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Roald last won the day on September 29

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. Some progress on my map Anubis
  2. I think we !fb some stuff for you. You should get that textfile from Mapcore and fix a few things. For anme example you can get out of map from CT spawn. Goodluck!
  3. Roald


    Greybox looking awesome. Just, I think having a open road like this in your map is going to make things very complicated for CS:GO. Also with all the cars and stuff to play arround, kinda no option to smoke things off and stuff like that. For your own good, I would keep it as simple as possible, screw details for now and get the layout right and do alot of playtests. Edit: Oh and use TAR radar to get a nice clear radar on a very easy way, it also helps us to judge your layout
  4. @MikeGon good point, will see what I can do. I think stuff will defenitly change during the art pass
  5. Hey guess who is back So I had another playtest, still too CT sided. Basicly the team controlling mid was controlling the whole map and that was CT most of the time. Now I seperated bridge from canal and made the map alot more T friendly. I hope the next playtest will be the final one. Oh, and @jakuza made some really great assets for me to work with: (still very WIP though!)
  6. Roald

    [Wingman] Station

    Woop woop! for me its the first time a CS:GO map 'gets to use', so thats pretty cool! Morozov and I have thought about some major changes in layout and looks, but stuff got in between like the mapcore contest for an example, so we leave that for later and hope to gain some feedback on this map and hope you guys enjoy it! If you havent checked it out yet ingame or are to lazy, here is a review by SlickShotGames:
  7. Map is too big.. Map is too small.. CT can't play agressive.. Map is too T sided.. CT can be too agressive.. Map is too CT sided.. 100 years later and 1.000.342.453 playtests later there is a new update for you guys. Hopefully the map is now more balanced and more fun to play
  8. Thats a really good move! It will allow you to focus on the geometry only and you know, grayboxes can be very beautiful! No need to worry about nodraws, alligning texture faces and having no worries about consistency in colors. Its super nice.
  9. The point of no return Hello Mapcorians I am about to write stuff down that was a lesson for me and could be a lesson for others aswell. You may skip the text and check out the new screenshots or give some time to give this a read. For those who followed my progress could have noticed I started off big. I wanted to put in alot of art ideas right from the start and focus on the asthetics of the map already. The reason why is simply because Enviorment Art is the lesser thing I like to do, so why not work on it during the Level Design progress. I knew I was going to take a risk, but I just wanted to try and take it and see how this work out for me. At first it started out great, I had a clear vision of what I want, but afther a few playtests I had to change stuff in the layout I kinda wanted to hold on to. I did so and done 'minor' changes to fix certain things, but not enough to make it succesfull for the next playtest. During this progress I think I had 5 playtests in total with each time a small improvement, but not the way I wanted it to be. It was very hard to keep things in Hammer organised since I started off the wrong foot and put in so many details on such a small grid, it was a pain in the ass to rework it. I ended up frustrated by reworking whole areas, but still didn't fixed the issue of my workspace becoming a mess on most parts of the map. Afther the previous two playtests I decided to rework the entire map and that's what I did. I went back to graybox and reblocked some of the geometry in Hammer and cleaned it all by using a overall larger grid and less unnessecary details. I decided to do some big changes and reworked B entirly, midle and T spawn. The map still needs to be playtested, but atleast I broke the barrier to sacrifice the art, to keep more focused on the gameplay. It wasn't all for nothing though. I think its not bad to put in extra time and details on important areas like the bombsites to work with more natural cover and corners, atleast thats the way I like my maps instead of a square site with a bunch of crates Momo has not much time, if there is a great enviorment artist who can make custom assets, then please hit me up! My goal is to start on the enviorment during september.
  10. That granny is so awesome! When I read 'Watch Dogs' I was ehh another one... but this trailer got me pretty exited though.
  11. Roald


    I also love those ideas, thats why I started this layout to bring in dynamic ideas, but then quickly find out its not going to work and making things hella difficult. (I had moving gondolas at the Avalanche map ) So.. I keep things static which most csgo players prefer and organise a test afther the contest to see how it plays now.
  12. Roald


    Well since its CS:GO I probally wont make them carts move I do have a sliding door though! I hope thats cool enough for ya
  13. Roald


    I have had several playtests, the last one was very long ago, but still had the paperlist with feedback laying on my desk and feld like working on it, so here an update: https://steamcommunity.com/sharedfiles/filedetails/?id=1836479638
  14. looks very interesting! I like the aesthetics of this map already. not sure aboth the timings since the map is very stretched out... would be usefull to have some spawn and bombsite markers on your overview. Only concern I got on the layout at this point, is that the area at B is very empty and open and has a total of 5 entrances, would be a pain in the ass on the aftherplant. Would be good to use the TAR radar right from the start and upload a radar picture here for us to see. (it will be easier to give feedback and its a great and easy way for you to make a radar for your map) https://github.com/Terri00/CS-GO-Auto-Radar
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