It's been a long time since the last update
/emoticons/[email protected] 2x" title=":D" width="15"> I decided to rework the whole map since the last version felt too forced. Some images of the new middle.
[WIP] de_mical (formerly de_honeycomb)
-
-
What you mean by "forced"?
-
Quote from blackdog
21 minutes ago, blackdog said: What you mean by "forced"?
I had the original layout back in the day and we tested and tweaked it with my friend. At some point we realized the map needs a redesign in some parts instead of trying to get every new idea to fit the layout. The map felt like it had too much stuff forced to fit the layout which didn't work anymore because of that.
/emoticons/[email protected] 2x" title=":D" width="15"> -
Looks quite grandiose now!
-
I'd like to download it to get a feeling for the Layout and timings etc.. are you going to publish it?
-
Quote from lynx
6 hours ago, lynx said: I'd like to download it to get a feeling for the Layout and timings etc.. are you going to publish it?
The current version which I'm working on only contains the mid and second mid. There's an old version on the workshop under the name Honeycomb playtesting (b3) which you can dl if you'd like to test it.
-
I just played a few rounds on it with bots, and i really like the bombsites, the theme and the facts that there are 2 "mids".
I only disliked 2 things:
- the second Mid has little purpose
- the rotations for the Ts are extremely long
i suggest tying the 2 middles together, and give both of them a purpose that Ts and Cts have a reason to take/hold those areas. i also noticed that most of the stairs arent clipped, but this is easy to fix and it isnt the final version anyway.
EDIT: i found a boost spot from which you can watch both mids. The fence that seperates the mids should be replaced with some corrugated metal..
-
Quote from lynx
On 28.3.2016 at 0:01 AM, lynx said: I just played a few rounds on it with bots, and i really like the bombsites, the theme and the facts that there are 2 "mids".
I only disliked 2 things:
- the second Mid has little purpose
- the rotations for the Ts are extremely long
i suggest tying the 2 middles together, and give both of them a purpose that Ts and Cts have a reason to take/hold those areas. i also noticed that most of the stairs arent clipped, but this is easy to fix and it isnt the final version anyway.
EDIT: i found a boost spot from which you can watch both mids. The fence that seperates the mids should be replaced with some corrugated metal..
Thanks! Will take those things into account while creating the next version.
Meanwhile some pictures of the new B-site
still an early wip -
looks great, a lot has changed since the last version. Cant wait to try it out!
-
Can I get a overlay of the progress!!
-
-
-
This looks phenomenal even without textures!
-
Progress progress!
-Added Bombsite A -Added back short A from earlier versions -Made second mid more like a long A -Removed a bridge from top mid -Added a building in mid instead of a loading dock -Added a connector from mid to B -Removed a route from mid to drop room at B -Moved CT-side fence in mid a bit back -Canal (second mid) is now angled 45 degrees compared to mid -Canal now goes under top mid and new route from t-spawn to it has been added
Images!:o Ignore the missing walls and overlapping bridge support ...
-
Looks awesome! I am glad this is still being worked on.
-
It's been too long, glad to see that the map is still in development!
-
-
looks good, i hope you fixed the long otation times!
when will you update it to the workshop?
-
Quote from lynx
6 hours ago, lynx said: looks good, i hope you fixed the long otation times!
when will you update it to the workshop?
Thanks! I've cut the rotations by 4-6s so it should be around 15 seconds.
I'll update it in a few weeks when I get some areas done as there's still a lot of missing walls etc.
-
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!