory (before Lab)

    • Roald
    • January 4, 2017 at 1:05 AM

    Been working some more!

    Also add some fog to the map which makes the enviorment looks way gbetter IMO.

    It's ofcourse not done but I guess it gives a good impression of what I want with the map.

    EDIT: Anyone up for making a nice sign model for this map to replace the nuke model at T spawn?

    edit2: images removed

  • CSGO layout Map opinion

    • Roald
    • January 4, 2017 at 12:53 AM

    In my opinion too complicated, there are 13 paths. I dont know ur exact idea so the following things I suggest are just my thoughts.

    The more simple the better. Though all of us mappers want to do something more :D

    U COULD Remove 1 path from CT to B (blue) 1 from CT to midle (purple) 1 from mid to A (red) and make the connector from mid to B more usefull as it has no use on this moment since u can safely use the T to B route (orange). I think this will bring more balance and reward T's to risk taking midle for advantage. Also its easier for a single CT to hold mid as it seems chaotic on this overview

    U could CONSIDER removing the T connectors (orange) to midle but idk. It can also be nice for T's to have space to play arround. If u do so u got a basic 3 path layout which is good. The reason is to simplify the map, but yea not a real must when u map it alright I guess.

    U can consider IF u take some of the advise, adding one additional route to the most CT sided bombsite for extra tactics.

  • [CS:GO] de_armory (before Lab)

    • Roald
    • January 3, 2017 at 6:08 PM

    Did a litle texture work on bombsite A. The credits of the lovely millitairy textures goes to the creator (invalid nick) of 'Mist' (I probally have to make custom ones in the future).

    Thanks @Freaky_Banana for the reference :D I forgot about that map.

    Right now I will do a litle detailing on this site and work abit more on the lights and then I'll see what's next.

    Edit: edit: images removed

  • [CS:GO] de_armory (before Lab)

    • Roald
    • December 30, 2016 at 1:24 AM
    Quote from leplubodeslapin

    11 hours ago, leplubodeslapin said: The texturing seems fine, but maybe you should try to modify the lighting a bit.

    Currently, if you boost the lighting contrats with an image editing software, you get that :

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

    The eyes usually go for the brightest spots in a picture, and the ceiling doesn't seem to be the most interesting part of your room (neither for gameplay nor detailing).

    If you're only using lights, try using light_spots to do the main lighting. You can use lights as ambient lights (put linear to 1 and quadratic to 0, and low brightness with a color that matchs the atmosphere you want to get, probably something a little bit green i guess).

    Maybe you planed to work on the lighting later but this can help you chose one texture or another, it can be useful to make few quick lighting tests.

    Display More

    Thanks mate, I am noob with lights. I will experiment with it! On those lights I used light_spot and a beam. So I will try to add this light you are talking about.

  • [CS:GO] de_armory (before Lab)

    • Roald
    • December 28, 2016 at 12:59 PM
    Quote from Freaky_Banana

    On 25-12-2016 at 7:12 PM, Freaky_Banana said: Hey, I just wanted to express that I wouldn't expect a non-outdoor or -sewer area to be that dirty.

    But if you like it that way then feel free to go for it ;) !

    Cheers!

    Hey I tried another texture, still too dirty or? :D

  • [CS:GO] de_armory (before Lab)

    • Roald
    • December 25, 2016 at 11:17 AM
    Quote from Freaky_Banana

    1 hour ago, Freaky_Banana said: I feel like the walltexture is too grimey. I really think you should go for a cleaner texture, or at least remove the visible seams :D .

    But I also feel like this is very promising !

    Cheers!

    Heey thank you for your thoughts!! I kinda like it dirty. Especially for this tunnel pathway. I will consider doing the bombsites more clean but not as clean as nuke, I hate that

  • [CSGO] de_ruby

    • Roald
    • December 24, 2016 at 8:56 PM
    Quote from gleddez

    11 minutes ago, gleddez said: This looks really nice, I'll have to check this out on the Workshop. Where is the setting? Didn't Shipped, like, just get released? Do you ever take breaks? :P Good stuff!

    Yea he once in a while take a few minuts to eat a sandwich or something and then continieus mapping.

    Its located in Lisbon if I did read it right, right?

    Greybox looking awesome on the screenshots already! Gonna check it out ingame real soon

  • Brest

    • Roald
    • December 23, 2016 at 6:48 PM

    Wauw just amazing!

  • [CS:GO] de_armory (before Lab)

    • Roald
    • December 23, 2016 at 4:47 PM

    Tried to texture/detail one part for a bit already.

    edit: images removed

  • [CS:GO] de_armory (before Lab)

    • Roald
    • December 21, 2016 at 7:11 PM

    Thanks guys!

    Mmm I don't know, it fits the theme. But somehow with Armoury I think of a Knight Armor thing haha -___-

  • [CS:GO] de_armory (before Lab)

    • Roald
    • December 21, 2016 at 12:58 PM

    Story

    Terrorists came for their mission to Siberia to blow up a milliitairy base located on the top of a Mountain.

    In this base they create and develop millitairy weapons and technologies to 'beat the terrorism'.

    It's the terrorist their goal to stop the Millitairy on developing more massa destruction weapons.

    Afther the security sound the alarm and got shot to death, the Counter-terrorist are called in to get rid of the threat.


    de_armory

    Some of u maybe seen some screenshots in the WIP topic. I thought it was time to give the map it's own topic to organise a playtest.

    If you have feedback already then I would be glad to recieve it! Thank you @spa for the sugbgbestion of the mapname


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


    edit: removed some image (needed space :D)



  • WIP in WIP, post your level screenshots!

    • Roald
    • December 19, 2016 at 9:21 PM

    Wauw looking really good @madsenfk

    Can't wait for the release and walking through it.

    The only thing that I dislike is the smoke being so thick

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