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  3. Roald

Posts by Roald

  • WIP in WIP, post your level screenshots!

    • Roald
    • December 19, 2016 at 8:27 PM

    Worked a litle on the T & CT Spawn of de_lab. Still in first state but already getting shape and themed (ignore the turned road being all snowed:D).


  • WIP in WIP, post your level screenshots!

    • Roald
    • December 19, 2016 at 7:39 PM

    I agree on the 'too clean' thing.

    About your example Baboon I think it's way too chaotic. I wouldn't do that for gameplay and visual reasons. Tho I love the graffiti that gets alive by the enviorment. I can't give a example right now. Also something 3D would be amazing, tho idk how that will work out :D

    What u could do is maybe add a few small tags aboth/on the current graffiti

  • [CS:GO] de_siberia (WIP)

    • Roald
    • December 17, 2016 at 5:11 AM

    Yea I thought of making the deadending room as a additional route aswell and also thought of a sneaky door. maybe u can make like a dropper or something to have more elivation in your level.

    About the window. I cant explain why I dislike it. But maybe ask yourself why it is there.

    Maybe the CT balcony can be nice. Just move it closer to the site and make it a more open Balcony. I think that will work.

  • [CS:GO] de_siberia (WIP)

    • Roald
    • December 16, 2016 at 8:44 PM

    Alright I just walked trough the map.

    Overall I love you simplified the map so much! It looks really good. The timings are good, the ammount of entrances are nice and I like the connectors from midle to the bombsites, especially the one leading to B. Not too much and not to less cover spots on both sides.


    There are a few things u could consider:

    - I should remove the litle house at the right on B, it seems to be 'too much' you already have enough and nice cover.

    - When u go as a T to B there is this dead ending room, I understand u made it for grenades but somehow I kind of dislike it, it's preety much misleading. Maybe there is a better solution for nades? I love the way u fixed that on the path to A.

    - Midle is in my opinion too width. The ammount of cover is nice, I love the CT box where u can peak from the left and right. Maybe move it abit closer to the CT entrance as a CT can't go retreat from there.

    - Also I shouldn't add the boost room for T's to enter midle, I should just give them only the main entrance to midle. CT should IMO control mid and T's should take their advantage by using smokes and not having extra routes or what ever. If u use the boost it could be really easy to go to A connector.

    - A last thing on mid: somehow I don't like this window at the connector from Midle to B.

    - A bombsite is really nice. Maybe too much cover (where u can run arround). U could think off removing the cover in the right lower corner. And move the cover on the bombsite more to the right lower corner of the bombsite.

    - The CT balcony, I kind of dislike it. For a retake you have to expose your self going there and as a T it can be a really strong camp position when they planted the bomb. You already have the nice area with crates infront of the Balcony, I should just use that. And if the retake for CT is too hard right now, I should just add 2 lower entrances with the 2nd one entering that area OR I should keep the balcony and move it more to the right so instead of that area with the crates.

    Anyway the best feedback and can give is organising playtests!! Because the map is really nice already. Oh and 1 overall thing I bothered are those places it seems u can jump to there or on there but then it's clipped. When a place is not accesable it shouldn't look like it is ;)

  • WIP in WIP, post your level screenshots!

    • Roald
    • December 15, 2016 at 7:27 PM
    Quote from Vorontsov

    1 hour ago, Vorontsov said: I feel like all your maps have this really big potential and it's just the art that is lacking. You certainly seem to know what you're doing when it comes to making layouts.

    Yea Art aint may strongest part of mapping and I don't really enjoy it aswell.

    That's why I love working with someone else as I am doing on Station currently and I also found a partner for Lab.

  • WIP in WIP, post your level screenshots!

    • Roald
    • December 15, 2016 at 4:33 PM

    de_lab, temporary mapname. Will be a base in Siberia or somewhere cold where they create weapons and such. Map is still too dark at the moment and somehow the lights are really pixel. I gotta fix that.



    de_station tested and well, H4WKLE is working on the design part. Map is way too dark right now, will be fixed ofcourse.


    And as third de_company which should be a clean water factory located in Asia, owned by a Western country. Tho I started to design it and got doubts on the layout, so I may completly change that but got it on a pause right now


  • [CS:GO][WIP] Trailerpark

    • Roald
    • December 13, 2016 at 5:26 PM

    Can't you make use of litle elivated rocks for some height difference instead of a flat grass field? You could make nice use of ramps as pathways trough the rocky parts. idk how it will fit ur map tho..

  • [CS:GO] [Greybox] de_station

    • Roald
    • December 7, 2016 at 5:12 PM

    Hawkle will design the greybox further but just for fun and practise I tried to design the park a litle bit myself

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

  • [CS:GO] [Greybox] de_station

    • Roald
    • December 5, 2016 at 9:48 PM

    Hey it been a long time I did post anything.

    Currently I cleaned the whole map and H4WKLE will do the designing part.

    I won't bother u with screenshots about that, as u will check them when it's ready.

    In the meanwhile I am working on some greyboxes like this skatingpark (current graffiti are just placeholders, tho I love the overpass one)


  • [CS:GO]de_corp

    • Roald
    • December 4, 2016 at 4:45 PM

    When u said u was about to complitly redo the map I was like oh no, but dam this looks amazing! Goodjob mate

    I love the neutral soft colors myself. Maybe some tiny more bright colored details will do? like u did on the 1th version

    The map name is alright to me.. when I read corp(oration) I directly know the subject/theme of the map. Just like Overpass, which is literally a overpass, Train, Office, Aztec, Italy or a more corresponding element of the theme like dust, mirage, vertigo.

    I will soon check it ingame and see if I can find anything

  • WIP in WIP, post your level screenshots!

    • Roald
    • November 29, 2016 at 9:08 PM

    Hey guys,

    I started on a new map layout and the theme is a kind of lab in a deserted place. In the lab they create new weapons and technologies. I would love to get ur opinion on what rocks I should use, since this will give the location of the map. Currently I used a few different rocks shown on the screenshots here: http://imgur.com/a/sQw97

  • MapCore CS:GO Playtesting 5.0

    • Roald
    • November 26, 2016 at 7:30 PM
    Quote from Gooby

    29 minutes ago, Gooby said: Do you care to play very alpha versions of maps?

    What does 'very alpha' exactly means? Maybe you should consider making a topic of your map with some images, map overview and a link to the workshop. That way we can check it out, give some feedback, so you can work on the very much basic structure of the map which is I guess pretty much important before a playtest. Anyway the conditions are listed below, you have to check them at the submission form Conditions * The map has to fulfill all of the following conditions

    • The map has a working overview
    • The map has a working .nav mess
    • The filename has a proper suffix (e.g. "_v03
    • The map has 10 or more spawns on each side (min. 20 spawns total)
    • All custom content (models, materials, sounds, overview) are properly packed into the map
    • The rough timings have been tested
    • All necessary buyzones, bombsites/ hostage rescue zones and hostages are included
    • The map is optimized in a tolerable manner
  • I want to release a short video about my map (stil greybox), any tips to get players interested?

    • Roald
    • October 22, 2016 at 5:16 AM

    I agree on both! A video is not nessecary. Just make a topic here, post screenshots, a map overview and a link of the workshop so we can walk through.

    Make sure the greybox is 'complete'. That means the rough timing in the map is about right, bombspots have tactical cover spots, stairs and such are clipped for a smooth walk, bombspot and navigation tags are there and a radar. Ask a friend to help you test the timings and some angles and boosts and etc.

    Here you will recieve the feedback you need to make the map ready to be playtested. If u want to test it 5vs5 I suggest to contact TopHattWaffle or organise a playtest your self.

    Anyway why not making a video? Your greybox will be changed many times before its 'perfect', so it will be kinda for nothing. Also there is a big chance it wont attract players in this early state. Not many greyboxes do unless they are really well made (then u could ask Reddit to playtest it. It will be tested by alot of players at the same time). So yea step by step u will get there but it's a long way :D

    Goodluck!

  • [CSGO] fasthold

    • Roald
    • October 21, 2016 at 1:39 PM

    I have now a server running with this map!

    For those who likes to competetive plays this 5 vs 5, they can join the server here:

    91.205.193.87:27015 It will be 24/7 de_fasthold, 10 slots, europion server, 128 thick.

    A newer version of the map with fixed bugs and some minor changes will be uploaded soon!

  • [CSGO] Transition

    • Roald
    • October 21, 2016 at 11:11 AM

    Well the map looks amazing!! I really love the realistic aspects of this map and all the nice details in it! Layout looks interresting; pretty dynamic and nice abbilities for Terrorist to switch from tactics and also some nice choises CT could make on they way they will defend. I think the rotation times are quite good, also the elivator one. It may be fast, but also really riskfull and you make a lot of noise jumping or climbing down.

    There is one thing that bothers me alot, the fact that both bombsites are almost exact aboth eachother. For an example I plant on the lower bombsite and I heard alot of steps all arround me but there was no enemy nearby, it's really distracting and hard to focus on where the enemy is coming from. Gameplay wise I don't think this was a good idea. Maybe it's my personal opinion, I don't know.. I am one of those guys who hates nuke for an example :D Tho like I said overal the layout and angles seem to be really nice!

    For the bombsites, really good angles to attack from for both bombsites, u guys pulled that off real nice. I also like there are not too many hiding spots on the bombsites. Maybe you could add a few cover spots that cover up till the midle of the player. Now when you peak you are fully exposed which is hard for CT when you have to defend alone or with two against 5 enemies.

    Below some screenshots with some minor things:

    These diagonal walls all over T spawn are not solid

    This building in the background is dissapearing:

    This statue has a bad collision:

    There is a nodraw here when you go from the Metro tunnel to the bombsite on ur right as a terrorist:

    Already said, the staircase is getting blocked by the objects at ur right. No mather if u get blocked or not I should widden this pathway anyway and put that objects with the cables higher:

    This angle looking up is abit nasty I think. Also because the fence reduces the vissibility. I should cover it up somehow.

    Last thing is this rolling stair, it has no collision so plz a nodraw.

    Overall a really amazing job guys!! Oh and a overview would be really nice!

  • [CS:GO] de_scepter (WIP)

    • Roald
    • October 19, 2016 at 9:18 AM

    I agree. And maybe add some green (plants, tree, flowers) or w.e on the (edit) right upper screen. It looks really plain in my opinion.

    Anyway I love the new textures! Cant wait too see this one being finished.

  • Normalmaps like in the new de_inferno

    • Roald
    • October 16, 2016 at 9:18 PM

    I don't see what your question really is?

    If it's about how to make textures in high resolution like those on Inferno then I suggest to use the 2D forums.

  • de_oakwood

    • Roald
    • October 14, 2016 at 9:27 AM

    Ehh too bad I missed it. Goodluck with it!

  • [CS:GO] [Greybox] de_station

    • Roald
    • October 13, 2016 at 3:19 PM

    Afther the playtests on Reddit I have recieved some demo's of the matches that were being played.

    I still need to watch them all, but got some nice heat maps from them.

    Holding positions CT and T

    Spoiler removed image


    Spoiler removed image

    Deathpositions CT and T

    Spoiler removed image


    Spoiler removed image

    Kill Positions CT and T

    Spoiler removed image


    Spoiler removed image

    Conclusion I guess :D

    1. This could be a good spot for CT to defend B long by adding a hiding spot (green box).

    2. CT liked to defend from here but there is no cover spot, I should add one.

    3. This wooden pile cover was liked, good angle for CT but also pretty much risky. In combination with point 1 they could choose.

    4. CT can be shot at B short by 2 angles. I should get rid off the angle from point 9 to point 4. CT is taking a risk defending here, maybe I should place some cover. Midle seems abit hard to defend for CT's.

    Overall B bombsite is too open with lots of long range. I should cover it up and make some pathways thinner so it can be smoked off. The entrance for Terrorist is nice tho as they can take cover behind the truck at point 14 and there are alot of grenades options. When rotating from point 5 to B bombsite you have to checjk many angles while being exposed alot, I should figure something out on that I guess.

    5. Long range to point 9 and not many cover, but this doesn't seem to be a real issue looking at the heat maps.

    6. Nice secret pathway for CT's to flank the terrorist. Tho it has abit of a weird angle. I used many vent metal plates to shoot for extra noise. Idk if I should keep this as u can see on the death positions for T's they kind of getting slaughtered here. Tho CT's are taking a risk going in the vent as u can see on their deathposition.

    7. Nice overview for CT to check A short. Tho pretty long range aswell and easy for T's to throw grenades there which I kinda like. I am considering removing this elivator or the vent, not sure which one yet. Maybe I can force CT to defent from the train watching A short, that was my idea kinda.. This also forces T's to go for A or rotate all the way back.

    8. Nice long range for CT's but not enough cover. I should add a stomach height box and maybe a climb posibillity at the striped green line to watch aboth the fence and ticket machines.

    9. Well already said, should block the view to B short watching abit insite the bombsite.

    10. Maybe a overpowered view for T's? Tho my idea was a crossfire on mid but maybe I should just block this entrance? That way CT can hold mid on it's own so two CT's can hold B.

    11. Long range for T's but I think they have enough time to smoke off the elivator.

    12. Risky position for T's, much angles too look out for. Ct can rush mid, vent, elivator and from A bombsite. I guess too many roads and stuff here.

    13. Overpowered position for T's. I thought about removing some cover but maybe when I stronger CT's cover that will work aswell. Tho I aint sure yet as T's had now two mainpaths to A, one of them should be risky. A should be hard to take and easy to hold, B should be easy to take and hard to hold. So yea maybe I should do both.

    14. Nice abbility to take cover, throw nades and move to a different angle. Also a boost option behind the litle van there.

    16. This is the new angle they can gather. Boost position is more to the left. Tho they will be exposed alot to point 2 but I guess thats a good thing?

    17. T's get really exposed here and died alot seen on the heat radar. Tho I think it's a good thing so they have to use smokes and flashes to push into safety. But yea like I said B is too open atm so there isn't enough safety yet.


    Sooo yeaah alot of information haha but what to do with it? I got many doubts and stuff and don't exactly know what to do with the open spaces at B bombsite and CT spawn. Maybe u guys could give me some feedback?

  • [WIP] de_canaveral

    • Roald
    • October 12, 2016 at 6:29 PM

    Idk I am kinda new to the community, but this is what it is in most topics.

    I suggest to just have a playtest already and see how that goes.

    You could also go for TopHattWaffel's 5 vs 5 playtest and test some basic stuff like cover spots, angles, timings, balance and etc (or ask friends?). This means u should work some more on ur map and get all basics right.

    Afther that update your map, maybe get feedback here on screenshots and etc and then ask for a playtest on mapcore.

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