litle update


IR
06-09-2004, 03:52 PM
very litle indeed

dod_escape update in the works ( some might know )

oh mai (http://mapping.nuclear-dawn.net/arjanb/dod_escape1.jpg)

;)

Jix
06-09-2004, 04:07 PM
From what I see...

Looks fantastic! Keep up the good work.

Jix

Gorbachev
06-09-2004, 06:31 PM
Looks really good.

But, am I the only one who doesn't like that wall lamp model? It always looks out of place because it's black and absorbs all the light, so I find it detracts from anywhere it's placed. If it were a different colour I suppose it would be fine, but as it is I find the texture much, much too dark.

Cole
06-09-2004, 07:00 PM
Those dragonteeth models or brushes?

Neutrino
06-09-2004, 07:44 PM
nice. but i cant find out where that is in the map ????

Howitzer
06-09-2004, 07:51 PM
Kinda reminds me of seg4 preview pic Kamikazi! posted a year ago. Will escape still be an objective map <<not complaining>>?

Oh yeah and what happened to "dod_honor", that snow project you had going?

azncoolteen
06-09-2004, 07:57 PM
im curious, where does al that rubble come from when the buildings are so clean? but it looks really good so far :)

kleinluka
06-09-2004, 08:54 PM
Originally posted by azncoolteen
im curious, where does al that rubble come from when the buildings are so clean? but it looks really good so far :)

It's been explained before. It is a trick that mappers use to make the environment appear more damaged and war-torn than it actually is. We are limited to the HL1 engine, so we're bound to cheat our way around into making the player believe he is seeing a destroyed town, while he actually isn't. You will find this technique has been used in most official maps including jagd, flugplatz and northbound.

Darkwing
06-09-2004, 09:51 PM
its hard to judge exactly where abouts that screeny is taken from, suggesting a large layout modification of some sort... need more pictures! :o

Sly Assassin
06-10-2004, 02:49 AM
its either on the opposite side of the bridge from the allied spawn and to the right or its on the left side past the first building on the left over the bridge from the allied spawn at a guess

IR
06-10-2004, 02:54 AM
that arch + buildings in the back should be familair.
everything on from that point is new. this is all were the river and bridge were and infact about 1/4 bigger. right now the plan is
area/obj cap.

ill post a new pic soon

{tBs}IamDoydy
06-10-2004, 07:09 AM
looks good IR. i like what you done with the big concrete blocks (theres probably a name).

the roof at the top right of the screenshot looks a little repetative, but i doubt anyone will notice.

Glidias
06-10-2004, 08:27 AM
The big concrete blocks are called "dragon's tooth".

I dislike the new look though. I personally prefer the old ones which were more plain and realistic. In fact, i rarely see such fancy dragon's tooth in WW2 photos.....In fact, i hvaen't seen ANY of such a fancy dragon's tooth before. Mine if you direct me to some photos showing such a dragon's tooth?

Besides, if you wanted to keep this new dragon's tooth design, at least do it well. Currently, the ring above looks flat and ugly...doesn't really look like a ring. A flat texture (trying to look depthful with the intrusions/carvings) is merely plonked on the flat surface. It all looks FLAT and FAKE. Why don't you create a .mdl instead with properly extruded detail? And use a real ring instead of a flat texture.

Other than that, the rest is good. The lamp is suppose to be rusty brown (yes, it's a pretty dark texture). The reason for the black lamp is simple ( if it is really pitch black to begin with...you'll never know what jpeg compression might do). .MDLs usually have problems with lightings at times, resulting in TOTALLY black models. Hmmm..maybe got to tweak the lighting a bit. Got any tips on how to do this? I also have such problems before...very common. Sometimes, it may be caused by the models themselves, whose model origins are buried inside a world brush which blocks light, and thus the model origin is deprived of light, preventing the model from getting lit. At other times, it's just due to the lighting oddities of the HL engine.

In HL2, perhaps normal mapping can be used for the dragon's tooth, roof and rubble. Phsyics can be used on the telephone wires..Bump mapping on the tiles...hehehhee...And at least have a real door and some real windows instead of the fake flat walls. (which actually look pretty okay for buildings actually).

FuzzDad
06-10-2004, 08:31 AM
I like the ring...it reminds me of my nose ring...the one my wife pulls on constantly keeping me away from my PC...

kleinluka
06-10-2004, 02:02 PM
Can I pull on your nose ring, FD ?

Godcha
06-10-2004, 02:40 PM
wow.. lOOks nice :)

{GL}DoubleD
06-10-2004, 04:55 PM
Is it some kind of bad omen when the devs start spam posting..? :p

Anyway, it's looking good IR, looking forward to some more screens.

Gorbachev
06-10-2004, 09:45 PM
I think the ring looks fine. Don't push it. It's the HL engine.

izuno
06-10-2004, 09:51 PM
Originally posted by {GL}DoubleD
Is it some kind of bad omen when the devs start spam posting..? :p

Anyway, it's looking good IR, looking forward to some more screens.

don't look at me i'm just a mapper :D

Darkwing
06-11-2004, 01:17 AM
yeah, i was about to say... too many dragons teeth might spoil it...

IR
06-11-2004, 03:33 AM
klein i seem to have missplaced my internet 4.0 cd again

can i have your internet ? :O

kleinluka
06-11-2004, 06:30 AM
Yeah mine uses pixelrate 4.0 bitdrivers
/me hands it over to IR

Oh and make sure your dragon teeth don't ruin the gaem~"%&@

IR
06-22-2004, 04:57 AM
abit late but here's the new batch of screens
almost ready to go into testing need to finish up a few things

pic 1 (http://mapping.nuclear-dawn.net/arjanb/dod_escape3.jpg)
pic 2 (http://mapping.nuclear-dawn.net/arjanb/dod_escape4.jpg)
pic 3 (http://mapping.nuclear-dawn.net/arjanb/dod_escape5.jpg)
pic 4 (http://mapping.nuclear-dawn.net/arjanb/dod_escape6.jpg)
pic 5 (http://mapping.nuclear-dawn.net/arjanb/dod_escape7.jpg)

Quakah
06-22-2004, 06:01 AM
a cromwell tank? does it features british now?

Neutrino
06-22-2004, 06:38 AM
i can barely recognize anything. how much did you change

Steel Blade
06-22-2004, 08:31 AM
I'm liking what I'm seeing. Very nice work, hopefully these updates might make the map more popular :)

haircut
06-22-2004, 09:06 AM
Originally posted by TheCarnage55
i can barely recognize anything. how much did you change

heh ... you sort of answered your own question there :D


One or two new textures I like the look of.

Khakiass
06-22-2004, 01:05 PM
Gorgeous.

I really like the arched cap window that is featured in a few of those screenies. Great textures, and some of the most "natural" craters I've seen.

I do hope that you aren't switching this to a British/Axis map, if only because the lack of a real MG really hurts the Bridge defense. (I've actually played it on a server that has switched out Allies for Brits)

{GL}DoubleD
06-22-2004, 02:56 PM
a cromwell tank? does it features british now?

British and American troops (both infantry and armor) were often side-by-side during operations. It kinda makes sense considering they were usually going after one or more of the same objectives.

So a cromwell tank being in an area with American soldiers makes perfect sense.

SWK
06-22-2004, 03:25 PM
Am I the only one who is noticing a trend of taller buildings on the new maps? First Caen, now Escape, what's next?

Ginger Lord
06-22-2004, 03:52 PM
Originally posted by Khakiass
I do hope that you aren't switching this to a British/Axis map, if only because the lack of a real MG really hurts the Bridge defense. (I've actually played it on a server that has switched out Allies for Brits)

Who said the objective was to defend the bridge now?

IR
06-22-2004, 05:05 PM
just because theres a cromwell doesnt mean anything .. brits and usa fought along side in this operation, brits in cromwells, shermans and visa versa

so no its still usa :)

bridge ? i dont see any bridges =O

whats wrong with tall buildings actually big enough to have people live in them.. no seriously .. dutch houses are long, narrow and tall nothing to do with caen or any other map

{GL}DoubleD
06-22-2004, 05:46 PM
wait, so no bridge?

Is it a cap-point map now? .. what's going on?!

Oh, er.. I really don't care either way, but yeah..

hey, IR, stop beating around the bush and start talkin, pal. =b

Darkwing
06-22-2004, 09:04 PM
overhead layout pic pleeeeaaaaaaaaaaaaseee. so we can work out where the heck everything is. :p looks gorgeous, cant waits.

syl
06-22-2004, 09:42 PM
Ir looks great. its like a whole new level aside from the current escape. i mean an escape without a bridge is not an escape.


but it still looks great. a good way to keep dod fresh!


p.s. i saw u in a RO server once,:D

Jix
06-22-2004, 09:58 PM
Originally posted by Star Wars Kid
Am I the only one who is noticing a trend of taller buildings on the new maps? First Caen, now Escape, what's next?

I was going to comment on how I liked the taller buildings. This map looks fantastic.

I can tell this map has gotten a huge overhaul - excellent job. Looking forward to giving it a go.

Jix

Billie|Joe
06-22-2004, 10:02 PM
british people are sexy

Quakah
06-23-2004, 10:33 AM
well, I think these long roads are perfect for british troops, plus there aren't many dod maps with british troops

Zyndrome
06-24-2004, 05:57 AM
I hope to God you have done something about the Nebelwerfers, cause having two Axis whoring the Nebelwerfers and killing almost the entire allied team while they try to advance over the bridge, ruins the game. I've seen such Axis-players get kicked/kickbanned. Even if the allies make it over the bridge, there's usually one or two MG's hiding proning behind the walls, mowing down everyone.
This when the Axis have the most control of the map.

RA7
06-24-2004, 10:38 AM
Damn i seem to missed this thread..../will pimp zee map..:-)

SWK
06-24-2004, 11:13 AM
Originally posted by IR
whats wrong with tall buildings actually big enough to have people live in them.. no seriously .. dutch houses are long, narrow and tall nothing to do with caen or any other map

Sorry, I didn't mean to say that I didn't like them. I was just noticing a trend. It's nice to see some actually tall buildings.

It seems that despite the fact that 90% of DoD maps take place in cities/towns there is a lack of very tall buildings. I have yet to see any building over 4 stories. <-- Is this a restriction due to hammer or what? 'Cause it would be cool to see some vertical maps.

Gorbachev
06-24-2004, 08:19 PM
It would mean the maps would have to be short in street length. You only have so many polies to work with, it's an engine limitation. If we had unlimited boundaries I'd be creating some crazy detailed maps...but you can't so it's all a compromise, vertical or horizontal? Detail high small area? Or low detail large area? It's all a compromise.

FuzzDad
06-24-2004, 08:54 PM
You know what...I think it's just mappers going through a phase...the new Caen has four and fiv story buildings and when we get source hammer we'll probably do 10-12 story buildings because we can. One thing to note however...one of the overriding tenents of DoD has been good MP play...I don't think you can get good multiplayer play with large mazy buildings...it's all about funnelling players into combat zones. Perhaps we can use tall buildings as props...but not as buildings to run around in.

ender
06-25-2004, 12:20 AM
I rememer tall buildings from beta versions way back around 2.0

Don't think it's just recent.

Khakiass
06-25-2004, 03:05 AM
Schwetz, land of 4 stories...

IR
06-25-2004, 04:17 AM
mostly i only allow people to go on the first and second floor sometimes third but only to a specific sniper spot.. just to keep the flow of the map fast

Silverghost
06-25-2004, 04:30 AM
and r_speeds down heh.

seeing everything makes the HL engine cry.

bballr4567
06-25-2004, 07:05 AM
Hey IR very very nice man.

One thing though. Am I the only one that noticed that that one lamp is built on that pile of rubble in pic 3 I believe??? Seems kinda wierd to me and it just jumped out to me. Reason??

FuzzDad
06-25-2004, 08:06 AM
Originally posted by Khakiass
Schwetz, land of 4 stories...

lol...and land of scaled up textures...one day for kicks go into the map and take a look at the leave/vine texture on the side of the wall near the jeeps (I think)...the leave is as big as the jeep. Fun map though w/the right kind of players (teamwork oriented).

ender
06-25-2004, 09:11 AM
Don't forget seg3 either. Kami made big buildings before big buildings were invented. For real.

SWK
06-25-2004, 10:19 AM
I was thinking it would be cool to have a map that progressed in a vertical fashion as opposed to the usual flat format. Something along the lines of one side trying to work thier way up to the top of a building for some reason and the other team has to stop them.

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