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Posts by Roald

  • What are you playing now?

    • Roald
    • February 7, 2020 at 7:53 AM
    Quote from [HP]

    On 2/4/2020 at 8:19 PM, [HP] said: Here's an attempt at bringing this thread back, we all play a lot of games, so I can see how having a thread for each game we play can make the forum cluttered, that said by all means if a game means a lot to you, make a thread about it. I just wanna see a lot more discussion about game design around here, c'mon people talk about what excites you! :D

    Anyway, I'm about half way A Plague Tale: Innocence, what an awesome experience this is. I always love a game that manages to transport me to a long time era in our past, and A Plague Tale takes place during the bubonic plague times in france, but they do pepper some fantastic elements in there too, obviously in real life you didn't have a barrage of thousands of rats wanting to eat your ass, but I liked how the team tried to be a little playful with the theme too.

    There's a lot of sneaking in here too, so if that's not your cup of tea, this might not be for you, and if you are spoted, this isn't like MGS where you can still run and hide, you pretty much just die and respawn in the latest checkpoint.

    Also, art and lighting looks gorgeous.

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    I just started playing this game. I think I am at chapter V or VI. I think the LD is great on how they intergrate new mechanics per level and get the player familair with it and meeting new characters. The LD language is very clear so thats good. It is nice it has a story and the game looks stunning. Just not sure how long it will keep my interest as it are about the same puzzles/stealthy levels repeadingly. I guess I also didnt espected that from the game somehow ?

  • Exotic Places CS:GO Mapping Contest 2019

    • Roald
    • February 1, 2020 at 8:13 AM

    updated the workshop collection, if your map is missing (or having an old/abandon version in the collection) just PM me!https://steamcommunity.com/sharedfiles/fi…/?id=1950169391

  • [WIP] Touristas (now) de_xenos

    • Roald
    • February 1, 2020 at 8:05 AM

    Looking good! Just so you know, there is a dutch store called 'Xenos' which kinda makes it a weird name to me :D

  • Anubis

    • Roald
    • February 1, 2020 at 4:29 AM

    Fixed the swapped bombsites and uploaded the map to a new workshop page: https://steamcommunity.com/sharedfiles/fi…/?id=1984883124

  • Imperium

    • Roald
    • January 31, 2020 at 8:22 AM

    Your workshop link is private

    Edit: and brighten the shadow brightness on your enviorment light settings. Something between 150 - 300

  • Anubis

    • Roald
    • January 30, 2020 at 8:27 AM

    Anubis was a long and time-consuming project, but time flew as it was a lot of fun to work on with my teammates @jd40 and @jakuza who did an amazing job! I think we can be proud of what we reached so far and looking forward to where we can bring this project. The below screenshots do not do any justice to the actual beautiful footage ingame, so yeah check out the workshop! https://steamcommunity.com/sharedfiles/filedetails/?id=1774025500 new workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1984883124

    [Blocked Image: https://i.imgur.com/ywGNXOp.jpg][Blocked Image: https://i.imgur.com/xqnwRnG.jpg][Blocked Image: https://i.imgur.com/sXwG31i.jpg][Blocked Image: https://i.imgur.com/zHgLp0X.jpg][Blocked Image: https://i.imgur.com/T8vPXYy.jpg][Blocked Image: https://i.imgur.com/9dmafZg.jpg]

  • Mutiny

    • Roald
    • January 25, 2020 at 8:35 AM

    Oh yeah boys! I am proud of you guys ? map looks really arrrrrrrsome and you really nailed the theme.

  • House

    • Roald
    • January 24, 2020 at 8:59 AM

    The topics in here are entries for the Mapcore mapping contest. Unless you want to participate, you might want to post your topic in the '3D' section

  • Swamp

    • Roald
    • January 22, 2020 at 5:19 PM

    I checked it out and the vissibility is pretty good. The fog wasnt a problem for me.

  • Gongji

    • Roald
    • January 9, 2020 at 8:44 PM

    It would be nice to have a prop_dynamic skateboard located at the ramp. And perhaps some kinda ping pong table somewhere with graffiti and all on it

  • Exotic Places CS:GO Mapping Contest 2019

    • Roald
    • January 6, 2020 at 8:53 AM
    Quote from mandy lane

    6 hours ago, mandy lane said: we all have different opinions. for me cs go is too much details like the devs was trying too hard to polish the game

    Whoop whoop Mapcore's fake police here ??. I dont think this opinion has anything related to this topic nor section of the forums. If you want to discuss about CS:GO then please bring it over here:

  • [WIP] Touristas (now) de_xenos

    • Roald
    • January 5, 2020 at 8:15 PM

    Map starting to look great already, visually. I am not so sure about the layout, cant judge of course from an overview and the video, but it seems pretty complicated with the many paths and all. I wonder if you playtested this? Anyhow, keep up the great work

  • [CS:GO] cs_nevada

    • Roald
    • January 4, 2020 at 8:33 AM

    This is posted in the wrong section and should be posted here: https://migrationtest.mapcore.org/forum/21-3d/

    I like the looks, maybe there is too much clutter/visual noise though

  • cs_grevgatan

    • Roald
    • January 3, 2020 at 11:38 AM

    Overall its looking nice. Just those lights placed against the walls are very bright. And to me the exit sign doesnt make sence. Who has that in their appartment? Mostly those are used in public areas. Also the position of it feels a litle misplaced and its taking too much attention, or does it play a role gameplay wise? Also why is there a deadend corridor? Will that lead somewhere later or ?

    Edit: I see its a hostage rescue map? I would suggest to first get the layout done, get everything in dev textures, low details only and test if it plays right before you start on detailing.

  • Exotic Places CS:GO Mapping Contest 2019

    • Roald
    • December 28, 2019 at 3:26 PM

    I think I lost my brain and soul, but it is done. I have made a workshop collection of all entries to the 2019 mapcore mapping contest. Not all topics had a workshop link or could be found on the workshop, so if yours is missing just ping me https://steamcommunity.com/sharedfiles/fi…/?id=1950169391

  • Work in progress: de_aladdin

    • Roald
    • December 15, 2019 at 1:45 PM

    but... it has palm trees... Anyway, the way you shaped this map seems none logic I would suggest gathering a lot of references from a real-life location and use that to build upon. Also gameplay-wise it feels more like a deathmatch map instead of a thought-true tactical competitive layout. Oh and your environment light is too yellow for my taste

  • Mustang (formerly Everest)

    • Roald
    • December 2, 2019 at 10:14 PM

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    ?

  • [WIP] De_Luau

    • Roald
    • November 27, 2019 at 11:41 AM
    Quote from csWaldo

    1 hour ago, csWaldo said: Could you post the brightness and ambient settings of your light_environment? The light looks quite yellow and dark to me, making the map look very 2012.

    that and the shadows are waaaaaaaaaaay too dark. Add atleast 150/200 brightness value to the shadows.

  • Mustang (formerly Everest)

    • Roald
    • November 26, 2019 at 7:46 AM

    Man.. what a cliffhanger, now I want to see more

  • [WIP] Bootleg

    • Roald
    • November 11, 2019 at 8:37 AM

    Map is too small/too fast paced. This will cause issues like CT being able to play too agressive and flank Ts too easyly. It restricts Ts in their options. Their only choise it too rush one site really and hope for the best on the aftherplant (because rotations are probally too quick). Nothing wrong with fast paced, but this size map wont be fun afther a few matches I am sure.

    CTs need time to setup a defence and giving them options to play more agressive on a map is a nice thing, but they should be able to get punished for it. Also T needs room to gain map control and fight for their options and be able to switch tactics. In a map this limited it will become hard I think.

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