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Everything posted by Roald

  1. Roald


    I did a playtest at Source Engine and made some changes An album: https://imgur.com/a/LlHZ5R2
  2. Roald


    I worked on the feedback from last playtest and the biggest point of feedback is B being too hard to hold and too hard to retake, so I did a major update on this bombsite and fixes some smaller issues all over the map. Album: https://imgur.com/a/xuV9bOw
  3. Roald

    Prime [Wingman]

    mannn this rocks
  4. Roald


    I have been very subtle with the changes this time, but I think they will have a huge impact none the less. Go check it out: https://imgur.com/a/dezoaJR (album)
  5. Check this out and yea giving credits would be a polite thing to do
  6. Roald


    Well, I reworked bombsite B entirly and spiced middle as it was quite uninspired. My aim for this map is making it feel more dynamic with different ways of playing/approaching one area and quick rotations for both teams. I hope I didn't go overboard with my ideas, but a playtest should tell more Here the album with more screenshots and info about the timings and angles and such: https://imgur.com/a/UjLjLYv
  7. Roald


    Dammm thats nice, I was thinking of doing it in the fall season. Some nice yellow/orange/red tints with some green stuff aswell. I really wonder how they build those things, must have been a pain in the ass
  8. Roald


    Boulder is a bomb defusal map based around the Meteora Monasteries in Greece https://www.trekhunt.com/blog/en/meteora-greece-monastery-map-itinerary-images-hotel/ Here is a album with some WIP pictures and a overview: https://imgur.com/a/y7RdFTg And the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2325218920
  9. Haha would defenitly be cool getting some Mapcore merchandise in there! Might be time to buy me some. I don't think you will see me on skis, I am sorry, Apris ski will do though!
  10. Not sure if I can already call myself a Level Designer, but I (Roald van der Scheur) did sign my contract to start working at Bongfish in Graz, Austria as a Junior Level Designer on 11 January 2021! I will be working with @poLemin
  11. Oh and just came across this guy, doing some covers which are pretty good
  12. This guy is a freestyle rapper and just so intelligent on how he can make things up on the spot and have it all make sence and logic, it is crazy. If you like (intelligent) rap you should check out this guy and go to his channel
  13. I am just an hobbiest myself and just like you trying to find my entry as a Level Designer somewhere. For me personally its multiplayer LD what drives me and since I found Mapcore and became part of the community I learned a lot from the people and experiences. I think, being part of an community, playtest with them, talk to them and giving them feedback really helps you develop as an Level Designer and person. Because it is not just about the LD skills but also about people skills like communication, recieving and giving feedback, presentation and etc. Working with other people (like environment artists) also helps a lot on developing these skills and shows you can work together with other people (which is required in a studio). I think it is good to not just do LD, but also experiment with doing some environment art and finishing a project from start to finish. Because this means you have to plan/schedule a project from start to finish. It helps you understand what a artist will be up to, so what he will recieve from you as an LD and how you would translate a greybox to a arted finished map (gathering good references, working on interesting geometry and composition). Also you will get trough topics like optimisation and polishing which is something for later, but you should already think of at the start of doing certain maps (especially in Source :P). And other than that, having finished good looking pieces on your portfolio will defenitly get their attention! even though you just did the Level Design part. And who knows, maybe you find out you like environment art more afther all or both! Maybe joining a mod team somewhere is something for you, it is a interesting way to work with other people from different disciplines. As Radu was saying, he convinced me on doing a map for FC5 and helped me on giving some direction like he would be my lead LD and I report back to him. This basicly helped me plan and document my project like you would do in a professional setting. I am not sure what is the best way, but I think its about showing what decision you made and why you made them during your project and what direction you plan to go with your project. Draw conclusions from your research and player feedback and show how you changed course towards the right direction because of this information and perhaps what you learned and would do better next time. I don't think recruiters go in-depth at first, but when you got their attention and got a interview planned, they will defenitly dive deeper into these kind of things. Also I had to work with a different tool and type of game which was a great new (learning) experience. I would defenitly recommand you trying out this editor, it is really easy to learn and you can build full maps really quickly. I think it would be worth it doing some Multiplayer LD. Mapcore is mostly focused around CS:GO, which is quite a tough game to build maps for as this game is super competetive. BUT I think you would learn a lot from it and would probably enjoy being in contact with other Level Designers. The easiest way would be playing some CS:GO and trying to get a good understanding of how the game works and why it works (if you didnt yet). Then try out some stuff in the editor, maybe watch some tutorials and such and see if you can come up with some cool layout ideas. The wingman gamemode would defenitly be the easiest to start with as it is more casual. There are two (discord) communities who provide playtests and feedback which might interest you. Mapcore: https://discord.gg/unqF28r Source Engine: https://discord.gg/KBT9MD Oh and there is this topic:
  14. Roald

    [CS:GO] Ravine (wingman)

    dude you are a mapping god this is looking so dam good! cant wait to play it
  15. Roald


    Csgo is a very competetive game where prediction is key. Players should have a clear understanding of when they could possibly meet a enemy and where to aim at, how to use grenades and stuff like that. This means, till an certain level, the map should be a static and predictable environment for the player, where in they could experiment, out smart the enemy and outskill them. When making maps for csgo you need to know this and know the game and probably have thrown away x ammount of greyboxes to get to something that works well and played x ammount of hours. In your design it seems players can be anywhere, so you can be shot from anywhere (no prediction). This is no fun and will anger the player. There are many areas where a player can be on two different levels, so where to aim? Up or down? A game of chance, again frustration when you die. The map seems very small, which probably makes it very hard to clear out areas because players can always flank at any point during the game. Again, no prediction. There is almost no negative space, which makes it very easy to hear enemies, something which is a key element of csgo, listen and get info. Do u want players to get so much info always and anywhere in the map? Honestly this looks more fitting for a halo deathmatch kind of map than for a competetive game like csgo and the bomb defusal gamemode. Innovation is nice, but do not lose seight on the core meta of the game. Try to understand the meta first and then try to experiment a litle, not the way arround
  16. @Soldat Du Christ are you going to post a screenshot of every single brush you have add to your map? But jokes aside, just get that greybox done and have a playtest also its better to create your own topic in '3D' to show progress and maybe get feedback. Edit: oh and for the radar u should use TAR (Terri Auto Radar)
  17. Roald


    I also like those houses a lot, it reminds me of far cry 5
  18. Roald

    [CSGO] Engage

    Stunningly beautiful
  19. Roald

    Random Photo Thread

    Just checked out that website and dam your photos are a piece of art
  20. Roald

    [Wingman] Paro

    I had two playtests, the outcome is - The hostage room is super focused on the cliff side and disconnect from the upper side of the map - The Ts can flank the CTs in the hostage room way too easy To fix these issues - I reduced some paths arround the hostage room and put them in CTs favor, making the 'circulation paths' be longer so its less of a cat and mouse game - Allowed Ts to flank to get to the hostage room by either side, BUT they now have to push far out, expose themself and face risky chokepoints. Each flank route will also allow CTs to carry the hostage more directly and safely to the HR zones. This will probably mean Ts will play a bit more back, giving CTs control of the hostage most of the time and hopefully give them a better oppertunity to carry the hostage to either HR zone. Stragetic wise a CT could always have one player get the hostage and have the other cover/clear one side of the map to clear the way for his teammate. Blocked the tunnel to Cliff: Removed the hole to cliff and added a jumbable window instead, also moved squeaky to the CT entrance to have a soundclue Squaky door on mid is gone New hostage room, being bigger and having the drop down straight into the tunnel and a ladder to get back Other end of the tunnel
  21. Roald

    [Wingman] Paro

    exactly the reason why there are two just cs:go only support one hostage rescue zone radar icon
  22. Roald

    [Wingman] Paro

    Read my last sentence thanks though for the reminder
  23. Roald

    [Wingman] Paro

    Since this is more likely to become a serieus project, why not share some about it on the forums I am working on a litle wingman hostage map which is based on the Tiger's Nest Temple located in the Paro region in Bhutan. My orignal idea was to have it be a VIP escort kind of map, but afther a few playtests I decided to keep it more like the original hostage mode, but just have two hostage rescue instead which are located on the Terrorist side of the map. edit: changed mapname, idk if the original name causing problems
  24. 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
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