1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[WIP] de_mical (formerly de_honeycomb)

  • [N]awbie
  • September 20, 2015 at 6:32 PM
  • [N]awbie
    • December 26, 2015 at 2:42 PM
    • #21

    Thanks for your kind words :) I agree and I'll take some time adjusting the lighting. I did test out your suggestion and it sure looks way better as it now gives some contrast to the routes seen from T-spawn.

    Finally some progress with B site. Long B or what ever you wanna call it is inspired by the LA river. Suggestions welcome!

    Quote

  • [N]awbie
    • December 28, 2015 at 7:52 PM
    • #22

    Almost finished with the first greybox version. Both bombsites are shaping up pretty fast while I continue to adjust other areas based on feedback. Some examples include reworking the sniper nest, long A and A connector.

    Quote

    Sniper nest

    Long A. Connector entrance has been removed to make gaining the control as t a bit harder.

    View from top-mid. Connector has now an entrance to mid instead of short A.

    And finally some tweaked B-routes

    Display More
  • jackophant
    • December 29, 2015 at 1:06 PM
    • #23

    I like the feel of the lighting, but you've got a lot of areas in the latest screenshots look way too dark for game play.

    I think you need to boost your ambient lighting as there are still quite a few spots that seem oddly dark in contrast to the bright lighting falling next to it.

  • Waspi
    • December 29, 2015 at 9:04 PM
    • #24

    This map looks very fun, can't wait for the Workshop release!

  • [N]awbie
    • December 31, 2015 at 12:23 AM
    • #25
    Quote from jackophant

    I think you need to boost your ambient lighting as there are still quite a few spots that seem oddly dark in contrast to the bright lighting falling next to it.

    Taken care of, mostly. I'll be tweaking the lighting in near future.

    Workshop version will be released soon ;) In the meanwhile here's some latest screens.

    Quote

    Added connector to B with a one-way drop (unless boosted)

    Remade B site. Can't be sure how it plays, but it's definitely better than the last one.

    Adjusted lighting in long A.

    These corridors still require some lighting :v

    Display More
  • REz
    • December 31, 2015 at 6:44 AM
    • #26

    I love the theme, and I respect the layout. With that said, you need to have both bombsites designed in pre-process before doing all this model work, I bet your SDK is full of big yellow blocks or you have to Hide everything to work around them. The lighting issues that everyone is talking about are true, when I'm designing a map, I'll typically leave roofs or anything blocking my sun until after major playtests have been completed and I'm in my detailing phase. Just some food for thought!! Good job and keep up the good work.

  • [N]awbie
    • December 31, 2015 at 10:25 AM
    • #27
    Quote from REz

    I love the theme, and I respect the layout. With that said, you need to have both bombsites designed in pre-process before doing all this model work, I bet your SDK is full of big yellow blocks or you have to Hide everything to work around them. The lighting issues that everyone is talking about are true, when I'm designing a map, I'll typically leave roofs or anything blocking my sun until after major playtests have been completed and I'm in my detailing phase. Just some food for thought!! Good job and keep up the good work.

    Thank you!

    I agree it would be easier to work without models, but I find it more motivating to have some details around the map so I can see how it would look later on. I have the props-visgroup hidden when I do any brushwork, so they don't really mess up the grid view when need to work on the brushwork. I didn't have roofs in some version before this, but found out having roofs is better as the map has become much more vertical. There's quite many places where players could unintentionally see through nodrawed surfaces if there was no roofs. :D

    I've mostly detailed areas where there's no firefights such as spawns and their vicinity. Key areas such as bombsites are quite empty of models and too complicated brushwork until I see how they play.

  • JustFredrik
    • December 31, 2015 at 10:53 AM
    • #28
    Quote from REz

    I bet your SDK is full of big yellow blocks or you have to Hide everything to work around them.

    You can actually change the prop render distance to avoid the big yellow blocks.

    Go to Tools > Options > 3D views > Model render distance

    Then use the slider to change the render distance to a larger number than the size of the map (or just more than before) and the yellow blocks will no longer be a problem :)

  • [N]awbie
    • January 1, 2016 at 2:36 PM
    • #29

    Hi all! Workshop version has been released and it can be found here.

    The map has some issues including:

    • Lack of proper clipping (i.e. drop)
    • Little holes in world geometry
    • Visible nodraw surfaces
    • Low fps on toaster pcs as there's just a huge skybox around the map

    Update!

    • Fixed invalid spawns
    • Fixed some places players could get stuck
    • Added cover to bombsite B
    • Fixed missing brushwork
    • Fixed some visible nodraw surfaces
    • Added some more lights
    • Added new connector to long A to shorten CT rotates (Radar outdated...)

    However it should be adequate for playtesting on your own or maybe with a couple of friends. Any feedback (disregarding issues mentioned above) you might have can be posted on this topic or on the workshop page.

    Quote

  • Fa GuAn
    • January 2, 2016 at 12:30 PM
    • #30

    Do have to say beautiful layout and extremely unique in love with the diversity it breaths.. And as a overview the map in certain areas is are over complicated my main gripe is ct mid side having window, a vent and the corridor just to much. To simplify it you can get rid of vent but keep the route from mid to short it's good for fast fakes setups for t's ect ect and t's can use it to get to window so the vents islands just their like a mirage thing. And I think corridor is to much because having window I think I'll run into the same problem pone did with santorini to many accessible routes to mid May over complicate certain areas because you still could go throw window to split the site but that'll go for testing to see great map

  • JustFredrik
    • January 2, 2016 at 4:55 PM
    • #31

    Ran around the map and found some things.

    Quote

    When standing in T spawn and looking here:

    [Blocked Image: http://i.imgur.com/zpcZyHY.jpg]

    Then walking forward, a lot of stuff stops rendering in this area:

    [Blocked Image: http://i.imgur.com/zZUQTwH.jpg]

    You also have some props fading in and out when the player can see them (the foliage):

    [Blocked Image: http://i.imgur.com/1rRC2A5.jpg]

    [Blocked Image: http://i.imgur.com/l9K70On.jpg]

    Display More

    Keep up the good work!

  • [N]awbie
    • January 2, 2016 at 8:11 PM
    • #32

    I'm working on an updated version of the map which should resolve most of the current issues.

    There's going to be a completely new second mid which also acts like a connector between A and mid. This allowed for moving A long closer to mid which helps to make the map more compact. I've already reduced the length of mid around 400 units to reduce dead-space. I've also moved t-spawn closer to b which should allow for faster B rushes as well as correct timings especially in A short.

  • Fa GuAn
    • January 3, 2016 at 11:23 AM
    • #33

    Just spit balling what if u connected alt mid to corridor made it a underground route thus utilizing the idea with out The mid cludder of doorways , but making it a a singular tunnel that would come out instead of at ct at b near that little cut

  • [N]awbie
    • January 16, 2016 at 8:14 PM
    • #34

    Had a little break from mapping, but managed to get some new things done.

    http://imgur.com/a/FBD2

  • Fa GuAn
    • January 17, 2016 at 2:41 PM
    • #35

    You know I was just thinkingg of something, that came from thinking and recall some of the old grandfathered in maps formular isn't howit is today it was very unconventional, so this idea is drilled in my head say u took that drain pipe near a mid stairs opened it up and lead to b as a drop down on that cuts may or may not be able to boost from and add a kink and maybe even have it have a ladder to mid under window idk if it'd be needed but it would be a perfect area for a clean break for a fast b execute for people playing at b trains get good info then players A mid ca swoop throw the pipe its a very unconventional method because if you think of mill or Tuscan contra no one nowadays would even think to throw in that risky unconventional route but i think it would fit perfectly because you would either have to smoke mid go throw window or under window to get to b this way is a direct line and obviously don't make it be a straight line of sight.! Make it have a elbow

  • [N]awbie
    • January 30, 2016 at 2:59 PM
    • #36

    Some before-after images to demonstrate the slow but steady progress :D

    Quote

    Before

    After

    Before

    After

    Before

    After

    Display More
  • lynx
    • January 31, 2016 at 8:22 AM
    • #37

    Looks very original and refreshing to me! Very cool Layout and setting. Would participate in a playtest in EU when its finished :)

  • Fa GuAn
    • February 1, 2016 at 1:14 PM
    • #38

    It's coming together, down in LA California there is jus some beautiful landscape clips that would fit your map to a T have u been working on the layout and any changes?

  • Fa GuAn
    • February 28, 2016 at 7:46 PM
    • #39

    Any news???

  • [N]awbie
    • February 29, 2016 at 3:50 PM
    • #40
    Quote from Fa GuAn

    Any news???

    Not too much for now. I've basically spent all my time in army, so no progress on the map unfortunately. I redesigned the other side of the map around b bombsite for better chokepoints and timings. I'll update this thread when I manage to get something actually done in the editor.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™