1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Roald

Posts by Roald

  • Resistance

    • Roald
    • May 21, 2020 at 7:43 AM

    [Blocked Image: https://i.imgur.com/LvFlAKx.jpg]

    Since its been a year ago we were working on this project I decided to do a playtest and try out some small ideas. Afther the playtest I realised I wasn't really happy with how it played and decided to do some big layout changes. Here is an album: https://imgur.com/a/5GAeTIM

    Even though I reduced the options for Ts, the map was very much T sided because of their OP position in Apps and the fact CT had a hard time rotating. Based on these main points I have strengthen CT positions on the sides and midle and made the B apps hole more open so Ts are more exposed. New album: https://imgur.com/a/gGFT1nJ

  • [CS:GO] Erect (wingman hostage)

    • Roald
    • May 15, 2020 at 9:23 PM

    This giving me a erection ?

  • Fnatic want's to make CS better!

    • Roald
    • May 1, 2020 at 8:50 PM

    From a mappers perspective: creating anything that isn't an official Valve game mode is not interesting for CS:GO mappers I would say (since there is no chance to get it in the game). I think a Classic map might be too much work, especially after the contest just being finished. Then we probably get to the Wingman game mode which is 2 vs 2 and probably the best choice. It is a new game mode, so a lot of possibilities to try out new ideas. Also, the official wingman maps are mostly a lazy edit of the Classic game mode, which makes the game mode be very uninteresting at the moment. I think it is a great opportunity to design some great stuff for it and especially with pro players supporting it. I think when Valve sees pros interest in this game mode, it might actually become a more official thing. Besides, the Mapcore Hub supports the Wingman game mode (and Classic) for the maps to be played on, and also the hubs organize tournaments that are great and very popular.

    And yes I agree on text_fish and Radu. I would love to see pro players supporting the community maps in a way like playing them at tournaments, the hubs (and stream) or have playtests and provide mappers with feedback or what so ever.

  • Counter-Strike: Global Offensive

    • Roald
    • April 23, 2020 at 7:16 PM
    Quote from blackdog

    9 hours ago, blackdog said:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
    ~ so @Roald how is this experience going? Are you guys leading for the updates on your map or you get requests from Valve too?

    Wondering how hard it is to maintain a live map whilst your day job ticks.

    Yeah Basicly Valve keeps us responsible for the map and give us full control on it. We update the workshop with a new version, message them and they will ship it out on the next update. I don't think they even take a close look to what is updated honestly, but I might be wrong, just a feeling. I guess when we fuck up, at the end its our problem :P We haven't had any feedback so far, just one time a message about a exploit in GrenadeKing's video which we fixed like two updates before. I don't know about my teammates, but I haven't had much work because of the whole corona thing. But either way it should be very do-able. Untill now it have just been bug fixes and very minor changes which only takes a few hours and we can take turns really or work on it when ever u got time/feel like to. And basicly what you do is keep an eye on reddit, the workshop page and youtube videos (and having great friends to message you on steam about stuff) to find out about bugs and anything crazy. Oh and play some matches yourself ofcourse :D

    We will be waiting for the Valve stats at the end of the month before we do anything crazy. But yeaah fixing bugs kinda gets demotivating afther a while and the things become smaller and nitpickier at times. But ehh gotta do it, otherwise u get the same bug reports all over

  • [CS:GO] Limestone

    • Roald
    • April 17, 2020 at 7:41 AM

    Hi man if you want feedback on the layout I suggets you to do some playtests. Rather do that now its greybox then later on.

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Roald
    • April 15, 2020 at 3:00 PM

    Yeah lets cut the crap. Valve playtest maps they find interesting and add maps that are fun during playtests. And that should be the end of this discussion. No matter who or what created it or when or where, what a bullshit discussion this is... Who cares anyways? Be happy Valve encourage the community to make maps and add them, thats one hella cool thing right?

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Roald
    • April 3, 2020 at 7:58 PM
    Quote from Vaya

    13 minutes ago, Vaya said: son...junction is a mapcore map...

    Made by TheHorseStrangler and some other dudes. He also contributed to Studio which made it in the game and BlackGold if I am not wrong? Anyway it doesnt matter if a map has been part of the mapping contest or not or if it is made by a 'known' mapper. If it is a high quality map, Valve will look into it and when they enjoy it and see potentiol in it they will throw it out there in the wild for the community to give it a go.

    I think its cool to try out new ideas, but it just takes alot more time, playtests & itterations to make it work and be acknowledged by the players. Not really a smart thing for a contest where you always run out short on time no matter what you do. And also, this game has been developed over many years and there are LD aspects to it you need to keep in mind, if you differ from those guidelines, you probally get in trouble with your design. This doesn't mean you can't be creative or do crazy stuff, just dont go overboard I would say... Just like Nikio is saying.. dont design a horror game for a playerbase expecting a fluffy kids game.. :D

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Roald
    • April 1, 2020 at 8:55 PM

    Oh man Nikio this is so inspiring! It really make me want to sell drugs and use it or what the hell, abuse it! so good. ?‍♂️

    Or wasn't that the message of the story?

  • (CS:GO) de_volver | no idea what the theme or final name should be.

    • Roald
    • March 27, 2020 at 11:02 AM

    Hi

    Usually people start off with picking a theme for their map before they start on creating the map. The reason for this is because basicly everything (layout, art, mapname, atmosphere) is based arround the theme you pick. For me the right order to start a map is: 1) Pick a theme for your map (and a location/mapname, though mapname can come later) 2) Gather reference pictures from real life locations, other gamers, movies or what so ever 3) Draw a layout on paper with the location/theme in mind and already think of what area will become what. For an example the bombsites are interesting areas, you can already decide how it will look, what the objective is You can use the references to create more interesting shapes then just paths and walls for your greybox. 4) Check timings, angles and such basic things ingame (with a friend) 5) If you are happy with it then get a playtest organised and keep on playtesting/itteration your layout untill it plays well 6) Now its time to work on the art for your work, apply details and textures to your map 7) Time for some more playtest and polishing your map

    When you do not have a strong plan and vision in mind (step 1 - 3) you will probally end up wandering what to do with your map. There is a big chance you get stuck by a creative blockade and end up with a map exisiting from meaningless empty corridors and rooms. This might not be the best workflow (for you), but for me it works well and it is worthfull to try out.

    Here is my mapcore topic where you can see the exact progress of my map: The mistake I made is focusing to much from the start on the theme/art, I would suggest to keep your greybox as simple as possible untill step 6. Goodluck with your map!

  • Anubis

    • Roald
    • March 26, 2020 at 12:43 PM

    Anubis update: https://imgur.com/a/UwsSpb6 (album) - moved T spawn to the left to decrease their timing into midle and canal - removed the grenade teleport on B and visually blocked the skybox brush - removed the boost on B - add a double door and some extra cover on midle - removed the sneaky corner on A main - moved the pillar on A short and added a broken wall to provide more solid structures and more devined areas and angles - simplified A upper by removing the plant box - some visual updates (double door is a experiment, will reskin/rework it to be less dust2ish)[Blocked Image: https://i.imgur.com/8a0Rwnv.jpg]

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Roald
    • March 17, 2020 at 10:30 AM
    Quote from Ringel

    6 minutes ago, Ringel said: Transparency is very important for more than one reason. One is to provide that the judges took their work serious. There is no reason to not publish the scores. Just ignore the people who are not satisfied with the scores and complain about it. If they don't have to hide something they should publish them.

    Last time I asked all 4 of them for feedback, two ignored me. One gave good feedback and another gave me one sentence of feedback. One other participant was also ignored by two judges.

    You are twisting up things here in my opinion. The judges have spent loads of their time on judging these maps and we should thank them for it and appriciate it. We shouldn't espect any extra feedback or what so ever, but embrasse it when we do recieve some. I think its up to the judges themself to make their judgement public or not and wether they spent extra time on giving the mappers feedback or not. I am personally very curious about how each map scored, but dont bother if my curiousity cant be satisfied. But dam.. here we go again, discussing haha, lets avoid this shall we? And praise the gods that have made it to the first place ?

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Roald
    • March 17, 2020 at 10:09 AM
    Quote from Vaya

    27 minutes ago, Vaya said: Transparency of what? arbitrary scores? if the judges post their score it becomes a mess of 'well how could this map get X points more than this in this category!!' the gradings are basically made up of imperfect subjective opinions, nothing is gained from releasing scores. One of the judges released his scores and it led to half day bitchfest about it.

    Good point, never thought about that. At the end it doesnt matter, feedback would be more appricitated and think we can ask for that ourselfs at the judges

  • [CS:GO] Exotic Places Contest TOP 4 WINNERS

    • Roald
    • March 16, 2020 at 7:30 PM

    Congratz to all! I wish there were more maps to be allowed in the top 4, so much good content this year! I think the top 11 can all be proud on what we reached this year.

    @judges, will we be able to see the rating form and get feedback if you have some? Thanks for giving us your time and effort! Even though us mappers and community doesnt always agree on how this go or what so ever, its still being appriciated what you guys do for us ❤️

  • Anubis

    • Roald
    • March 9, 2020 at 8:58 PM

    Hey there! We just released a new update before the deadline is there! I'd like to thank the awesome staff from the FaceIt Mapcore Hub for the organisation and ofcourse the awesome people for playing the maps and giving us feedback and stats to work with. For that special thanks to @Thewhaleman & @JimWood for providing the demo parser, its been very useful! We have done some small layout changes and heard some birds whispering they want more colors, so there you have it!@jd40 & @jakuza have been working their asses off to create new cool assets and doing some more environment work on the map, so a big shout out to those two amazing artists! Enough talking, time to check out some screens and perhaps have a look ingame! Cheers[Blocked Image: https://i.imgur.com/fDbA7lK.jpg][Blocked Image: https://i.imgur.com/HeKbTYX.jpg][Blocked Image: https://i.imgur.com/9pzrA9Q.jpg][Blocked Image: https://i.imgur.com/AZtnHAa.jpg][Blocked Image: https://i.imgur.com/u1gM3Ai.jpg][Blocked Image: https://i.imgur.com/xG71ing.jpg]

  • Anubis

    • Roald
    • March 1, 2020 at 7:12 AM
    Quote from DMU222

    7 hours ago, DMU222 said: Dude, you can see how this map came together directly in this thread. All of the art and layout has very clearly been made post-announcement of the competition. This is probably the main reason why I love this entry so much, I saw it change significantly as the competition wore on.

    Exactly what he said ?

    Thanks for the feedback Joris, we already are working on it by adding more color to make each area more identical

  • Mocha

    • Roald
    • February 15, 2020 at 11:56 PM

    Hey man I played your map today and layout seems alot better then I first thought looking at the overview. I dont want to draw conclusions yet based on just one match. One thing reaoly silly was when we rushed B as a T we got shot from behind by CTs pushing midle. The timings there seems a litle odd. Also you can kind of check that T mid entrance from T spawn which doesnt feel right. Not sure about A, it seems pretty large with many spots to hide at, but it could also be me being new to the map. Anyhow goodjob so far, keep it up

  • Swamp

    • Roald
    • February 12, 2020 at 9:01 AM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Anubis

    • Roald
    • February 11, 2020 at 9:07 PM

    Review by SlickShotGames:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • anchor

    • Roald
    • February 10, 2020 at 10:23 PM

    Yeah I agree on Spa and you know, the layout is pretty solid, I had fun playing it! Please keep on going with this map, it has potentiol

  • [CS:GO] Exotic Places Contest TOP 10 FINALISTS

    • Roald
    • February 10, 2020 at 9:02 PM

    Congratiolations to everyone!

    I hope we can get some form of feedback from the judges, maybe something you would like to see at the second judgement. Also I hope to see the scores of the judges at the final judgement to get a sence of how the maps have been rated including some feedback. Here is a workshop collection with the top 10 candidates: https://steamcommunity.com/sharedfiles/fi…/?id=1994263762

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  3. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  4. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  5. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  6. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  7. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  8. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™