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  3. Roald

Posts by Roald

  • [CS:GO] de_highlands (WIP)

    • Roald
    • November 18, 2018 at 8:32 PM

    Maybe to get some more color and happier atmosphere, add some more of those classic woden shops like 'Cashmere' and 'The Villian'.

    Add a whiskey shop, tourist shop, some pubs and etc.

    Those woden structures match up with the natural stone real nice and gives it a authenthic scottish look. The wood can bring in some nice colors. The green wood with coper/gold details looks really authentic or perhaps red wood with gold letters and etc.

    Spoiler


    [Blocked Image: https://thumbs.dreamstime.com/z/shops-royal-mile-edinburgh-scotland-scottish-s-amazing-old-town-many-wool-kilt-other-tourist-items-available-98701424.jpg]

    [Blocked Image: https://thumbs.dreamstime.com/z/shops-royal-mile-edinburgh-scotland-scottish-s-amazing-old-town-many-wool-kilt-other-tourist-items-available-98701535.jpg][Blocked Image: http://www.placestoseeedinburgh.com/images4/clansofscotland.JPG][Blocked Image: https://iaininindia.files.wordpress.com/2012/09/dsc02620.jpg]

    [Blocked Image: https://media.timeout.com/images/103399214/630/472/image.jpg]

    This might be too much, but u can grab some ideas like the red building on the right:

    [Blocked Image: https://www.publicdomainpictures.net/pictures/250000/velka/edinburgh-shopping-victoria-street.jpg]

  • Hypothetical-Contest Rules Voting

    • Roald
    • November 9, 2018 at 11:07 AM

    Might be interesting. Getting out of our bomb defusal comfort zone ?

  • [WIP] Roca

    • Roald
    • November 4, 2018 at 8:37 AM

    Looking pretty! Havent checked the layout

    Its only a bit dark with hard shadows. Brighten up the shadows of the light_enviorment to like 200 and perhaps make it more blue/purpleish

  • [CS:GO] de_sawmill (WIP)

    • Roald
    • October 19, 2018 at 10:16 AM

    Thats why you shouldn't detail before the layout is ready ?

    One thing I forgot to mention: B bombsite (left) seems so abandon of the rest of the map. Gotta be really hard for T's to get this site? Would love to see a better connection from mid to B. Now the connection goes through CT which is a long detour

  • [CS:GO] de_sawmill (WIP)

    • Roald
    • October 18, 2018 at 6:51 PM
    Quote from VIOLATION

    3 hours ago, VIOLATION said: I like the direction you're going but just as a general thing to notice without playing, I feel like the layout is a bit too complex, especially over on the right side. I'd have to run through and test it to see what I think would be better, but it definitely seems like there's too many routes and options all around the map atm.


    Otherwise nice work so far, really liking the look of the more-detailed barn scene!

    I agree with VIOLATION

    I have named the bombsite A & B for simplicity to explain. I haven't checked the map either but based on the overview there is alot of empty space you should get rid off. Why? It kind of creates odd angles you don't want. Some should dissapear and some should be less deep I have marked this with the red crosses and lines (X) (______) When going as a T to bombsite B that path all arround is pretty much useless. If you want to give T's a stronger position there, maybe add some elevation in the main path for them to give some dynamic but don't overdo. The orange marker (?) are angles I am not sure about, these should be tested ingame if they should be this deep. The (____) space should be connected I think, otherwise you have to peek twice in that same connector.

  • [CS:GO] de_highlands (WIP)

    • Roald
    • October 12, 2018 at 12:39 PM
    Quote from Ringel

    40 minutes ago, Ringel said:

    I believe this red gives the map more live. I really like it! :D

    It also helps the player to recognise the location much easier. I would like to see just a few more colours for that reason.

    Guess it does, but in my opinion it stands out too much. I love the consistent neutral colors that's being used with some small tints of colors.

    Rather have the woodwork in red with maybe some spoiled paint on the wall arround it and some painting on the wall with the shop it's name or whatever as a landmark.

    Excuse me for my GIMP skills ?


    PS: it kinda looks odd to me the waterdrain is going infront of those windows... Rather lower the roof abit so the windows stick out of the roof

  • [Wingman] Station

    • Roald
    • September 29, 2018 at 2:45 PM
    Quote from CoconutDawg

    15 hours ago, CoconutDawg said: Hey Roald, use the info_map_parameter entity in Hammer to change the radius of the bomb's damage. By default, it should be set to 500, so adjust that to your desirable amount. ?

    Thanks mate! Will defenitly implent this entity!

  • [Wingman] Station

    • Roald
    • September 18, 2018 at 3:40 PM
    Quote from TheOceanSunfish

    12 hours ago, TheOceanSunfish said: The layout is 10/10. Also couldn't find a spot where i didn't take damage from the bomb lmao.

    Thanks mate! Yeah the only downside of this compact two layer design is the fact the bomb always cause damage and it's easy to hear footsteps.

  • [TF2] Ctf_frosty

    • Roald
    • September 14, 2018 at 5:03 PM

    Amazing job man! So good you put it trough!

  • [Wingman] Red Light

    • Roald
    • September 13, 2018 at 9:37 AM

    Plz post a overview picture here (and I cant find it on the workshop either).

    'Somewhere in Europe' is pretty vaque, it may help you to find a exact location you want to use as reference. It can help you on the art pass and making it a believable place. With the red light you could think of Amsterdam, however there is Tulip already.

  • [Wingman] Station

    • Roald
    • September 10, 2018 at 7:48 PM

    Started on grayboxing some of the 3D skybox, it will be hella more shinney in the future but first getting the basic shapes in there.

    I tried some dev textures made by @NikiOo

  • Reddit CSGO Wingman Map Contest

    • Roald
    • September 3, 2018 at 5:26 PM
    Quote from blackdog

    3 hours ago, blackdog said: Make Station that map! ?

    Sorry we didn't manage to play it, leaving for holiday in an hour

    I will create it afther station ;) enjoy your holiday mate, one day we will get to play station :D

  • Reddit CSGO Wingman Map Contest

    • Roald
    • September 2, 2018 at 11:10 PM

    I think the nuke wingman map plays well. Just enough paths and options. Timings are pretty good too. CT has low cover on site which force them to push or stay back. This creates some, nice dynamic and giving T enough possibility to plant the bomb.

    I also like the Overpass one, but its abit hard for Ts. Really hating the canal map tbh.

    It would be nice to see a map/scenario where Ts might reach the site first but having a risky plantzone, so they are forced to use grenades and clear the area before they get a safe plant. CT might get a detour/risky route that takes some time to get in a good position for the aftherplant. So they can choose to prevent the plant by holding angles or push arround

  • Roald | Level Designer

    • Roald
    • August 26, 2018 at 6:16 PM

    Edit: newest link: Thanks for all the helpfull feedback!

  • [Wingman] Station

    • Roald
    • August 21, 2018 at 11:00 PM
    Quote from blackdog

    1 hour ago, blackdog said: Love train stations, love Underpass, so have tried to come up with a layout for similar scenario as well.

    Is the train moving? Don’t see it in the radar.

    Looking forward to see more stuff and curious how it plays.

    Ask @FMPONE for a run around in his weekly stream?

    The train is static and I like to keep it that way ?

    I played it with some friends a couple of times and we had alot of fun. If anyone is down I would love to play some matches with you guys and recieve some feedback. One suggestion is to open up the second train door aswell, but need some more testing.

    Ah FMPONE is streaming? That would be awesome! What day/time is this and does he record the streams?

  • [Wingman] Station

    • Roald
    • August 21, 2018 at 2:13 PM

    Just a Wingman project I work on for fun on the side.

    The map is set on a train station in the midle of a large city.

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

    [Blocked Image: https://i.imgur.com/5Jjanka.jpg]

    There are two routes, one is going down straight to the bombsite and the other one goes up trough the train facing the CT window.

    CT can decide to defend way back or push the T's from upper mostly.

    T's can do a quick rush trough main or take a detour trough upper and split into the ladder/squeeky or peek from the CT window onto the back of site. And for the real cowboys in here, you can jump from upper straight down, but that will deal some large damage and the sound will betray your move ?

    [Blocked Image: https://i.imgur.com/Erys5iv.jpg]

    Seperated radar and some more screenshots here: https://imgur.com/a/E4B5IeN

    Workshop: https://steamcommunity.com/sharedfiles/fi…/?id=1313538422

    There is no radar ingame yet, sorry dudes. Just working on the artwork

  • De_Westcoast

    • Roald
    • August 13, 2018 at 9:53 AM

    Did you put a cartoonish filter over the screenshots? Would love to see the original screenshots or more realistic textures ?

    You did really great on the aestethics, it really feels like a small hilly (industrial) American town.

    About gameplay I cannot say alot, not sure if you placed all those cars and other props with gameplay features in mind or you just placed them this way so it looked good? It kinda feels a litle chaotic on the main road with all these traffic cones arround the truck. Might work on a deathmatch map but for Bomb Defusal I would go for something more 'clean'

    Anyways looking great, keep it up! ?


    PS: on the 4th screenshot there is a police fence going through the wall

  • [PVKII] Desertruin

    • Roald
    • July 10, 2018 at 4:52 PM

    Desertruin is ready to be shipped out and will be released soon!

    With other PVKII developers and authorised creators we brought this project to a finished product.

    Phonebooth have worked on some new textures and implent those into the newest version and Momo have created some clay pot models for extra detailing.

    Colonel have worked on some optimisation and I have done some last changes and made this map ready to be played.


  • [CS:GO] Chalice (Wingman)

    • Roald
    • June 27, 2018 at 10:28 AM

    Wauw grapen looking so good ?

  • [CS:GO] de_Alexandra

    • Roald
    • June 5, 2018 at 6:46 PM

    I watched both videos, but havent checked it out ingame so maybe I say stupid stuff.

    The new design is hella nice! Great improvement there and overall lookimg good. A bombsite seems pretty interesting. B bombsite feels way too complicated in combination with midle and the tunnels. Maybe sinplify some stuff by reducing the paths

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