Preview: DoD_D-Day *this time a release is coming*


azncoolteen
06-11-2004, 12:32 AM
hey guys, old member here. i really felt like finishing and actually releasing this map. here are screens as of now. objectives will probably include lots of blowing up. and here are pics.
comment/suggestions are encouraged
http://aznstudios.snufftherooster.com/dod_d-day_1.jpg
http://aznstudios.snufftherooster.com/dod_d-day_2.jpg
http://aznstudios.snufftherooster.com/dod_d-day_3.jpg
http://aznstudios.snufftherooster.com/dod_d-day_4.jpg

Cole
06-11-2004, 12:36 AM
Would look a little better if ya changed the water so it blended in with the sky/water backdrop, or just change the sky looks like a giant room as it is now, other then that it looks good from the pics.

Craftos
06-11-2004, 10:19 AM
Aren't you going to add any details ?

Neutrino
06-11-2004, 11:41 AM
maybe a few trees/bushes here and there. Maybe some more holes on the beach and some sand splashes if you dont have them already. Overall, i like the map and the openess.

DiGiTalySuICiDl
06-11-2004, 02:04 PM
The map really came together nicely, but yeah, through some tree's or bushes in its pretty bland.

Gorbachev
06-11-2004, 03:35 PM
Not a whole lot that I can see, but a grey-ish water would do the map justice.

Eagle
06-12-2004, 12:45 AM
Yeesh, give the kid a break. Its just in its beta stages.

Keep it up.

ANd yea... make the water match the feel of the map

{tBs}IamDoydy
06-12-2004, 11:38 AM
looks good, but liek people say it would be less bland if you added perhaps, barbed wire and trees, maybe some map more map models like a kubelwargon or whatnot.

azncoolteen
06-12-2004, 11:51 AM
did the top of the cliffs have trees? ive added bushes and grass and craters on the bluffs, gonna redo the beach so it looks better and maybe create a concrete seawall instead of the common sandwall.

mumblyjoe
06-13-2004, 04:02 AM
Looking nice. If possible though expand the beach area and put clip brushes up so it looks like it is a stretching beach (much like dod_dog1). Even try the water door idea! (when game starts a door of water extends out beyond the world to make the water appear larger)

gabagoo
06-13-2004, 05:58 AM
maybe add a whole bunch of dead fish next to the water. and if possibe make the color of the water that hits the beach kina red and then the water bles into its reular color, is that possible ?

also this map would probably look much better with fog. is there a way for a mapper to make it that his map must have fog on it, and there would be no way for anyone to turn the fog off in that map ?

azncoolteen
06-13-2004, 06:04 PM
hey guys, new pics with improved stuff.
http://aznstudios.snufftherooster.com/d-day-beach.jpg
http://aznstudios.snufftherooster.com/d-day-left.jpg
http://aznstudios.snufftherooster.com/d-day-right.jpg
http://aznstudios.snufftherooster.com/d-day-bunker.jpg

kleinluka
06-13-2004, 07:24 PM
grayest map ever made. Some splodges of color wouldn't hurt :)

Insta
06-13-2004, 07:28 PM
Looks very empty, even if the epoly is skyrocketing because of all the models you've added. Maybe add more effective details, while cutting back on the amount of models?

Also, in the bunkerview, the beach looks very short, which probably means that most the fighting will be done off the beach. Nothing wrong with that, but it is a beachmap :P

gabagoo
06-13-2004, 07:44 PM
yeah make the beach atleast 3 times as long as it is now

Capt Winter
06-13-2004, 09:44 PM
I like the map, and im sure everyone else does too, so keep up the work. Also the image of the tank trying to drive over the wall appears a bit unrealistic to me. The wall is straight up so i don't quite see how the tank can do a verticle lift. Everything else looks great as with the color, the grayish look adds to the beach feeling.

mumblyjoe
06-14-2004, 01:50 AM
It's going good mate but yeah it's the beach area which is kinda wrong. If you look at other maps or some historical sources (good place to look is this months' Time mag or National Geo) you can see that the beaches were huge. From the outer barriers (landing craft traps) to the bunkers was something like a mile but due to the HL engine this isn't possible. So to as I said before, to make the beach seem bigger make a func door that either slides or rotates out beyond the world to make the sea appear bigger than it really is (dod_dog1 does this). Also if you want the beach area tight create more beach with fake bunkers off to the side and just place a clip brush there. While many people hate invisible walls it does make the map look bigger. Otherwise the beach area can be made wider with other traps besides hedgehogs. Anyway, which beach/area are you aiming for? If I'm going by the tanks then you are looking at either Utah or Omaha.
The beach areas here didn't feature a wall such as you've done but a shingle. While yes every other map has a shingle, it is more historically true.
I'm only helping you get this good mate! I really hope this is brilliant as many of us have been deprived of a good beach map for ages! And most of all, have fun making it (we want some good easter eggs!)

azncoolteen
06-14-2004, 01:55 AM
in this map, im aiming at something unique too. No more destroy the 88s, radar, and the bunker. im planning to add some unique things. the concrete seawall as shown is one of the uniques. i didnt want the common 'shingle' so i used this. if i could find a flamethrower mapmodel, i could make a 'flame the bunker' objective like in saving private ryan. other objectives are capture important defensive positions, destroy artillery, demolish an underground railway tunnel, and stuff like that. not sure if i can implement all of them. took me a while to learn to do a simple 88 blowing up and a capture point. i will extend the beach like in dog1, ive done it before, i just havnt done it because i want to get the basic thigns done first. i might also do something no beachmap in dod has ever done. :P

mumblyjoe
06-14-2004, 04:13 AM
Inspirational! The flame thrower would be hard but you could implement it as a dod_objective. When you reach the bunker entrance it triggers a multimanager. Then this in turn would trigger lots of sprites, an trigger_hurt and sound. I made a gas attack using a similar method on my trench map so yeah it's not too hard ;)
I'll try and make a map later on to show u how to do it.

gabagoo
06-14-2004, 05:24 AM
Originally posted by azncoolteen
in this map, im aiming at something unique too. No more destroy the 88s, radar, and the bunker. im planning to add some unique things. the concrete seawall as shown is one of the uniques. i didnt want the common 'shingle' so i used this. if i could find a flamethrower mapmodel, i could make a 'flame the bunker' objective like in saving private ryan. other objectives are capture important defensive positions, destroy artillery, demolish an underground railway tunnel, and stuff like that. not sure if i can implement all of them. took me a while to learn to do a simple 88 blowing up and a capture point. i will extend the beach like in dog1, ive done it before, i just havnt done it because i want to get the basic thigns done first. i might also do something no beachmap in dod has ever done. :P
post reference pictures of the flamethrower, and maybe me or someone ese could make it. all i could find was this http://www.sproe.com/f/flamethrower.html

gabagoo
06-14-2004, 06:32 AM
i made this so far :p

gabagoo
06-14-2004, 07:14 AM
well thats about it i can model of something when i hardly know what it looks like...

Gorbachev
06-14-2004, 04:10 PM
The lighting needs work, everything is washed out. It could be the textures too, the cement just looks bleh. I'd also scatter the satchels around the tank, as they are they look like the "6" side of a dice which for a chaotic battlefield is a bit odd.

mumblyjoe
06-15-2004, 06:25 AM
I'm gonna send anzcoolteen a map that demonstrats how to make a flamer attack on the bunker using a dod object (ie the flamer u pick up) but first of all, wats ur email dude? You will like this!

mumblyjoe
06-15-2004, 06:40 AM
Okay lol I forgot I can attatch it! Here it is free to use...

PolishMafia
06-15-2004, 07:17 PM
Very nice screens dude, I love the D-Day invasion maps. There just more strategic and more fun.

-Btw, I'm a new member :p

Airborne506
06-15-2004, 09:02 PM
Ok, for that tank on the wall, either ditch it altogther, or have that area of the wall collapsed and the tank stuck in rubble. Just make it so no one can get through, especially the axis. Otherwise nice looking map, I kinda like the gray feeling of it, represents the drab feel of the battle.

Info for flamethrower guys: http://www.peleliu.net/USWeapons/M2-2.htm

That's the M2-2, not the one in SPR, but ref. pics for that model (M1 or M1a1) are few and far between. I'm not sure which was really used in the Invasion, but I think it was the M1/M1a1, even so most men ditched the flamethrowers but a few guys kept them and actually used them.

azncoolteen
06-16-2004, 12:20 AM
as of now, ive experimented with blowing up the bunker with a satchel charge, i think what i have is okay, ill post screens as soon as i can, i will also experiment the flame thrower with my own style and see how it does.

gabagoo
06-16-2004, 12:37 AM
Originally posted by azncoolteen
as of now, ive experimented with blowing up the bunker with a satchel charge, i think what i have is okay, ill post screens as soon as i can, i will also experiment the flame thrower with my own style and see how it does.
flamethrower would be original

original = win

edit* http://www.dayofdefeat.net/forums/attachment.php?s=&postid=455987

use it! :D

gabagoo
06-16-2004, 12:38 AM
Originally posted by Airborne506
Info for flamethrower guys: http://www.peleliu.net/USWeapons/M2-2.htm

That's the M2-2, not the one in SPR, but ref. pics for that model (M1 or M1a1) are few and far between. I'm not sure which was really used in the Invasion, but I think it was the M1/M1a1, even so most men ditched the flamethrowers but a few guys kept them and actually used them.
the m1a1 flamethrower is what they used in the invasion

azncoolteen
06-16-2004, 07:39 AM
okay guys, here are screens to the bunker being blown up, flamethrrower later. i think the blowing up thing came out okay. darker sky okay too?

edit - forgot to post screens D=
http://www.aznstudios.snufftherooster.com/d-day_before.jpg
http://www.aznstudios.snufftherooster.com/d-day_after.jpg

Capt Winter
06-16-2004, 10:11 AM
awesome pics i don't see nothing wrong with em great job, nice sky too.

Neutrino
06-16-2004, 10:37 AM
might be a little too dark

Multiple Wounds
06-16-2004, 12:33 PM
Yeh slightly dark, could be advantagous to the defenders, but the beach needs to be longer with some craters. The fish idea is a must!!!

Cant wait for the flame pics :D

gabagoo
06-16-2004, 01:04 PM
and after the flamthrower goes off, make 2 bodys jump out the bunker.. and play the sounds from SPR "dont shoot let em burn"

that would be pretty cool to see

Sgt.Garvey
06-16-2004, 01:34 PM
hey there azn, its meh from tt, the texture artist.

Airborne506
06-17-2004, 01:21 PM
Originally posted by gabagoo
the m1a1 flamethrower is what they used in the invasion

Hmm I'll try to get some screencaps from SPR that show a better view of the gun part. Your models gun part looks like the M2 (not like it matters), but I'm pretty sure the m1/m1a1 was the one they used in the invasion as well. I'm gonna double check now.

Also, map looks a bit dark now, more of a grey overcast look would do good.

azncoolteen
06-19-2004, 10:17 AM
okay! New pics! new updates, new stuff! new lighting! i took alot of pics from the beach and teh bluffs. i took out the sherman trying to climb the wall, i have 3 different kinds of objectives, the map is closely related to dod_dog1, added m272 155mm gun bunker into the back with camo, put craters in, trenches, blah blah, see for yourself in these pics =), sorry for delay of update, finals killed me. so here they are! enjoy and comment :D
http://aznstudios.snufftherooster.com/dod_d-day0005.jpg
http://aznstudios.snufftherooster.com/dod_d-day0006.jpg
http://aznstudios.snufftherooster.com/dod_d-day0007.jpg
http://aznstudios.snufftherooster.com/dod_d-day0008.jpg
http://aznstudios.snufftherooster.com/dod_d-day0009.jpg
http://aznstudios.snufftherooster.com/dod_d-day0010.jpg
http://aznstudios.snufftherooster.com/dod_d-day0011.jpg
http://aznstudios.snufftherooster.com/dod_d-day0012.jpg

gabagoo
06-19-2004, 10:29 AM
i really dont think a satchle charge would be able to blow up a bunker in real life.

but this is just a game so......:p

but i still think you should go with the flamethrower idea. it would be kickass

Andy Whyberd
06-19-2004, 05:40 PM
i hav an idea.

u should hav a cap area in the bunker and when u cap it it gets hit by an arty strike and blows up.

make it a 2 man cap so it dont get blown up easily.

Billie|Joe
06-19-2004, 06:08 PM
yah yah yah and like yah and like those 2 guys get blown up too....

bballr4567
06-19-2004, 06:16 PM
This map looks cool but seems like it would be a MG'rs heaven.

Andy Whyberd
06-20-2004, 03:37 AM
The bunker wont get it straight away . the Arty Strike will happen about 10 secs after it or somthing. when u cap the bunker u set off a smoke grenade so that the arty will strike the bunker (auto smoke nade).

gabagoo
06-20-2004, 04:23 AM
Originally posted by Pvt.Malarkey
yah yah yah and like yah and like those 2 guys get blown up too....
omgbbqlolrotfllmaoohmeesohoney

{tBs}IamDoydy
06-20-2004, 04:41 AM
looking good.

http://aznstudios.snufftherooster.com/dod_d-day0008.jpg - that seems like its a little... unprotected. it would be nice too see a little more cover around it.

azncoolteen
06-20-2004, 02:08 PM
small update, another reason to get the hell off the beach, especially the pesky beach snipers ;)
http://aznstudios.snufftherooster.com/dod_d-day0013.jpg

swede
06-20-2004, 03:24 PM
hey interesting enver seen a beach with a wall and a tank tring to get up it lol but nj.

Off tompc cant some come out with a brit d-day may?

Andy Whyberd
06-20-2004, 03:29 PM
Yeh do Gold Beach near the town of Arromachs or somthing like that that would b soo cool coz:

1)Its A British Beach Map
2)Its Not Got 'Bunkers' But Houses but the Germans hid in them any way.
3)It would b Realisitic coz its all real.
4)Plz Do It!

azncoolteen
06-20-2004, 04:32 PM
maybe ill take up that project after this map. hell i might even do a german beach landing :p

azncoolteen
06-23-2004, 11:17 AM
hey guys, sorry for lack of updates, but i had a BIG pain in the ass trying to find out wat max_map_clipnodes were, so i deleted alot of things and rebuilt them, but heres the new batch, ive built an underground bunker system with similarities to dim_reapers dog1. i think release can be expected really soon.
edit - i forgot ot post screens, so here they are
http://aznstudios.snufftherooster.com/dod_d-day0014.jpg - reason to get off the beach
http://aznstudios.snufftherooster.com/dod_d-day0015.jpg - down the road...
http://aznstudios.snufftherooster.com/dod_d-day0016.jpg - why does it blacken up in the back?
http://aznstudios.snufftherooster.com/dod_d-day0017.jpg - in the trainstation
http://aznstudios.snufftherooster.com/dod_d-day0018.jpg - m272 casemate defeneses
http://aznstudios.snufftherooster.com/dod_d-day0019.jpg - another view from the trainstation

syl
06-23-2004, 09:34 PM
azn, this is working out to be a brilliant map. dont release it to early, keep working on it adding all the little touches. and pl dont trash the flamethrower idea, it would prob. make this map the most well known custom map.

bballr4567
06-23-2004, 09:39 PM
Still like it man. Keep up to the good work.

Eagle
06-23-2004, 10:30 PM
Time for you to add some barbwire models... go go go, and utilize those cliff models that charlie uses.

Mexikilla
06-24-2004, 11:05 AM
This is working out to be a fine looking map. If u can figure out a way to make it where german mgs can actually stay deployed and pour down fire, yet at the same time fair enough(should still be a challenge though) where the U.S. can get off the beach, then it will be a classic. This has been a flaw of all other previous beach maps, which is what makes the gameplay turn to crappy snapshot sniper gameplay.

Lighting looks good, perhaps a touch darker to make it more atmospheric and creepy. Maybe mess around with the main concrete texture you're using, not that it looks bad, but there are several ones to choose from, and u might find one looks a lot better when in-game than the rest. Consider the flamethrower idea, that would be very cool and make the map more unique if u could get it to work. Lastly, make the inland fighting intense. Imagine an almost wwI style trenchfighting once inland. Every inch of advance should have to be well earned by the allies to get to their objectives. Lot's of crouching, snap shooting, crawling and supressive fire. Teamwork should be the key to victory. Noone should be allowed to walk around by themselves standing in the open. Good luck and keep up the good work!

Stoffer
06-24-2004, 06:55 PM
Hmm... Looks good but.... I Really liked the old version you let me beta test.... what happend?

Well comments:
First of all... The train station fence looks pretty ****ed... Its a bed texture (it was made for a bed). not fences for trainstations. There must be a better texture, somewhere.

2. all those decal craters from HL looks soooo stupid, with a beach filled with them. Make it hit at serveral points, like dog1 or find a way to get the decals removed from that sandtexture.

3. PLease for god sake add a good solid and pretty treeline or hedgeline at the end of that terrain brushes on the beachead (pic 18) ... looks weird without.

4. Try to remove the fade to black in the water... just make it smaller.

Good terrain! I love the brush work nicely done! 88 pit looks good too!

Keep it up!

Billie|Joe
06-25-2004, 09:38 PM
holy crap, that's going to be hell for allies.. hrrrm maybe that's the point, remind me to join axis when it's time :D ;)

CptMuppet
06-26-2004, 04:59 AM
Make the sea texture lighter, plus shorten the "fallback" area of the sea - its flippin huge = r_speed hell.

Sort yer lighting out - get an angle on it, make your
Light_environment
something like this:
Pitch Yaw Roll 0 243 0
Pitch 317

The map itself looks like a cross between the RTCW beach and the aforementioned DOG1.

The decals on the beach will cause slow down.

To sort out the "edge of the beach problem", make 2 spits going out on either side of the beach; also, why should the beach be straight? Why not go for a more interesting curve? (see my pic)

{tBs}IamDoydy
06-26-2004, 05:42 PM
looks very nice, hell for allies as malark said! :o

maybe on the 2nd picture have a little... less red, its like a disco in there. lol :)

darkflame
06-28-2004, 08:34 AM
I noticed in that reason to get your ass off the beach screen a part where you can see a split between the textures on the beach, I m preatty sure the alies were not storming up a beach cut in halves, please try to fix it:D

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