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Roald

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Roald last won the day on March 2 2023

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About Roald

  • Birthday 01/08/1993

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  • Discord
    Roald#0126
  • Skype
    da-payne
  • Steam
    roaldapd
  • Twitter URL
    https://twitter.com/RoaldNL

Profile Information

  • Real Name
    Roald
  • Employer
    Bongfish
  • Job
    Level Designer
  • Location
    Austria

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  1. Dammm thats a good looking top 10 and honorable mentions, way too much quality! Congratz to those who made it!
  2. Today the second week of the current Mapcore Faceit hub rotation starts and we decided to soon push out a big update. For those who already played the map, this will feel completely different. We decided to go back to the drawing board and fix some issues we had with the map: - T's options are limited in terms of paths and timings - The central lane to A feels weird and limited - Bombsite A has hard (left and right) angles to check when coming out A long or A main and is a combination of long & short angles at the same time. Our solutions/changes: - We moved T spawn 1 second forward to favor their timings anywhere in the map. - We redirected T's pathing into mid to increase their timings (CT's only have 1 second to hold the active angle) - The covers for CT on the outside/yard area have been reduced, while the tree got moved closer and a new cover for them has been added. - The vent system now leads down into the secret stair to give T's an extra option from the central lane. - B ramp was moved closer to B site, which opens up earlier longer angles for T's to use, while the general timings remain the same. When having ramp control it should be much faster to get to B. Also the entrance into B got a complete overhaul where dropping down has a function to avoid any long angle from the site (a CT could now hold ramp from site basically). - A site has quite an overhaul, the main entrance has been moved to the side, more separated from A long. We wanted to give the players a more close-ranged path. We expect the Squeaky area to be a bit like the Dark position on Anubis where you can jiggle between A main and A long and be quite flexible. We cut off one 'pit' in the pool to simplify the bombsite, it is now a large planter that helps with blocking sightlines and segmenting the fights. Images:
  3. Thanks a lot @MrTrane18 That's a great video and cool to look back at in the future and see how much it will be developed from this point on.
  4. Yea yea we are back at it. And I hate to say it, but I went full circle again and got back to some of our initial design decisions/philosophies. We have been watching the Faceit demos and we were quite unhappy with what I was looking at. We made CT side easier to play and calmed down the gameplay which was a good thing. But, it also resulted in T's having too few options and most of the gameplay fondling to aggressive plays around the squeaky area which wasn't fun to watch. So, we decided to reintroduce the 'secret' staircase from Outside to B and rerouted this middle path to go to A as a direct paths for the T's. A big change is that the spawns are moved even more forward, making the map smaller and decreasing the CT timings. CT's have time to smoke off chokepoints and/or push some areas such as Outside & Mid which should slow down the gameplay a bit and allow for more passive plays as well. T's now have the central lobby/tunnel system as a controlled area to hold pushes and to execute from. Having control over this area will disallow CT's to flank them and keep all their options open (B main, Mid / A main & Outside). We will have a few playtests this week to check if the changes bring the expected results. Oh, and we implemented the destructible pillars made by Lazslo! More destruction to come in the future! Here an album with in game screenshots of the changes: https://imgur.com/a/ylkPr2g (don't want to spam all the giant ass pictures in here :D) But easiest might be checking out the changes in game: https://steamcommunity.com/sharedfiles/filedetails/?id=3247917616
  5. We nearly reached the deadline to push out another update for Skyline to be featured on the Mapcore Hub this week. The overall experience of our last playtest was: - A site too complicated/cluttered. - Mid is boring - Vent system (between mid & yard) too complicated - Yard lacking good positions for CT's - Elevator shaft too complex with the 3 floors - Overall lack of short range angles. - CT side is hard to know what is going on and respond to what is happening (especially on the other side of the map: B main vs Yard). - Overall B main & B side was liked throughout all versions. So we decided to do a major update. - We completely reworked bombsite A and separated it more from the Yard area to be a own area in the map and did a clean up/simplification. We removed the balcony entirely. - The balcony changed allowed us to simplify the Elevator room and make it easier to go up/down. - Rerouted the CT path to B main to shorten the angles that CTs can pick and also to easier fall back (timings are also more equal). - The secret stair to B and the mid route to A have been removed. Instead we have a stair/squeaky door going down in the secret area, that acts as a mid. There is a window for CT added to hold this angle passively and they can also push Squeaky. T's can use this space to go B or A and CT's have a new quick rotation route. - We removed the second stair into B site which means T's will be stuck on site on the afterplant, but also don't need to worry on being flanked easily. - We opened up a second entrance into yard for T's. CT's could play for yard control and play a forward angle to spot T's going into mid. The Goal: Is to calm down the gameplay, so CT's have a better understanding on what is going on and could more easily predict what the T's are going to do and to allow CT's to also play on a more passive set up and now forcing them to play agressive, but have it be more of a risk/reward gimmick and to increase their rotation options without adding extra complexity. 1: A site 2: Elevator / CT lobby 3: B main 4: Bombsite B 5: New yard entrance + route to Squeaky/mid 6: New mid + Window room 7: Yard
  6. Hi there We finally have version 2 on the workshop ready for tomorrow's playtest. Some pretty shots: General - We decreased the map in size by moving both spawn points 256 units forwards (-512 units decreased in length). - This automatically resulted in the outside/yard area being much smaller and no longer providing super long angles. - This also resulted in the bombsites being close to one and another - Placeholder for the 3D skybox A site - A sites balcony has been lowered, reduced in size and is now a CT-controlled area. It has been connected to the elevator shaft and can be a rotation point from B to A. - We closed off the room below the balcony and reroute the T's main entry point to the outside area (in parallel to long). - The path from B main (above elevator shaft) to bombsite A has been simplified and connects to the pool it self. - Cover pieces have been moved around and we provided some more safe plant spots. B site - We reduced the whole B main area in size. - We tighten the main chokepoint a bit and moved the covers around. - We blocked off some pillars on the bombsite and created more empty space to provide fewer hiding spots. - We extended the bombsite to provide a safe plant. - The double door has been opened up. - The 'orange' staircase has been simplified and only contains 2 height differences. Yard/mid - We moved the secret stair closer to the CT side. - We got rid of the two connectors between mid and yard and added a vent system instead that is now more into CT control and also connects to secret for quick rotations. - We moved some covers around. - Mid has now two entryways for Ts, where squeaky takes a bit more time and gives a sound cue.
  7. I don't think my input changes much, but oke. Thanks for the nice words. I think Skyline has potential, but it just misses some Flare if you know what I am saying
  8. I think you are on to something here Maybe creating Anubis was one big troll to the CS community. Let's see what Skyline will bring.
  9. So you were trolling?
  10. You can think what ever you want and you can have your opinion, but once there is no constructive feedback I can't take it seriously. Goodluck with your map
  11. Troll confirmed
  12. Just like last time, let's share some progress of how it started and what the design intentions are. Now it will be time to playtest them and see if it works out and we can make it work at the end. First of all I wanted to design something less straight forward than the average layout. Something more into the direction of Nuke. After doing some reference gathering of our theme I came up with a 2D design of a layout that resulted in a map if Overpass & Nuke would make a baby I wanted to have quite some elevation changes for the bombsites and a quick rotation options and combine more enclosed areas with open spaces. Here is what we came up with: The idea would be that the CT's can have a dynamic set up where they either play aggressive and play for map control around the early chokepoints (blue). In this case they invest 3 CT's around the yard/secret/mid area to defend A site and the additional route to B site, where 2 CT's main task is to defend the lobby area and lock the door on that side. The risk is losing the fight and having to give up one side of the map early on while the reward is gaining early info and map control. The other setup (cyaan) would be more passive where CT's on A play closer to the bombsite and give up control on the initial chokepoints and play for info peeks to anticipate on that. There will be less risk involved of losing control over big areas in the map. but they give T's more room to move around and use the flanks and overrun the defenders/getting the bomb down. The two key areas in the map would be the Secret staircase and the Elevator shaft (white), which allows for quick rotations for either team. What we hope to achieve is having bombsite B be easy to attack/retake while bombsite A is hard to attack/retake, because of the nature of the bombsites being closer and further away for the attacking team.
  13. Hey man! It's a amazing feeling, I was trying to watch most of the matches that were being played on it. It is really interesting to see them play and come up with tactics. I must say I feel pretty proud when watching! In the Blast tournament of December it was actually included already. There was a grenade clip super off causing horrible situations, that was pretty painful to watch. And Valve has ownership now, so they make changes and we couldn't do anything making it even worse haha. But glad that we can lay our hands off now honestly, at some point your pretty much done with a map xD Cheers!
  14. Military Conflict: Vietnam Mapping Contest Most of you might have seen it on Discord already, but it is a new year with a new game and new mapping opportunities! Come join the mapping contest and have a chance of winning one of the prizes and the opportunity of getting your map officially included in the game. Have a look at MCV's website for more information on how to sign up: https://militaryconflictvietnam.com/contest Join the MCV Discord and write in the #support channel (all the way down), that you would like to join the Mapping Contest to get to see the #map-contest channel and be able to discuss things there (you can also PM me on Discord for quick questions: Roald#0126.
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