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[WIP] de_mical (formerly de_honeycomb)

  • [N]awbie
  • September 20, 2015 at 6:32 PM
  • [N]awbie
    • March 25, 2016 at 10:33 AM
    • #41

    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.

    Spoiler

  • blackdog
    • March 25, 2016 at 12:10 PM
    • #42

    What you mean by "forced"?

  • [N]awbie
    • March 25, 2016 at 12:36 PM
    • #43
    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">

  • blackdog
    • March 25, 2016 at 4:03 PM
    • #44

    Looks quite grandiose now!

  • lynx
    • March 28, 2016 at 12:56 PM
    • #45

    I'd like to download it to get a feeling for the Layout and timings etc.. are you going to publish it?

  • [N]awbie
    • March 28, 2016 at 7:16 PM
    • #46
    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.

  • lynx
    • March 28, 2016 at 10:01 PM
    • #47

    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..

  • [N]awbie
    • April 3, 2016 at 2:14 PM
    • #48
    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 :D still an early wip

    Spoiler

  • lynx
    • April 3, 2016 at 7:34 PM
    • #49

    looks great, a lot has changed since the last version. Cant wait to try it out!

  • Fa GuAn
    • April 5, 2016 at 11:35 AM
    • #50

    Can I get a overlay of the progress!!

  • [N]awbie
    • April 17, 2016 at 5:09 PM
    • #51

    I haven't been able to map for a while now since I'm not home but I've managed to sketch something. Check it out!

    There's two new routes to B: short which takes you up a ramp and long which leads to squeky. Drop acts as a fast way for T's to execute B rushes.

  • [N]awbie
    • April 25, 2016 at 10:02 AM
    • #52

  • TooProForYahoo
    • April 28, 2016 at 3:30 PM
    • #53

    This looks phenomenal even without textures!

  • [N]awbie
    • June 5, 2016 at 4:16 PM
    • #54

    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 ...

    Spoiler

  • gamez7
    • June 5, 2016 at 4:36 PM
    • #55

    Looks awesome! I am glad this is still being worked on.

  • etn
    • June 5, 2016 at 4:42 PM
    • #56

    It's been too long, glad to see that the map is still in development!

  • [N]awbie
    • June 5, 2016 at 5:36 PM
    • #57
    Quote from ElectroStatic

    53 minutes ago, ElectroStatic said: It's been too long, glad to see that the map is still in development!

    Yeah it's been a while :D

    Fixed some issues in a hurry, updated images below ;)

    Spoiler

  • lynx
    • June 6, 2016 at 9:06 PM
    • #58

    looks good, i hope you fixed the long otation times!

    when will you update it to the workshop?

  • [N]awbie
    • June 7, 2016 at 3:37 AM
    • #59
    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.

  • [N]awbie
    • June 12, 2016 at 4:37 PM
    • #60

    Spoiler

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