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  3. [N]awbie

Posts by [N]awbie

  • de_stolen (nearing release, seeking feedback)

    • [N]awbie
    • June 3, 2016 at 8:52 AM

    Just a minor gripe but looking at the images I can see you have english, german and russian signs scattered around the map, which seems a bit weird as it's not realistic.

    Maybe consider uniforming the signage and use maybe only german or russian signs, it's really up to you :)

  • [CS:GO]

    • [N]awbie
    • May 19, 2016 at 8:22 AM

    Well that escalated rather quickly

  • [W.I.P] de_malt

    • [N]awbie
    • May 5, 2016 at 10:54 AM

    Looks dust2-ish :D

  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • April 25, 2016 at 7:07 PM

    I'm starting to think there's too many bridges/overpasses :D

  • [WIP] de_mical (formerly de_honeycomb)

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

  • [WIP] de_mical (formerly de_honeycomb)

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

    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.

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • April 3, 2016 at 2:14 PM
    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

  • [WIP] de_mical (formerly de_honeycomb)

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

  • [WIP] de_mical (formerly de_honeycomb)

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

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • March 25, 2016 at 10:33 AM

    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

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • February 29, 2016 at 3:50 PM
    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.

  • [WIP] de_mical (formerly de_honeycomb)

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

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

    Quote

    Before

    After

    Before

    After

    Before

    After

    Display More
  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • January 16, 2016 at 8:21 PM

    Reworked top mid to fit with the new bridge

  • [WIP] de_mical (formerly de_honeycomb)

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

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

    http://imgur.com/a/FBD2

  • [WIP] de_mical (formerly de_honeycomb)

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

    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.

  • [WIP] de_mical (formerly de_honeycomb)

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

    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

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • December 31, 2015 at 10:25 AM
    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.

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • December 31, 2015 at 12:23 AM
    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
  • [WIP] de_mical (formerly de_honeycomb)

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

    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
  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • December 26, 2015 at 2:42 PM

    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

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