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Roald

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Roald last won the day on March 26

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About Roald

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    Regular
  • Birthday 01/08/1993

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    da-payne
  • Steam
    roaldapd

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  • Real Name
    Roald
  • Job
    Social worker, but currently a Cook
  • Location
    The Netherlands

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  1. 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..
  2. 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?
  3. 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!
  4. 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)
  5. 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
  6. 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
  7. Congratz to all! I wish there were more maps to be allowed in the top 4, so much good content this year! I think the top 11 can all be proud on what we reached this year. @judges, will we be able to see the rating form and get feedback if you have some? Thanks for giving us your time and effort! Even though us mappers and community doesnt always agree on how this go or what so ever, its still being appriciated what you guys do for us
  8. Hey there! We just released a new update before the deadline is there! I'd like to thank the awesome staff from the FaceIt Mapcore Hub for the organisation and ofcourse the awesome people for playing the maps and giving us feedback and stats to work with. For that special thanks to @Thewhaleman & @JimWood for providing the demo parser, its been very useful! We have done some small layout changes and heard some birds whispering they want more colors, so there you have it! @jd40 & @jakuza have been working their asses off to create new cool assets and doing some more environment work on the map, so a big shout out to those two amazing artists! Enough talking, time to check out some screens and perhaps have a look ingame! Cheers
  9. Exactly what he said Thanks for the feedback Joris, we already are working on it by adding more color to make each area more identical
  10. Hey man I played your map today and layout seems alot better then I first thought looking at the overview. I dont want to draw conclusions yet based on just one match. One thing reaoly silly was when we rushed B as a T we got shot from behind by CTs pushing midle. The timings there seems a litle odd. Also you can kind of check that T mid entrance from T spawn which doesnt feel right. Not sure about A, it seems pretty large with many spots to hide at, but it could also be me being new to the map. Anyhow goodjob so far, keep it up
  11. I just wonder how 5 CTs could hold 6 pathways Its a nice archievement to get such a beautiful environment in source in such a short time, but I would recommand to take some more time on playtesting/itterating the layout before you move on to the pretty stuff. edit: especially when u try something crazy like 3 bombsites. Not going to judge based on a overview, but the layout seems abit too much, so much paths and turns and all going on. I like it people get off the 90 degree grid, but it remains cs:go
  12. Yeah I agree on Spa and you know, the layout is pretty solid, I had fun playing it! Please keep on going with this map, it has potentiol
  13. Congratiolations to everyone! I hope we can get some form of feedback from the judges, maybe something you would like to see at the second judgement. Also I hope to see the scores of the judges at the final judgement to get a sence of how the maps have been rated including some feedback. Here is a workshop collection with the top 10 candidates: https://steamcommunity.com/sharedfiles/filedetails/?id=1994263762
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