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  3. [N]awbie

Posts by [N]awbie

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • December 25, 2015 at 12:55 PM
    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

  • [WIP] de_mical (formerly de_honeycomb)

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

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • December 22, 2015 at 9:05 PM
    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.

  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • December 13, 2015 at 6:23 PM
    Quote from nikkoship

    Dumb question, but where did you get the "flat" white and gray textures?

    They're part of this dev texture pack :)

  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • December 13, 2015 at 5:58 PM

    :v

    Images

    • 2015-12-13_00008.webp
      • 62.06 kB
      • 1,920 × 1,080
    • 2015-12-13_00009.webp
      • 148.96 kB
      • 1,920 × 1,080
    • 2015-12-13_00010.webp
      • 61.35 kB
      • 1,920 × 1,080
    • 2015-12-13_00012.webp
      • 65.17 kB
      • 1,920 × 1,080
  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • December 4, 2015 at 3:59 AM
    Quote from Squad

    Forbitten?

    Yup?

    E: Oh it was supposed to have dd instead of tt sorry my bad :D

  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • December 3, 2015 at 6:41 PM

    Working on t-spawn :v

  • [WIP] de_mical (formerly de_honeycomb)

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

    Visual update. Any thoughts? :v

    Quote

  • [WIP] de_mical (formerly de_honeycomb)

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

    Some new screens again. Feedback is highly appreciated ;)

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

    Quote

  • [CSGO] [WIP] de_wplant

    • [N]awbie
    • November 25, 2015 at 2:18 PM

    Some feedback based on the overview.

    I think the vent-to-A route is alright as there's only one route to A that is accessible for terrorists without having to fight for it. Rest of the underground is pretty much useless so it could be deleted. You could also widen up the mid as it's very narrow with many tight corners.

    What are the timings like?

  • [CSGO] [WIP] de_wplant

    • [N]awbie
    • November 24, 2015 at 8:24 PM
    Quote from Freaky_Banana

    I think you are talking of the overview.

    Yup that's what I meant :D Could't remember the word..

  • [CSGO] [WIP] de_wplant

    • [N]awbie
    • November 24, 2015 at 7:26 PM

    Could you provide a picture of the overlay?

  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • November 23, 2015 at 7:36 AM

    :v

  • [WiP] de_supply (v3.5)

    • [N]awbie
    • November 23, 2015 at 7:31 AM

    You don't need 1024 pixel monitor for making a radar-file. Just change the game resolution to 1024* for the duration of the progress. Psst! Check me out!

  • [WIP] de_mical (formerly de_honeycomb)

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

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

    Quote

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • September 22, 2015 at 8:40 AM
    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.

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • September 21, 2015 at 8:58 PM
    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)

  • [WIP] de_mical (formerly de_honeycomb)

    • [N]awbie
    • September 21, 2015 at 9:16 AM
    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

  • [WIP] de_mical (formerly de_honeycomb)

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

    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

  • WIP in WIP, post your level screenshots!

    • [N]awbie
    • September 13, 2015 at 8:39 PM

    Slowly making progress with the map..

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