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  3. Roald

Posts by Roald

  • Anubis

    • Roald
    • August 4, 2019 at 4:27 PM

    I haven't opened up Hammer for a long time since the playtest, but finally managed to make some big changes in the layout, which is mostly smallen the map size and decrease the timings alooooot.New radar:[Blocked Image: https://i.imgur.com/IEptIVw.jpg] Tighten up midle canal, oh and weapons/bomb now 'float':[Blocked Image: https://i.imgur.com/48NSMcw.jpg]

    New B bombsite and CT spawn:[Blocked Image: https://i.imgur.com/Vjy8DNH.jpg] New T spawn, moved forward on the road:[Blocked Image: https://i.imgur.com/KgMmGrv.jpg]

  • Rain [W.I.P]

    • Roald
    • August 4, 2019 at 1:27 PM

    Skybox is much better! And I like the thunder/rain, hope it won't get too depressing though :D

    - It feels abit odd that you have a path going to one of the bombsite at the back of CT spawn, this feels abit 'unnatural'. - At 0:09 you should decrease the fall length, so you won't lose damage. - I assume at 0:32 it is the main entrance to one of the bombsites for T's? If yes, I think its risky to put a 'ramp' as entrance because it causes headpeeks. Also the ladder might be too troubling for the attacking team, maybe make a box or something to jump on, would be better in my opinion. Besides these small things, this looks very good and exotic, keep up the great work!

  • Rain [W.I.P]

    • Roald
    • August 2, 2019 at 10:37 AM

    This skybox looks really weird. At first I thought the map was below the water

  • Roald | Level Designer

    • Roald
    • July 19, 2019 at 11:38 AM

    @MikeGon Thank you so much for your feedback! Those are great points and I immediately implemented the changes to my portfolio. To be honest, I have been a litle negligent on the text and assumed it would be correct somehow ?

  • Roald | Level Designer

    • Roald
    • July 18, 2019 at 6:17 PM

    I have a litle update on my portfolio. Overall I simplified my whole portfolio while trying to explain some of my design choises. And I have add a new piece! Its a FC5 Zombie Survival map:

  • WIP in WIP, post your level screenshots!

    • Roald
    • July 18, 2019 at 9:23 AM

    So much text and so much screenshots ? but nice changes though! maybe abit too clean for my taste

  • Swamp

    • Roald
    • July 18, 2019 at 9:19 AM

    Looking awesome!

    And yeah ofcourse you could request playtests, you should!

  • [CS:GO] Nero (wingman)

    • Roald
    • June 30, 2019 at 12:42 PM

    Great looking greybox! I got a few points of feedback, but this may not be legit, since I never played the map and base this on looking at your overview. I think its better if T spawn is more centered, so the paths take more or less the same time to get to the site. Right now the path to the left is super fast, while the path to the right (going up) takes twice as long. Not sure how to explain this, but the layout feels counter intuitive to me as the options for T gets limited when they progress trough the map. In a wingman map like this I would personally do it the way arround, expand T's options when they reach more map control. In that case, CT will get invited to push the chokepoints and try to limit T's options, but also taking more risk, by leaving the bombsite empty. Right now I would rather stay on site as a CT and have one guy defending the right side where two paths get together and have one guy defend the left side where basicly two paths come together in one chokepoint.

  • de_trieste recomendations?

    • Roald
    • June 29, 2019 at 10:11 AM

    You are more likely to get feedback when you upload it to the workshop, share the link, put a overview/radar pictures and perhaps some ingame screenshots

  • Anubis

    • Roald
    • June 22, 2019 at 3:37 PM

    So we just found out there is a map on the workshop named Pharaoh which looks pretty cool, so we decided to change it to 'Anubis'.

    I have had some feedback which is awesome, because I was not happy with B bombsite and CT spawn and this encouraged me to do some big changes.

    Check out the new radar and go ingame to see the new changes!

    [Blocked Image: https://i.imgur.com/DD90G9U.jpg] And here you see the earliest chokepoints. Map control is 50/50 when CT push and like 40/60 when they defend from site.[Blocked Image: https://i.imgur.com/bTiz52x.jpg]

  • Anubis

    • Roald
    • June 20, 2019 at 1:24 PM

    I had some great feedback yesterday and with that I will change both sites abit and also CT spawn. I might smallen the whole map aswell while doing these changes, there is enough room for T spawn to move forward. The biggest challenge remains the large ancient egyptian structures build in a small compact competetive enviorment, but there is always a way! Anyhow thanks for the much love and feedback guys! ?

  • Call of Duty: Modern Warfare (2019)

    • Roald
    • June 19, 2019 at 5:26 PM

    I never been a big fan of the Call of Duty serie afther CoD MW2, but this one really got me hyped! Honestly I think CoD4 MW was the bets one I played and maybe CoD2 and such too, but they are so different. I like the fact they also show the terrorist side and their motivation on things, because you know.. war is not one sided :D

  • Anubis

    • Roald
    • June 19, 2019 at 1:44 PM

    It was a bit of a struggle, but finally there is a playable graybox! I requested a Mapcore playtest for thursday 27 june. Check it out on the workshop: new workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1984883124[Blocked Image: https://i.imgur.com/OKQBaCD.jpg][Blocked Image: https://i.imgur.com/4K8Pl7V.jpg][Blocked Image: https://i.imgur.com/NZ9QSCu.jpg][Blocked Image: https://i.imgur.com/1ZaUHo9.jpg]

  • [WIP] de_stonetown

    • Roald
    • June 18, 2019 at 12:03 PM

    First thought: it exist from corridors and square rooms only. Try to variete a litle, maybe use some more open spaces, some diagnal routes, maybe some small invertion at some paths (but watch out for getting to many cheeky corners). Anyways if you want solid feedback, show us where the spawns and sites are :) edit: and add some height variation and cover, or didnt u add those to the radar yet? right now its very plain

  • Zombie Army 4: Dead war

    • Roald
    • June 17, 2019 at 3:31 PM

    Awesome Beck, great job.

    I like those litle traps, gun features and melee specials and etc. Seems to be a fun game

  • [UE4] Western Recall

    • Roald
    • June 16, 2019 at 12:29 PM

    It is very interesting to follow this progress, thanks for sharing! I really enjoy watching these updates. It looks beautiful, fun and interesting!

    What I would love to see is some dust/fog on the background to set some mood to the enviorment and to blend the playable area with the background. Right now it feels a litle plain and not like a believable place. It would be nice to get a feeling of being in a small western town in a super large desert.

    There is not much use of color I see, is this on purpose? When thinking about western towns I think of those big colorfull signs that say 'saloon' or 'bank' and etc. I can image signs like that on the buildings but then maybe digital to make it more futuristic, though not sure if this will become distracting.

    Anyways good work! And goodluck with finishing it

  • de_western

    • Roald
    • June 16, 2019 at 12:05 PM

    Wether it is technically possible or not I think two gamemodes in one is not going to work, rather focus on one of the two. Why? Because the core of the gamemodes are different and require different style of level design.

    I feel to be really honest with you while looking at your layout drawing and think you should redo it. The bombsites are too close to eachother, the seightlines are very long, the map is very small, there are almost no options for T's, cant tell if there is any elevation at all... my suggestion is to look at a official map of your liking, see how it is, meassure the timings, the ammount of paths and etc. You can defenitly learn from that. Anyways mapping is constantly learning which is fun so goodluck and enjoy! ?

  • Anubis

    • Roald
    • June 13, 2019 at 4:23 PM

    I wanted to wait till the layout is whole, but saw so much cool updates coming by I just have to share the things we are currently working on.

    @Momoderator has converted some assets we used on the Desertruin map for PVKII, we will use it as a base to expand on. The assets are originally created by @LATTEH and edited by @phonebooth

    I bumped into maaaany challanges already and i think the biggest challange is keeping the map compact as the egyptian structures are huge and I want to put in so many ideas in just one small map which is competitive based. Its a new workflow to focus so much on the art direction already while grayboxing the layout and I hope I can get it done well :D

    Below a few screenshots of the start of the graybox with a few of the asset placeholders being used to see how they look ingame and what feeling we are going for. Again, these are placeholders! Bridge to midle and canal functioning as A/B rotation for T's[Blocked Image: https://i.imgur.com/r86xZvG.jpg][Blocked Image: https://i.imgur.com/98Hef0O.jpg] View from T spawn[Blocked Image: https://i.imgur.com/wmOVR57.jpg] B main route, will change from the layout drawing as the road is terribly open and no good for gameplay[Blocked Image: https://i.imgur.com/ehNL6bX.jpg]

  • [WIP] de_Minesite

    • Roald
    • June 12, 2019 at 8:46 PM

    Awesome! Goodluck, great refs

  • [WIP] de_Monsoon

    • Roald
    • June 12, 2019 at 10:33 AM

    @Interfearance another technique is using func_instances. 1. Create a window and save it as a instance. 2. Add a func_instance entity and open the window instance vmf. 3. Rotate it however you want, its np since in the instance its made on grid.


    But yeah cool looking greybox! Just a litle dark for my taste

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