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[WIP] de_mical (formerly de_honeycomb)

  • [N]awbie
  • September 20, 2015 at 6:32 PM
  • [N]awbie
    • September 20, 2015 at 6:32 PM
    • #1

    De_Mical

    Quote

    Quote Terrorists are having a bad day and they want to blow something up. Unfortunately Counter-Terrorists are there to make their day even worse.

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=744250583

  • jackophant
    • September 20, 2015 at 9:50 PM
    • #2

    Minor gripe with setting, why do the CTs have nerve gas? They're illegal and they wouldn't be really Terrorists if they're destroying it (with debatable consequences, but in an isolated facility?).

    What's the relevance of the honeycomb name?

    Layout needs to be simplified. Ts have almost 2 of the same route towards A so you can remove one. You have so many rooms and connectors it's hard to keep count.

    If something is inside, nodraw the roof so radar screenshots can see what's inside.

    You haven't sufficiently documented the map either. A few more screenshots would be nice to get a sense of scale that looks off from the overview.

    What are your timings like right now?

  • [N]awbie
    • September 21, 2015 at 9:16 AM
    • #3
    Quote from jackophant

    Minor gripe with setting, why do the CTs have nerve gas? They're illegal and they wouldn't be really Terrorists if they're destroying it (with debatable consequences, but in an isolated facility?).

    I came up with the story just yesterday so I really haven't thought it out. Ignore it for now. :D

    Quote from jackophant

    What's the relevance of the honeycomb name?

    The facility is called Honeycomb Industries. Might change the name if I can come up with something better, but I'll do for now.

    Quote from jackophant

    Layout needs to be simplified. Ts have almost 2 of the same route towards A so you can remove one. You have so many rooms and connectors it's hard to keep count.

    I agree. The version that I'm showcasing here is the first version for playtesting. I really can't do anything about the layout before I know how the current one plays out. I'll update it as I get feedback from testing.

    Quote from jackophant

    If something is inside, nodraw the roof so radar screenshots can see what's inside.

    True that, my bad.

    Quote from jackophant

    What are your timings like right now?

    CT->Sniper nest = 6-7s
    CT->B = 8-9s
    CT->A = 9-10s

    T->window = 6s (orange)
    T->B = 16-18s (red)
    T->A (short) = 13s (green)
    T->A (long) = 13-15s (yellow)
    T->B (connector) = 19-20s (purple)
    T-> A (connector) = 19-20s (blue)

    I'm aware that the timings need some work.
    1. CT's should be able to get to the nest before T's can see them, but at the moment that's not the case.
    2. Also the A long should be a bit longer as It's quite as fast as short.
    3. B could be a bit closer so rushing there would be faster

  • jackophant
    • September 21, 2015 at 10:04 AM
    • #4
    Quote from [N]awbie

    CT->Sniper nest = 6-7s
    CT->B = 8-9s
    CT->A = 9-10s

    T->window = 6s (orange)
    T->B = 16-18s (red)
    T->A (short) = 13s (green)
    T->A (long) = 13-15s (yellow)
    T->B (connector) = 19-20s (purple)
    T-> A (connector) = 19-20s (blue)

    I'm aware that the timings need some work.
    1. CT's should be able to get to the nest before T's can see them, but at the moment that's not the case.
    2. Also the A long should be a bit longer as It's quite as fast as short.
    3. B could be a bit closer so rushing there would be faster

    Display More

    Have you compared these times to official maps?

    First thing that screams at me is that the CT rotation time through CT spawn would be 8-9s PLUS 9-10s leaving us with 17-19s rotation time. For MM that's half the bomb timer gone pretty much, and for proper competitive around 15s to clear the site and defuse the bomb.

    Some of those T times are aggravatingly long. I can't check right now, but the B rush on D2 is about 8-10s for reference.

    A looks to have about 5 entrances into it which makes it exceptionally hard to hold, and B has 6! I realise some of those are splits from other routes, but generally if you can't smoke it off with one smoke grenade, it's not one entrance.

    If you want the help, could I request you get a nice clear overview (you'll need it for the radar anyway :P ) of your current routes/paths that I can sketch over to suggest an improved layout?

  • [N]awbie
    • September 21, 2015 at 8:58 PM
    • #5
    Quote from jackophant

    Have you compared these times to official maps?

    With some older version I did, but then I got carried away with other things and haven't done it with this version.

    Quote from jackophant

    A looks to have about 5 entrances into it which makes it exceptionally hard to hold, and B has 6! I realise some of those are splits from other routes, but generally if you can't smoke it off with one smoke grenade, it's not one entrance.

    In fact B has 5 entrances too. One of the two entrances for T's is blocked by door props, but of course they're not visible as I took the radar with r_drawstaticprops 0. I agree with you tho and I'm working on the issue.

    Quote from jackophant

    If you want the help, could I request you get a nice clear overview (you'll need it for the radar anyway ) of your current routes/paths that I can sketch over to suggest an improved layout?

    Sure thing, help is always good! Add me on Steam and I'll provide one for you. (Steam nick: mike5726)

  • maladus
    • September 22, 2015 at 12:29 AM
    • #6
    Quote from [N]awbie

    In fact B has 5 entrances too. One of the two entrances for T's is blocked by door props, but of course they're not visible as I took the radar with r_drawstaticprops 0. I agree with you tho and I'm working on the issue.

    Does that mean that the T's are not able to get into the site at all due to the doors, or can they open them up? The reason I ask is that dead ends are generally bad for flow so I'd try to avoid them when possible.

  • [N]awbie
    • September 22, 2015 at 8:40 AM
    • #7
    Quote from maladus

    Does that mean that the T's are not able to get into the site at all due to the doors, or can they open them up? The reason I ask is that dead ends are generally bad for flow so I'd try to avoid them when possible.

    No. There used to be two entries right next to each other, but I decided to block the other as seen on the picture below. T's are still able to go to the site through the other doorway or through the balcony.

  • [N]awbie
    • October 15, 2015 at 3:34 PM
    • #8

    It's been a while since the last update, so here's some new screens of the newest version.

    Quote

  • [N]awbie
    • November 25, 2015 at 9:26 PM
    • #9

    Some new screens again. Feedback is highly appreciated ;)

    Ignore the floating railway and bushes coming through a fence :v

    Quote

  • blackdog
    • November 29, 2015 at 9:14 PM
    • #10

    "Story in a game is like a story in a porn movie. It's expected to be there, but it's not that important."
    -- John Carmack

  • blackdog
    • November 30, 2015 at 10:10 PM
    • #11

    Anyway already yesterday I came up with a storyline that addresses the discrepancy.

    CTs have taken over a Terrorist compound where the group was getting ready for their next attack with a dangerous nerve gas.

    Now they have to defend it from the counter-attack: Ts have decided to blow up the canisters on-site, as the favourable weather conditions will direct the poisonous cloud straight into the town situated not far.


    PS: I like the setting, as it is reminds me of the Kanals ;)

  • [N]awbie
    • December 2, 2015 at 7:18 PM
    • #12

    Visual update. Any thoughts? :v

    Quote

  • Quotingmc
    • December 2, 2015 at 8:20 PM
    • #13

    Looking amazing. Hard to comment on individual things without a run around myself but I love the more irregular geometry. Something I really love with overpass is the number of combinations for smokes and boosts ( When they don't ruin majors) which looks like something this map could have. It is hard to tell 100% from pictures but mid seems maybe a little too steep, may just be the angle though. can't wait for workshop upload.

  • zomeky
    • December 22, 2015 at 4:29 PM
    • #14

    Looks very good, I love the light of the map. When is the workshop version coming?

  • [N]awbie
    • December 22, 2015 at 9:05 PM
    • #15
    Quote from zomeky

    Looks very good, I love the light of the map. When is the workshop version coming?

    Thanks! I'll try to push it out before 2016 :D I'll update this thread when it's in the workshop.

  • zomeky
    • December 22, 2015 at 9:27 PM
    • #16
    Quote from [N]awbie

    Thanks! I'll try to push it out before 2016 :D I'll update this thread when it's in the workshop.

    Nice! :)

  • [N]awbie
    • December 23, 2015 at 6:32 PM
    • #17

  • clankill3r
    • December 24, 2015 at 6:54 PM
    • #18
    Quote

    In photography, the golden hour[/b] (sometimes known as magic hour[/b], especially in cinematography) is a period shortly after sunrise or before sunset during which daylight is redder and softer compared to when the Sun is higher in the sky.

    https://en.wikipedia.org/wiki/Golden_hour_(photography)

    Makes me think of that, every screenshot is so magical :)

  • [N]awbie
    • December 25, 2015 at 12:55 PM
    • #19
    Quote from clankill3r

    https://en.wikipedia.org/wiki/Golden_hour_(photography)

    Makes me think of that, every screenshot is so magical

    Didn't even aim for that :D Thanks!

    I reworked the T-spawn to shorten rush times to A short and B. This meant I had to redo some areas such as the lower flood channel (1st image) and entrance to long A (4th image).

    Quote

  • JustFredrik
    • December 25, 2015 at 5:21 PM
    • #20

    Your outside areas have this very pretty and nice sunset colour, but some of the inside lighting on the pictures that I've seen are pretty dull imo, with only white coloured lights.

    I think the interior parts would be a lot more visually interesting if you would add some colour to the lighting, some cold and warm lights (or maybe slightly green tinted in the sewer areas) to give the areas more contrast in colour.

    Your outside has a very warm colour so you could have the interior in cold tinted coloures to make a nice contrast betwean inside and outside areas.

    Here is a comparison with the original picture and an edited picture with some coloured lights.

    Quote

    [Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_12/2015-12-25_00002.thumb.jpg.5dcb2853deddcf103e2a6fcb1f26dc9c.jpg][/i]

    [Blocked Image: http://i.imgur.com/cV77FqV.png]

    Warm left - Cold right.

    I personally love the clash with both cold and warm lights in the same picture it really makes it intresting to look at.

    Keep up the good work. The map is looking grate!

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