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Everything posted by Roald

  1. Roald

    [CS:GO] Crossfire Remake

    Looks really awesome. I just think the big yellow nuke prop (crane) on the 2nd and 3rd screenshot is out of place and taking in too much space, better get rid of it. I guess empty space can be a good thing and creates some more calmness, the scene there looks busy enough already. Not sure if the CS:GO competetive mode would really workout based on the overview, but it sure looks fun for the HL and DM mode!
  2. As a hobbiest I used a free website to create a portfolio with some of my work. https://roald.carbonmade.com/ Based on the feedback I created myself a new portfolio: https://roaldvds1993.wixsite.com/website
  3. Roald

    Roald van der Scheur | Level Designer

    Yeah maybe I can reduce it so it directly get to the specific blog instead of the blog homepage, gotta look into that. Or maybe I can get a page down the actual project showcase with text?
  4. Roald

    Roald van der Scheur | Level Designer

    So I took some of your feedback. Some say go more in depth, other says keep it as simple, recuiters spend only seconds on your page probally. I found a new website creator with more posibilites and created a whole new portfolio that supports both. I tried to create a simple, straight forward portfolio with links to more in depth areas where I write about my work (including videos/reviews of my work). Please note the portfolio is still work in progres! I would love to know what you think of it so far. I haven't took a look at the text yet, so do not worry about that yet (oh and I probally should get a domain when I start applying). https://roaldvds1993.wixsite.com/website
  5. Roald


    Resistance is a temporary name for my new bomb defusal map set in a old industrail city somewhere in east europe (maybe poland). One half of the map exist of old buildings and the other part of a more industrial area next to the city dock. The area is highly secured with barber wires, walls and camera's. The story is about the country being occupied and a group of resistance are secretly transporting weapons and such to this compound ready to strike back. However the occupiers got intel of the resistance location trying to infiltrate and blow up their compound. Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1710165868 B bomsite: Midle A bombsite: A-B connector and boost/peek to midle Overview: So for this map I used a whole different workflow then I am used to. I was building a litle scene at night time to experiment with that and kind of created a bombsite out of it. Then I just decided to go freestyle and work from one area to another area without having any idea what the layout will become like. It was really great to logically connect one area to another but to see the whole picture and how it would all fit together was kind of a hell. However I succeeded to great a whole piece out of it and hope people can have a look and provide me with feedback. Please note that most of A site and T spawn lack of details and I have done almost no optimisation.
  6. Roald


    So I have been working constantly on this map, organising many competetive playtests itterating the layout untill this point. The testers really enjoyed playing this and I am happy myself with the layout as it is. I decided to leave it for what it is and find a Envrioment Artist to roll up his sleeves and make something beautifull out of this. However any gameplay related feedback is still welcome ofcourse! New workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1710165868
  7. Roald

    Roald van der Scheur | Level Designer

    Thanks man! I have add my email to the bottom of the front page and removed the log page, it accidently got there. Guess recruiters get a quick look on my projects and contact info and can decide if they want to read more or not
  8. Roald

    Roald van der Scheur | Level Designer

    @Dea thanks for the feedback, its really helpfull! Was recording Moonshine gameplay yesterday, but somehow my recording program made it laggy, so working on that any recording program you guys recommend? I like the idea of the documentation and would love to write something about that. This is just a free website and think I have to switch to something more professional to make it more advanced, any suggestion for a great website I could use?
  9. Roald

    Roald van der Scheur | Level Designer

    I have updated my portfolio with some new projects. Would love to recieve some feedback (with thoughts of ever applying for a job as Junior Level Designer).
  10. Roald

    de_princess (WIP)

    I am abit shy to say this but I have a brush on you for a very long time now . Anyways it feels like you should stretch your map more vertically and remove some paths that doesn't have to be there to simplify things:
  11. Roald

    [cs:go] de_urbany [5v5 & Wingman]

    The first picture looks pretty nice. But overall it doesnt really feel like a real place, there lacks consistency or something. Like it are all random buildings placed there. Did you use any references? Oh and please dont place the windows on the wall but in the wall, this looks pretty odd Layout looks pretty interesting, but A site feel to have many entrances though, but idk. U should do a playtest! Think it will be fun
  12. Roald


    So I have been doing two competetive tests and made some changes. Please checkout the workshop and let me know what you think of the new changes: https://steamcommunity.com/sharedfiles/filedetails/?id=1645132160 - Added a new path from CT to B bombsite - Closed of B double doors and added a vent into B apps - Added a door_rotation in B apps and made a pathway to cross the windows instead of the drop. Also made the B apps window only peek able, u cant jump trough anymore - Cleaned up A a litle bit. Moved some cover and reduced the big boost spot - Rotated the container at midle to reduce headshot angles - Fixed the headshot peek on B bombsite and got rid of the OP corner I am pretty happy with the changes so far. Will do one more compile to fix some small stuff and then do some more playtests. Perhaps its for the better to have multiple playtests on the current version before I make any new drastic changes since the layout is pretty much there.
  13. Roald

    WIP in WIP, post your level screenshots!

    You should play some Sarcastaball, its super fun
  14. Roald


    Well I was trying a few brick textures on one dev wall... and then I found one and just started detailing the whole building So a first art pass on this area then: Will have to smoothen the curved path, haven't done much work on the floor since I quickly made it for the screenshots
  15. Roald


    Another update. This time reworked A bombsite and mid to B connector. Also relocated CT spawn. Changed the taxi on B site to a truck, but dam that model has some bad collision Maybe I'll move T spawn abit further in the future, but playtest must tell more.
  16. Roald

    [CS:GO][WIP] Trailerpark

    So I walked arround on my own and played with bots. - First the positives: the map looks amazing! I think the overal layout is pretty interesting. I love how B is short range friendly and A is more medium/long range friendly and so is mid. - I have to agree on DMU. It feels there are too many paths and there is also too much going on. A vent here, 14 window jumps there and 10 door entrance here and there. I feld really chaotic playing this map and perhaps its just me, but I think it's also part of the design. - I think each area should need some more identification (which isn't easy on a trailer park concept) The spawns feld really satisfying, especially CT spawn with the beach and factory building which are so much distinctive of the rest of the map. So did T spawn really with the outsite area and the cool big sign/woden structure. But once entering the actual map it feld like a maze to me. I knew where I was going, but when taking over a bot I was very disorientated. There are just so many small alleyways and so much interiors to go trough which I personally didn't liked. I prefered the more outsite open areas overall. - I feld the open window holes inside the trailers were wrong. They feld and looked unnatural but most important I feld I could jump there, it would be a playable area but then it's not. Rather put a actual window in the holes and add some curtains and stuff to make obvious it's background and u still can look trough and find some background details if you want.
  17. Roald


    Did some changes for todays playtest at THW (12:00 CT) Special thanks to @Plantkillable (and chis community) and @untor for testing and providing feedback Think I will have to lower the container some more to make it usefull to bounce nades on. Filled up A site some more I have made the B bomsite area abit smaller and put the plantzone in the center instead of behind the pillars Mid boost has a catwalk going into the B window room. This area is now only accesable by boost for both teams. Also removed the peek hole watching into the tunnel.
  18. Roald

    [CS:GO] de_border (W.I.P.)

    Bro, you are a strong independent woman, you can decide for yourself I think Border sounds pretty dope
  19. Roald


    Great update! I like the vegetation. The map could use some more enviorment sounds to make the city feel more alive. Maybe a radio or television background sound coming out one of the appartments, a car driving by, a plane flying over and etc
  20. Roald

    WIP in WIP, post your level screenshots!

    I was working on some litle nighttime scene and then just made the scene to be a bombsite. It's a old industrial kind of city with one bombsite below a railway and the other bombsite will be in some more indoor kind of area like a big hangar or fabric, still didn't decide. I will just go on with the flow and see where it takes me. It's not my original workflow, but it's fun so far
  21. Roald

    [CS:GO] de_Countdown

    Good work already I can defenitly see where this is going already. You should get this playtested. The bombsites can use some more love since they indentify the theme mostly. Bombsite B feels abit odd to just have this hole in the ground with a rocket sticking out. The area can use some more logic even when it's only a graybox. Also there can be slightly more cover on the site since there is only the rocket. I would suggest to make it like a real platform with two levels. Level 0 can be unaccesable area (however double layer design can be interesting for gameplay), but you are able to see the rocket and etc, have some background detailing. Level 1 can be the actual bombsite as you have it right now. Maybe add some cranes and stuff to put the rocket in position: Bombsite A feels a litle cramped and boring. Maybe you can make it abit more interesting. I don't think it would hurt to make the whole area (and also the bombsite) abit bigger. Maybe try to work with some more height difference aswell. I think you could reduce the boxes and add some more natural cover/things to fill up the area (same counts for bombsite B, the trash containers are a litle out of place). I think you should minimise it and only add more stuff if playtests tell you.
  22. Roald

    WIP in WIP, post your level screenshots!

    Yeah abit with the tower. But the overall shape of the building is pretty odd. Also I never seen a old structure like this with a vent system.. if you want a route like that, better think of something thats more fitting and realistic. Use some real life references to get the shapes of the church right.
  23. Roald

    WIP in WIP, post your level screenshots!

    @Samir rather post one or two screenshots in here, my finger hurts scrolling down You have a own seperate topic of your map where you post exactly the same stuff..
  24. Roald

    [CS:GO][Wingman] Rab

    You are defenitly the biggest pimp out here Anyways good looking map, the water looks really nice
  25. Roald

    [Wingman] Station

    Just a Wingman project I work on for fun on the side. The map is set on a train station in the midle of a large city. There are two routes, one is going down straight to the bombsite and the other one goes up trough the train facing the CT window. CT can decide to defend way back or push the T's from upper mostly. T's can do a quick rush trough main or take a detour trough upper and split into the ladder/squeeky or peek from the CT window onto the back of site. And for the real cowboys in here, you can jump from upper straight down, but that will deal some large damage and the sound will betray your move Seperated radar and some more screenshots here: https://imgur.com/a/E4B5IeN Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1313538422 There is no radar ingame yet, sorry dudes. Just working on the artwork