Release - DoD_Urban_b1 (dod_jello)


Jello_Biafra
12-03-2003, 01:08 AM
Okay, here it is.

Objective:

Capture the 3 flags (Barn, Church, Cafe) all of which require 2 people.

http://www.clancsf.com/files/shot1.JPG

Download DoD_Urban_b1 (http://www.clancsf.com/files/dod_urban_b1.zip)

Credits are in the readme

Quakah
12-03-2003, 05:56 AM
Can you show us a little bit more pictures?

Rotkopf
12-03-2003, 06:07 AM
ok, I tested it.

Itīs kinda primitive... most of your buildings are big brush blocks with textures slapped on in my opinion. The map lacks any real routes and thereīs no linear structure, which is going to end into pure deathmatch gameplay. The flags do not represent important or strategic points in the map, yet they are placed kinda random.

The choice of textures is ok. The level of detail is quite low, many places look kinda empty and need more details like sandbags, trees or rubble. Overall this does not fit into dodīs theme very well.

Sorry for the harsh critiscm, but this was my first impression at least.

Jello_Biafra
12-03-2003, 12:06 PM
I don't understand what you mean by "not any real routes"

There are 3 routes, half way down each route is a flag.

This is a beta, as you can see in the title. So if you have ideas to make it better please tell me.

Rotkopf
12-03-2003, 12:51 PM
Well, let me be honest, thereīs lot to improve, especially visually, I already gave you some hints. Besides that I donīt like urban maps anyway which result in <5 meter combat. So maybe Iīm biased a bit.

Why did you use such large buildings? Look, for example one building has a ground level and 20 meters above is the next level. Connected with a simple HL ladder. This is not realistic, this is not visually appealing, itīs primitive and it does not help the gameplay as well. HL wasnīt designed for having overdetailed interiors, I know that, but one can do better than what iīve seen in your map.

Take avalanche as an example. Thatīs how you do multiple-level buildings in HL. But hey, thatīs just my opinion and I barely tried the map for five minutes, so Iīm probably overlooking things as well.

Jello_Biafra
12-03-2003, 01:19 PM
I just looked at the building you are talking about. There was supposed to be a door, but I think I have the fx amount set to 0 my mistake. It was something I didn't notice.

I haven't really begun on indoor detail. I actually plan on making alot more of the buildings hallow. I just wanted to get some over all feedback first.

As for the <5 meter combat, I tried to mix stuff in the map. The barn route is very long distance in terms of combat. One can see from one end of the map to the other. The church route is very tight and close quarters. The cafe route is kind of inbetween the two.

I made tall buildings because I like tall buildings. If people seem overly annoyed by this, well I will see what I can do.

I realize my map is kinda bare in the eye candy department right now, but I really want some feedback in the gameplay department.

Thanks for the feedback, even if it is harsh.

Rotkopf
12-03-2003, 02:26 PM
ok, weīre probably going to play this map on our next custom map evening (in about a week), so Iīll be able to give you some more serious feedback then.

Watch for the announcement in a few days here ;)

redfalcon
12-03-2003, 03:33 PM
Originally posted by Jello_Biafra

As for the <5 meter combat, I tried to mix stuff in the map. The barn route is very long distance in terms of combat. One can see from one end of the map to the other. The church route is very tight and close quarters. The cafe route is kind of inbetween the two.


this idea intrigues me although it is horribly executed. just keep at mapping and you'll get better. for once i don't just see ultimate crap, i see some mild potential. you really have to get your maps playtested to even begin to comprehend how gameplay will turn out when you map certain locations.

Jello_Biafra
12-03-2003, 06:11 PM
Originally posted by Rotkopf
ok, weīre probably going to play this map on our next custom map evening (in about a week), so Iīll be able to give you some more serious feedback then.

Watch for the announcement in a few days here ;)

Cool

PMonkey
12-06-2003, 11:01 AM
personaly, i would preputre more sun shine. i mean, at the moment as you have REALY TALL buildings they block out the sun. make the sun more downward into the streets.

im waypointing the map (if any one wants them then just say), please try make the crates and car height the same at the spawn points, it will make waypointing a lot easier, cheers.

near the broken tree (coming from Allies side), on the grass, when you go through the fence, there is something? mabe an invisible wall, im not sure.

also near that tree the fence at the edge of the map mabe floating (slighty) of the ground (i can see daylight underneath it).

other than these i havnt seen any thing wrong with it.

Jello_Biafra
12-06-2003, 01:33 PM
Originally posted by PMonkey
personaly, i would preputre more sun shine. i mean, at the moment as you have REALY TALL buildings they block out the sun. make the sun more downward into the streets.

im waypointing the map (if any one wants them then just say), please try make the crates and car height the same at the spawn points, it will make waypointing a lot easier, cheers.

near the broken tree (coming from Allies side), on the grass, when you go through the fence, there is something? mabe an invisible wall, im not sure.

also near that tree the fence at the edge of the map mabe floating (slighty) of the ground (i can see daylight underneath it).

other than these i havnt seen any thing wrong with it.

I noticed the crack in the fence as well, although I can't figure out why it is there because in the RMF the fence is perfectly aligned to the ground. I may need to just imploy a quick a dirty fix, like a patch on the non-visable side of the fence.

I'll take a look at the invisable wall. I hadn't caught that. It is probably one of those errors that comes from vertex manipulation. Hopefully I can fix it.

Thanks for the suggestions. I'll stick em in the next beta.

PMonkey
01-13-2004, 11:07 AM
sorry it took so long.
get them at my site:-
www.geocities.com\surf247_2003

Jello_Biafra
01-13-2004, 03:51 PM
wow, thanks

haircut
01-25-2004, 02:58 AM
Originally posted by Jello_Biafra
I noticed the crack in the fence as well, although I can't figure out why it is there because in the RMF the fence is perfectly aligned to the ground. I may need to just imploy a quick a dirty fix, like a patch on the non-visable side of the fence.

I'll take a look at the invisable wall. I hadn't caught that. It is probably one of those errors that comes from vertex manipulation. Hopefully I can fix it.

Thanks for the suggestions. I'll stick em in the next beta.

Probably because your fence is an entity (func_wall). That happens a lot.

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