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[N]awbie

[WIP] de_mical (formerly de_honeycomb)

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In photography, the golden hour (sometimes known as magic hour, especially in cinematography) is a period shortly after sunrise or before sunset during which daylight is redder and softer compared to when the Sun is higher in the sky.

https://en.wikipedia.org/wiki/Golden_hour_(photography)

Makes me think of that, every screenshot is so magical :)

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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).

2015-12-25_00001.thumb.jpg.b77fcb88824982015-12-25_00003.thumb.jpg.526bff83cd9a62015-12-25_00004.thumb.jpg.317159e5e3df12015-12-25_00005.thumb.jpg.bc59f51096c8c2015-12-25_00006.thumb.jpg.fbe28bcc267a92015-12-25_00007.thumb.jpg.51852ab82ceb62015-12-25_00008.thumb.jpg.75351f27f98cb2015-12-25_00009.thumb.jpg.012a9d6f906452015-12-25_00002.thumb.jpg.5dcb2853deddc

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Your outside areas have this very pretty and nice sunset colour, but  some of the inside lighting on the pictures that I've seen are pretty dull imo, with only white coloured lights.

I think the interior parts would be a lot more visually interesting if you would add some colour to the lighting, some cold and warm lights (or maybe slightly green tinted in the sewer areas) to give the areas more contrast in colour.

Your outside has a very warm colour so you could have the interior in cold tinted coloures to make a nice contrast betwean inside and outside areas.

Here is a comparison with the original picture and an edited picture with some coloured lights.

2015-12-25_00002.thumb.jpg.5dcb2853deddc

cV77FqV.png

Warm left - Cold right.

I personally love the clash with both cold and warm lights in the same picture it really makes it intresting to look at.

Keep up the good work. The map is looking grate!

 

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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.

2015-12-26_00003.thumb.jpg.6a9d73e2183a3

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

2015-12-26_00001.thumb.jpg.00045e71dbcb02015-12-26_00002.thumb.jpg.a3836ff861df0

 

Edited by [N]awbie

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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.

Sniper nest

2015-12-28_00007.thumb.jpg.d679736c72405

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

2015-12-28_00012.thumb.jpg.3c0a7f059d32e2015-12-28_00013.thumb.jpg.2cbb390eb9e88

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

2015-12-28_00014.thumb.jpg.2d3e1ab4a1c63

And finally some tweaked B-routes

2015-12-28_00010.thumb.jpg.f094d951dbc6b2015-12-28_00011.thumb.jpg.6cd1408f4e9da

Edited by [N]awbie

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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.

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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. 

2015-12-31_00001.thumb.jpg.4490808ef8829

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

2015-12-31_00002.thumb.jpg.e1de0747c39512015-12-31_00003.thumb.jpg.eddb33a13b7ec2015-12-31_00004.thumb.jpg.e73e72e0ffb40

2015-12-31_00005.thumb.jpg.9b0de5fa66259

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

2015-12-31_00006.thumb.jpg.dab559309140c2015-12-31_00007.thumb.jpg.4117109d9b49e

Adjusted lighting in long A. 

2015-12-31_00008.thumb.jpg.8639666ac7aae2015-12-31_00009.thumb.jpg.3f39cae0bea5a

These corridors still require some lighting :v

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Edited by [N]awbie

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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.

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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. 

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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 :)

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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. 

de_amap07_playtest_radar.thumb.jpg.84dc0

Edited by [N]awbie

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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 

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