Members (Full)
  • Content count

  • Joined

  • Last visited

About Roald

  • Rank
  • Birthday 01/08/1993

Contact Methods

  • Skype
  • Steam

Profile Information

  • Real Name
  • Job
    Social worker
  • Location
    The Netherlands

Recent Profile Visitors

696 profile views
  1. About the empty spaces at the spawns. Its distracting. As a ct it feels u can go straight but u cant and for t spawn somehow it feels there is a path to the right but again nothing. Maybe there is a way to keep the space as u wish and increase the path flow another way. I didnt knew about the breakable window no u should definitly go for a playtest. It will provide u better info then people like me walking arround and guessing. I guess I played ur latest version. I espected something different with the latest overview picture but I guess thats just a drawing
  2. Hey man I walked arround as promised. I see u got a old version on ur workshop? Still I give u some feedback on that one. The maps to be less chaotic ingame indeed! It's quite alright. It could use some better movement flow but it's quite good already. Your paths seems to be well placed and you thought well about where to place cover. There are no crazy seightlines I saw so far. I find midle a clear simple mid that should work well. Bombsites are alright aswell but they could use some more work. You could try adding some more elivation in your map. Like the drop from T side to midle, that's cool. Maybe add some elivation on the bombsite(s) aswell. I created some feedback on a overview for you, I hope u understand what I mean. Mainly what bothers me are some double corners to check and some empty unessecary rooms that should be gone. And I am wondering how CT rotation will go? it feels they do not have many options when T's push CT spawn just a litle bit. - Entering the upper bombsite as a T, there is this doorway with deep angles on both sides. Create a door with like 45 degree rotation so one angle (I should go for the left one) is gone. - Entering the upper bombsite from mid connector as a T exposes you to so many angles. I would atleast get rid of the deep left angle. - Entering the lower bombsite as a T also exposes you to multiply angles. I would cut off the outer part so you only have these double corners on the left and the bombsite it's self to check.
  3. I have worked on the feedback I recieved from you guys from the playtets. Thanks alot for that! The layout has slightly been changed. Walk arround ingame: Overview: A few more screenshots:
  4. Looking much better already yea! I have subscribed to it on the steam app, will check it ingame soon for you to see if I got any more feedback.
  5. Ey man I see u do alot of work on creating a layout for your map, but I think you should make things more simple. My feedback is based on your overview so it might not be accurate, so dont blame me for that :D. Its just your map seem to have so many tight corridors, so many corners, so many angles and so many paths that is feels like a labirint to me. U can compare it to these noodles: The map feels to be so chaotic to me. If I were you I should rework your layout to the most easy simple geometry you could possibly do and also think about what exactly you want. Sometimes it helps to have some good reference and decide where in the map u create this reference. It could help u on designing the layout, but it should not restrict your layout! And u could learn alot from watching the overviews of official competetive maps. when u got a basic layout with the main paths you could think of creating more interresting shapes.
  6. Great job Grapen I love it! Finally you released it, I waited so long Besides the 20 pages long list of the things I love, there are a few minor things I noticed while walking arround: The breakable glass window is really hard to see. I jumped trough the window and bumped my head there. From T spawn walking to B, the brown room feels a litle too dark. When a CT pushed it was hard to see him. Also pushing further to B where the paths split to the bombsite and those sniper windows, that area feels a litle too dark. It was abit hard to see the CT's there. Just some minor things u could consider for a futuring update
  7. Thanks mate !! I appriciate this alot
  8. Workshop has been updated: Requested a playtest for sunday 09-07-2017 Needing a fix: Changelog:
  9. Well I am not about to get into a fight with you because that would be totally wrong. I saw a line in your post about feedback so I decided to spend my time and energy by providing you with some. I have been giving my feeling and thoughts about your map based on what I see in this post and it's up to you what you are going to do with it. To be honest your defends (almost offence) against my feedback feels to be very unprofessional to me, but yeah that might be something for you to think about. From my 2 years / 1100+ hours SDK experience, which is not much yet but not nothing either, I hoped to help you out a litle... but yea I misunderstood what you were doing with the order you map in so my feedback was misplaced at first and I apologised about that, didn't I? And I do not have to walk arround the map to give atleast some thoughts when it's about basic obvious stuff. If you disagree on my feedback, on my thought then you should take it and suit it your self wether you gonna use it or ignore it. Next I might be a litle too direct about saying you should give us a impression of the full layout before asking about feedback.. but that's just something I think that's fair... First put in some work yourself and later ask others to put some of their energy in providing your work with feedback... But yeah let's not make a big thing of this and let's stay on topic right? I'd like to wish you best of luck on this contest anyhow and I hope you enjoy participating in it and learn more about mapping aswell.
  10. Oh I missed that part. Anyhow.. idk if it's smart to create a layout this way... but yeah each of us have their own work flow and style so.. Go finish your full layout and when that's ready and all basic things like timings, angles and etc have been tested ur self, go ask for feedback. Please don't ask for feedback on something that isn't ready for feedback yet.. It's like you showing me the back of your t-shirt with the question what I think of it while not showing me the front..
  11. Ahmm I think in this mapping contest it's the meaning to create a competetive map (Hostage Rescue or Bomb Defusal) and not a casual map (Demolition). To give feedback on your map anyhow. On the overview it seems T's have only one route to the bombsite, they have no choise at all and CT have like too many options... They can just camp and wait for the T's to come and shoot them from so many angles... I suggest to look to the official competetive maps and hopefully learn something from looking at them. I would go for two bombsites and with that you could ofcourse experiment some with a totally different layout as you wish. Not saying your map should be like a official map, but they do work well and you can learn from them. Size wise, this current map seems like atleast one fourth of how big a bomb defusal map should be.
  12. WASD and arrow keys would do I think.. idk I never think about what buttons I press but you can fly arround with the texture tool
  13. Could you please upload some pictures to imgur and share the link or atleast add pictures to the workshop? If you want feedback on the layout you can start off with uploading a overview aswell.
  14. To answer your question generally. There are ways to work on a map at the same time, but there is no real option for it in hammer. You can litterly cut the map in half or in parts. Each guy can individually work on a part so you can sue them back together when all parts are finished. The problem kinda is, we all have our own style so there could be a risk the parts dont match together. So that requires some good communication. You could also make use of teamviewer so you can both work at the same time on one computer and discuss live what to do. But yeah its not ideal if you want to work quickly. Another way is the way we work right now. We use discord and dropbox to organise and share things. We all have our own task like real sml said. While I work on the blockout, sml works on creating textures and practical problems on the models. This way we work at the same time on different aspect of the map. As soon as the blockout is finished and its time for the Artwork we can always consider to cut the map in parts for an example
  15. Gracias!! U guys did a amazing job on de_thrill