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Roald last won the day on May 21

Roald had the most liked content!

About Roald

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  • Birthday 01/08/1993

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    Social worker, but currently a Cook
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    The Netherlands

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  1. I totally agree on what @Interfearance and @poLemin are saying. About @Ringel his statement I wouldn't so much agree except for trying out new things is cool and sure why not experiment some. Just I feel you lose seight of what is the core of the game and the LD rules that are involved. If you want to design a map for the classic CS mode, I would recommand sticking to the core meta and LD rules of the game. Simply, because this game is out here for a very long time and some things work and some just don't and knowing about it comes with knowledge and experience (which interfearance and polemin share). So for a 5 vs 5 gamemode, you dont want just 1 chokepoint or 10 chokepoints because there is no way the attacker can get passed one chokepoint (lacking options) or the defender can hold 10 chokepoints (too many options). The CS:GO levels have unwritten rules for this to make the gamemode work with 10 players and 2 objectives, changing these metas will make your map not play well and not be fun (unbalanced). I think Polemin explained some of this with his feedback and examples. I do not want to make this thread a discussion about this topic, but do want you to be aware of whats being said from which standpoint. Trying new layouts is cool (vertigo, train, nuke), but they do however apply to these unwritten rules. Also there is nothing wrong with your 'basic' three lane layout as it has proven to work, you can change small things within the meta to make it more interesting and try out some new ideas to make it different from other maps and have it play as you want it to play. To stick to the topic, the sketch looks pretty solid with Interfearance adjustments and Polemins points being thought off, just block it out (as it always changes in hammer) and when the basic timings, chokepoints and cover is there have a playtest and find out! (oh CT spawn looks very long and streched out on your sketch just now)
  2. Roald


    The map feels a bit overly designed. Too many paths that do not have to be there, you could defenitly simplify a lot. Just make sure that all paths do have a fully own function and if not remove it or see how u can redesign it to make them more usefull. Especially talking about the T side of midle connectors. Also not a fan of the T spawn being this 'seperated' and facing to one side of the map, rather have them face to the center of the map and be more included. Dont be afraid to have some open areas in your map and make things less corridory. Show them from spawn all directions they can take. Also T spawn to the upper site path is very long and straight and all. I dont see its function except for rotating unseen through T spawn, but u could design that in a more straight forward way
  3. Roald


    Since its been a year ago we were working on this project I decided to do a playtest and try out some small ideas. Afther the playtest I realised I wasn't really happy with how it played and decided to do some big layout changes. Here is an album: https://imgur.com/a/5GAeTIM Even though I reduced the options for Ts, the map was very much T sided because of their OP position in Apps and the fact CT had a hard time rotating. Based on these main points I have strengthen CT positions on the sides and midle and made the B apps hole more open so Ts are more exposed. New album: https://imgur.com/a/gGFT1nJ
  4. This giving me a erection
  5. From a mappers perspective: creating anything that isn't an official Valve game mode is not interesting for CS:GO mappers I would say (since there is no chance to get it in the game). I think a Classic map might be too much work, especially after the contest just being finished. Then we probably get to the Wingman game mode which is 2 vs 2 and probably the best choice. It is a new game mode, so a lot of possibilities to try out new ideas. Also, the official wingman maps are mostly a lazy edit of the Classic game mode, which makes the game mode be very uninteresting at the moment. I think it is a great opportunity to design some great stuff for it and especially with pro players supporting it. I think when Valve sees pros interest in this game mode, it might actually become a more official thing. Besides, the Mapcore Hub supports the Wingman game mode (and Classic) for the maps to be played on, and also the hubs organize tournaments that are great and very popular. And yes I agree on text_fish and Radu. I would love to see pro players supporting the community maps in a way like playing them at tournaments, the hubs (and stream) or have playtests and provide mappers with feedback or what so ever.
  6. Yeah Basicly Valve keeps us responsible for the map and give us full control on it. We update the workshop with a new version, message them and they will ship it out on the next update. I don't think they even take a close look to what is updated honestly, but I might be wrong, just a feeling. I guess when we fuck up, at the end its our problem We haven't had any feedback so far, just one time a message about a exploit in GrenadeKing's video which we fixed like two updates before. I don't know about my teammates, but I haven't had much work because of the whole corona thing. But either way it should be very do-able. Untill now it have just been bug fixes and very minor changes which only takes a few hours and we can take turns really or work on it when ever u got time/feel like to. And basicly what you do is keep an eye on reddit, the workshop page and youtube videos (and having great friends to message you on steam about stuff) to find out about bugs and anything crazy. Oh and play some matches yourself ofcourse We will be waiting for the Valve stats at the end of the month before we do anything crazy. But yeaah fixing bugs kinda gets demotivating afther a while and the things become smaller and nitpickier at times. But ehh gotta do it, otherwise u get the same bug reports all over
  7. I personally try to avoid anything different then 90 or 45 degree unless its an very simple area. This because on 45 you can still easyly work on the grid. Otherwise instances are a great alternative to work with but I am personally not a big fan. They also do not show up on @Terri's Auto Radar and I am not sure how an instance work when doing optimisation with hints and such since in the main vmf, the rotated instance is off grid and such
  8. Roald

    [CS:GO] Limestone

    Hi man if you want feedback on the layout I suggets you to do some playtests. Rather do that now its greybox then later on.
  9. Yeah lets cut the crap. Valve playtest maps they find interesting and add maps that are fun during playtests. And that should be the end of this discussion. No matter who or what created it or when or where, what a bullshit discussion this is... Who cares anyways? Be happy Valve encourage the community to make maps and add them, thats one hella cool thing right?
  10. Made by TheHorseStrangler and some other dudes. He also contributed to Studio which made it in the game and BlackGold if I am not wrong? Anyway it doesnt matter if a map has been part of the mapping contest or not or if it is made by a 'known' mapper. If it is a high quality map, Valve will look into it and when they enjoy it and see potentiol in it they will throw it out there in the wild for the community to give it a go. I think its cool to try out new ideas, but it just takes alot more time, playtests & itterations to make it work and be acknowledged by the players. Not really a smart thing for a contest where you always run out short on time no matter what you do. And also, this game has been developed over many years and there are LD aspects to it you need to keep in mind, if you differ from those guidelines, you probally get in trouble with your design. This doesn't mean you can't be creative or do crazy stuff, just dont go overboard I would say... Just like Nikio is saying.. dont design a horror game for a playerbase expecting a fluffy kids game..
  11. Oh man Nikio this is so inspiring! It really make me want to sell drugs and use it or what the hell, abuse it! so good. Or wasn't that the message of the story?
  12. Hi Usually people start off with picking a theme for their map before they start on creating the map. The reason for this is because basicly everything (layout, art, mapname, atmosphere) is based arround the theme you pick. For me the right order to start a map is: 1) Pick a theme for your map (and a location/mapname, though mapname can come later) 2) Gather reference pictures from real life locations, other gamers, movies or what so ever 3) Draw a layout on paper with the location/theme in mind and already think of what area will become what. For an example the bombsites are interesting areas, you can already decide how it will look, what the objective is You can use the references to create more interesting shapes then just paths and walls for your greybox. 4) Check timings, angles and such basic things ingame (with a friend) 5) If you are happy with it then get a playtest organised and keep on playtesting/itteration your layout untill it plays well 6) Now its time to work on the art for your work, apply details and textures to your map 7) Time for some more playtest and polishing your map When you do not have a strong plan and vision in mind (step 1 - 3) you will probally end up wandering what to do with your map. There is a big chance you get stuck by a creative blockade and end up with a map exisiting from meaningless empty corridors and rooms. This might not be the best workflow (for you), but for me it works well and it is worthfull to try out. Here is my mapcore topic where you can see the exact progress of my map: The mistake I made is focusing to much from the start on the theme/art, I would suggest to keep your greybox as simple as possible untill step 6. Goodluck with your map!
  13. Anubis update: https://imgur.com/a/UwsSpb6 (album) - moved T spawn to the left to decrease their timing into midle and canal - removed the grenade teleport on B and visually blocked the skybox brush - removed the boost on B - add a double door and some extra cover on midle - removed the sneaky corner on A main - moved the pillar on A short and added a broken wall to provide more solid structures and more devined areas and angles - simplified A upper by removing the plant box - some visual updates (double door is a experiment, will reskin/rework it to be less dust2ish)
  14. You are twisting up things here in my opinion. The judges have spent loads of their time on judging these maps and we should thank them for it and appriciate it. We shouldn't espect any extra feedback or what so ever, but embrasse it when we do recieve some. I think its up to the judges themself to make their judgement public or not and wether they spent extra time on giving the mappers feedback or not. I am personally very curious about how each map scored, but dont bother if my curiousity cant be satisfied. But dam.. here we go again, discussing haha, lets avoid this shall we? And praise the gods that have made it to the first place
  15. Good point, never thought about that. At the end it doesnt matter, feedback would be more appricitated and think we can ask for that ourselfs at the judges
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