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  3. Roald

Posts by Roald

  • de_princess (WIP)

    • Roald
    • April 1, 2019 at 8:34 PM
    Quote from Radu

    2 hours ago, Radu said: It's me, de_prince, let's func_detail our brushes together.

    I am abit shy to say this but I have a brush on you for a very long time now ?.


    Anyways it feels like you should stretch your map more vertically and remove some paths that doesn't have to be there to simplify things:[Blocked Image: https://i.imgur.com/tcETMo5.png]

  • Resistance

    • Roald
    • March 29, 2019 at 1:43 PM

    So I have been doing two competetive tests and made some changes. Please checkout the workshop and let me know what you think of the new changes: https://steamcommunity.com/sharedfiles/fi…/?id=1645132160 - Added a new path from CT to B bombsite - Closed of B double doors and added a vent into B apps - Added a door_rotation in B apps and made a pathway to cross the windows instead of the drop. Also made the B apps window only peek able, u cant jump trough anymore - Cleaned up A a litle bit. Moved some cover and reduced the big boost spot - Rotated the container at midle to reduce headshot angles - Fixed the headshot peek on B bombsite and got rid of the OP corner

    I am pretty happy with the changes so far. Will do one more compile to fix some small stuff and then do some more playtests. Perhaps its for the better to have multiple playtests on the current version before I make any new drastic changes since the layout is pretty much there.

    [Blocked Image: https://i.imgur.com/SIeUvb6.jpg][Blocked Image: https://i.imgur.com/NsuYw8E.jpg]

  • WIP in WIP, post your level screenshots!

    • Roald
    • March 24, 2019 at 3:00 PM
    Quote from I ♡ The 1950

    14 hours ago, I ♡ The 1950's said: I feel like this might be sarcasm, but I'm not sure ?

    External Content www.youtube.com
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    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.
    You should play some Sarcastaball, its super fun

  • Resistance

    • Roald
    • March 15, 2019 at 5:51 PM

    Well I was trying a few brick textures on one dev wall... and then I found one and just started detailing the whole building ? So a first art pass on this area then:

    [Blocked Image: https://i.imgur.com/R0iCs0t.jpg][Blocked Image: https://i.imgur.com/7Upq9c5.jpg][Blocked Image: https://i.imgur.com/rDp8G92.jpg][Blocked Image: https://i.imgur.com/4qvDZ5p.jpg] Will have to smoothen the curved path, haven't done much work on the floor since I quickly made it for the screenshots ;)

  • Resistance

    • Roald
    • March 4, 2019 at 6:06 PM

    Another update. This time reworked A bombsite and mid to B connector. Also relocated CT spawn. Changed the taxi on B site to a truck, but dam that model has some bad collision ? Maybe I'll move T spawn abit further in the future, but playtest must tell more.

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

    [Blocked Image: https://i.imgur.com/h5amjtN.jpg]

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

    [Blocked Image: https://i.imgur.com/avJ5iAy.jpg]

    [Blocked Image: https://i.imgur.com/nEZks4E.jpg]

  • [CS:GO][WIP] Trailerpark

    • Roald
    • February 28, 2019 at 12:12 PM

    So I walked arround on my own and played with bots.

    - First the positives: the map looks amazing! I think the overal layout is pretty interesting. I love how B is short range friendly and A is more medium/long range friendly and so is mid. - I have to agree on DMU. It feels there are too many paths and there is also too much going on. A vent here, 14 window jumps there and 10 door entrance here and there. I feld really chaotic playing this map and perhaps its just me, but I think it's also part of the design. - I think each area should need some more identification (which isn't easy on a trailer park concept) The spawns feld really satisfying, especially CT spawn with the beach and factory building which are so much distinctive of the rest of the map. So did T spawn really with the outsite area and the cool big sign/woden structure. But once entering the actual map it feld like a maze to me. I knew where I was going, but when taking over a bot I was very disorientated. There are just so many small alleyways and so much interiors to go trough which I personally didn't liked. I prefered the more outsite open areas overall. - I feld the open window holes inside the trailers were wrong. They feld and looked unnatural but most important I feld I could jump there, it would be a playable area but then it's not. Rather put a actual window in the holes and add some curtains and stuff to make obvious it's background and u still can look trough and find some background details if you want.

  • Resistance

    • Roald
    • February 27, 2019 at 2:41 PM

    Did some changes for todays playtest at THW (12:00 CT)

    Special thanks to @Plantkillable (and chis community) and @untor for testing and providing feedback

    Think I will have to lower the container some more to make it usefull to bounce nades on. Filled up A site some more

    I have made the B bomsite area abit smaller and put the plantzone in the center instead of behind the pillars

    Mid boost has a catwalk going into the B window room. This area is now only accesable by boost for both teams. Also removed the peek hole watching into the tunnel.

  • [CS:GO] de_border (W.I.P.)

    • Roald
    • February 24, 2019 at 10:26 PM

    Bro, you are a strong independent woman, you can decide for yourself ?

    I think Border sounds pretty dope

  • Kaizen

    • Roald
    • February 22, 2019 at 3:32 PM

    Great update! I like the vegetation.

    The map could use some more enviorment sounds to make the city feel more alive. Maybe a radio or television background sound coming out one of the appartments, a car driving by, a plane flying over and etc

  • Resistance

    • Roald
    • February 10, 2019 at 3:46 PM

    Resistance is a temporary name for my new bomb defusal map set in a old industrail city somewhere in east europe (maybe poland). One half of the map exist of old buildings and the other part of a more industrial area next to the city dock. The area is highly secured with barber wires, walls and camera's.

    Story The Slavic civilians have been suppressed by their government for over many years. Some stood up and tried to riot their oppressors, but without success. A small network of rebellions has been formed in the shadows of the city. They are driven to make long term plans to fight back. Their current objective is to sabotage the transport routes into the city by blowing up the main train rail (B) or the carrier unloading point at the docks (A).

    Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1710165868

    B bomsite:[Blocked Image: https://i.imgur.com/XOlkTTJ.jpg][Blocked Image: https://i.imgur.com/ILU7SXU.jpg] Midle[Blocked Image: https://i.imgur.com/dXuErJd.jpg][Blocked Image: https://i.imgur.com/4d6jTrt.jpg] A bombsite:[Blocked Image: https://i.imgur.com/atGbzFn.jpg][Blocked Image: https://i.imgur.com/psQM2ea.jpg] A-B connector and boost/peek to midle[Blocked Image: https://i.imgur.com/oFdUNNs.jpg] Overview:[Blocked Image: https://i.imgur.com/HfFwiwQ.jpg] So for this map I used a whole different workflow then I am used to. I was building a litle scene at night time to experiment with that and kind of created a bombsite out of it. Then I just decided to go freestyle and work from one area to another area without having any idea what the layout will become like. It was really great to logically connect one area to another but to see the whole picture and how it would all fit together was kind of a hell. However I succeeded to great a whole piece out of it and hope people can have a look and provide me with feedback. Please note that most of A site and T spawn lack of details and I have done almost no optimisation.

  • WIP in WIP, post your level screenshots!

    • Roald
    • January 29, 2019 at 6:49 PM

    I was working on some litle nighttime scene and then just made the scene to be a bombsite. It's a old industrial kind of city with one bombsite below a railway and the other bombsite will be in some more indoor kind of area like a big hangar or fabric, still didn't decide. I will just go on with the flow and see where it takes me. It's not my original workflow, but it's fun so far ;)

    [Blocked Image: https://i.imgur.com/DPzcbG3.jpg]

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

    [Blocked Image: https://i.imgur.com/uc1AfsY.jpg]

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

  • [CS:GO] de_Countdown

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

    Good work already I can defenitly see where this is going already. You should get this playtested.

    The bombsites can use some more love since they indentify the theme mostly. Bombsite B feels abit odd to just have this hole in the ground with a rocket sticking out. The area can use some more logic even when it's only a graybox. Also there can be slightly more cover on the site since there is only the rocket. I would suggest to make it like a real platform with two levels. Level 0 can be unaccesable area (however double layer design can be interesting for gameplay), but you are able to see the rocket and etc, have some background detailing. Level 1 can be the actual bombsite as you have it right now. Maybe add some cranes and stuff to put the rocket in position:

    Spoiler [Blocked Image: https://lh5.googleusercontent.com/-PcBdnSu_3pE/TXtDGLTVLmI/AAAAAAAAJt0/hg4IVoLH1Y0/s640/baikonor+cosmodrome+space+port+1.jpg][Blocked Image: https://mk0spaceflightnoa02a.kinstacdn.com/wp-content/uploads/2017/11/4980802127.jpg]

    Bombsite A feels a litle cramped and boring. Maybe you can make it abit more interesting. I don't think it would hurt to make the whole area (and also the bombsite) abit bigger. Maybe try to work with some more height difference aswell. I think you could reduce the boxes and add some more natural cover/things to fill up the area (same counts for bombsite B, the trash containers are a litle out of place). I think you should minimise it and only add more stuff if playtests tell you.

  • WIP in WIP, post your level screenshots!

    • Roald
    • January 12, 2019 at 12:17 PM

    Yeah abit with the tower. But the overall shape of the building is pretty odd. Also I never seen a old structure like this with a vent system.. if you want a route like that, better think of something thats more fitting and realistic. Use some real life references to get the shapes of the church right.

  • WIP in WIP, post your level screenshots!

    • Roald
    • January 9, 2019 at 12:36 PM

    @Samir rather post one or two screenshots in here, my finger hurts scrolling down ?

    You have a own seperate topic of your map where you post exactly the same stuff..

  • [CS:GO][Wingman] Rab

    • Roald
    • December 23, 2018 at 12:28 PM
    Quote from RA7

    12 hours ago, RA7 said: Nice will pimp it asap ?

    You are defenitly the biggest pimp out here ?

    Anyways good looking map, the water looks really nice

  • [Wingman] Station

    • Roald
    • December 13, 2018 at 11:39 AM

    Got two usefull nades for you guys. Hope they are not to hard to understand since I explained it with just one screenshot

    https://imgur.com/a/1OQX7AA

  • [CS:GO] Golden

    • Roald
    • December 11, 2018 at 8:19 PM

    Are those autumn brown leafs under a summer green tree? ?

    Map is looking pretty good. Just feels a litle flat. Maybe because of the repetetive tall square buildings. Personally the map looks abit too clean/bright to me. Could use some more detaling to make it more alive or something

  • [WIP] de_aurelia (remake)

    • Roald
    • December 1, 2018 at 10:54 AM

    Pimped!

  • [CS:GO] de_ostankino_RF [Wingman]

    • Roald
    • December 1, 2018 at 10:32 AM

    Would love to see a overview, I am very curious about the layout, must have been a pain in the ass...

    The textures are way too low resolution and if you look at the tower references things look more shinny/modern.

    [Blocked Image: https://cdn.rbth.com/980x-/all/2017/08/04/20131210_gaf_rk34_004.jpg]

    [Blocked Image: https://cdn.rbth.com/all/2017/08/04/shutterstock_645326344.jpg]

  • [Wingman] Station

    • Roald
    • November 30, 2018 at 11:06 PM
    Quote from blackdog

    On 11/29/2018 at 3:44 PM, blackdog said: Not sure how they are supposed to use the loading area/bay in the second shot, since it’s fenced off ? but all looks great!

    Keep it up!

    You can't see this, but where the picture is taken from there is a road leading away from the map

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