WIP - Dod_aftermath


monte
10-16-2003, 12:46 PM
Dod_Aftermath

Old screens: http://montemaps.tripod.com/
Old Screens:
http://montemaps.tripod.com/dod_aftermath/id1.html
New Screens: http://montemaps.tripod.com/dod_aftermath/id2.html


Progress:
Lighting = 10% complete
Architecture = 99%
Models = 60%
Textures = 90%
R_speed work = 75%
Sounds = 1%

* One important thing to note, there IS a sewer system that goes from one end of the map to the other, however i forgot to note that in the overview, will post pics of it soon enough.

**Please note it is my second ever map, so i am open to suggestions

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Note - Lighting is not final may or may not have rain (still weighing the pros and cons)

This post will be updated regularly, please give input and i'll see what i can do

Thanks In advance

-Mont-E

Kehldon
10-16-2003, 12:53 PM
Looks pretty good, Caen revisited feeling :)

Howitzer
10-16-2003, 05:59 PM
The streets looks sorta empty, throw in several cars or iron hedgehogs(crosses) or trees as filler.

Will the sewer system have various openings like in kalt?

DSettahr
10-16-2003, 06:37 PM
Its off to a very good start, but Howitzer is right, the streets need a lot more rubble and obstacles.

monte
10-16-2003, 07:06 PM
Yah, i was going to put in cars and busted up half tracks / tanks in as cover in the streets (im not very far along with the model portion of the map)

And to answer your questiona bout kalts tunnels.

No, there is one opening near the allies side and one near the axis, i did it this way because i wanted to focalize the fighting in the sewers and in the streets; and make them seperate, you should see how much cooler sewer fighting is now.

Its crazy

10-17-2003, 06:41 AM
man thatīs to empty! a mg player can shoot through the whole map, the other players canīt hide themself!

whatīs about some bulky tank models, or something that blocks the visibility!

the map looks quite good, but i think you will get high speeds! add more details! ;)

monte
10-17-2003, 08:02 AM
Yes, i am adding more models today, it's at the top of my list.

The next pics you'll see will have a lot more cover, this is just an earlier build of the map, with almost no models.

monte
10-17-2003, 10:59 AM
New pics
http://montemaps.tripod.com/dod_aftermath/id1.html

btw i compiled quickly, so no lighting (just an fyi)

monte
10-18-2003, 10:00 AM
New pics (first post) they're larger now so should be easier for you guys to see them. I put a pic up of the sewers also

Enjoy

monte
10-19-2003, 09:22 AM
No comments?

Ginger Lord
10-19-2003, 12:01 PM
The "streets" dont look like streets, they look like blocks with houses plonked on them and a cobble texture applied.

monte
10-19-2003, 12:13 PM
Hm, are you saying i should put in sidewalks? I was under the impression that many small european towns just had roads and no sidewalks, from playing some of the official maps, that's sort of what i was going for.

Any ideas?

monte
10-26-2003, 04:19 PM
new pics coming soon

CptMuppet
10-29-2003, 01:57 PM
I rather like what I see here, although it looks rather sparse, the good use of texturing seems to make up for that (Bar this building http://montemaps.tripod.com//sitebuildercontent/sitebuilderpictures/dod_pain300123124.jpg). It reminds me a bit of the British scenes in "A Bridge Too far", and has a nice city look, which too many official maps seem to lack...

My only visual complaint is the yellow lighting used in the sewer, coloured lighting is usually best avoided in HL, although tinted lighting might be OK.

You might actually be able to get away with the emptiness of the streets, so long as the map was big, and had plenty of through-building access, paths going around buildings into gardens, etc.

Keep it up :)

monte
12-25-2003, 10:25 PM
I'm not dead.


I have finally recieved some time to work on the map, it is nearing completion

Things fixed:

Tanks in streets, hedgehogs, trees,

90% of buildings on the streets are enterable

buildings outside of the streets (non enterable)

5 flags

sound - wind, crows and distant explosions,

some texture rework

sewer improved w/ hiding spots

lots more models (chairs+tables in houses)

Whole new axis spawn area - totally reworked along with the forest



Pics coming within a matter of days, stay tuned!

Apoc
12-26-2003, 07:37 AM
looks good, keep up the good work!:D

German Killa
12-26-2003, 10:55 AM
look good, interest to make a playtest?

monte
12-28-2003, 12:04 AM
Thanks, new pics up tommorow, it's been a long day :)

Yes a playtest would be nice

Sorry for brevity, am very tired. Good night (Havn't slept in 41 1/2 hours)

monte
12-28-2003, 07:39 PM
*Update*

You know what? I took the pics but I had to take so many to show off the map, it would just be better if I released an alpha, so stay tuned, the final compile is running as we speak!

All I need is a host once the alpha is ready.

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