[REL] dod_dani_b2


StreamlineData
07-21-2005, 07:07 AM
[REL]dod_dani_b2
I'm releasing my 2nd beta of my map, dod_dani.

Here's what is different:
+ Changed the position of the stairs to the church bell tower from the back of the building to (near) the front
+ Changed the view distance from 4038 to 4500
+ Changed the height of some invisible walls
+ Changed pos. of inv walls on church room [so Allies can't (as 4THIDUSA so aptly put it) "rape" the Axis]
+ Fixed black models (except for one - Allied sandbags - which, I have no idea how to fix atm).
+ Fixed overview
+ Fixed windows (less see-through, more foggy)
+ Fixed texture misalignment at very corner of house on by 1st Allied flag
+ Fixed spawn entrances to provide more warning and penalty
+ Fixed spawning facing walls
+ Added a "tree wall" to the roof of the church
+ Added an entrance to "building with no entrance" by the Allied 2nd flag
+ Added more breakable windows in buildings
+ Added MG point infront of the Axis spawn (like the Allies)
+ Added MG points in building across Axis spawn
+ Added MG building near Allied 1st flag (like the original)
+ Added MG point near Axis 2nd flag
+ Added more models around the map
+ Added sandbags at the start streets by both 1st flags
+ Added more obstructions to the open streets

Yeah. That's 20 changes in total.

Download it here: dod.kinetikproze.com/maps/dod_dani_b2.zip (http://dod.kinetikproze.com/maps/download.php?file=dod.kinetikproze.com/maps/dod_dani_b2.zip)

I hope you enjoy the map, and I still welcome feedback!
- StreamlineData

siron
07-21-2005, 07:07 PM
models are dark because their point of origin is inside a brush. you can fix this by making sure the models origin (+ in hammer) is above or even with the brush. the sandbag models you use in the map are terrible IMO, they are bright yellow and dont even look realistic. the map doesnt really seem to have any life to it (maybe its just me, im picky).

a few other things i noticed: car at allied spawn looks terrible, flip it around so we dont see the ugly underside. the rope in the church tower is coming out of the side of the bell.. looks funny and very unrealistic. some of your brushwork is weird also, like the rails you used in some of the houses on the stairs. the houses themselves are all kind of plain on the inside (same models in each one) and they have big rooms even though they are used as more of walk-through houses (i know tiger has the same thing, but it looks bad in that map too).

i could go on about a lot of other stuff such as brushwork, because i am picky, but if you're not picky then leave it as is. one thing i like more than tiger is the fact that you light your houses, even though they are still kind of dark at least there is SOME light. oh, and you didnt put carpet on the ceilings. :)

Gorbachev
07-21-2005, 08:40 PM
I edited in some more feedback for you in the KK thread.

travis
07-23-2005, 04:33 AM
screenies would be cool with me just incase you were awaiting my permission

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.