DOD_Siege Pics - Release near


Generallee02
10-15-2005, 11:11 PM
I had released an early version of cs_siege back for CSS. But never got around to updating that with suggestions i got. But now the dod out i went and redid it for DOD:S. Below are 6 pics of the map. It's got a map in the corner u can view. Nicely detailed with a skybox. 2 added paths as original siege was straight forward. One is a tunnel near ct/army spawn on top of rocks that leads to top of the 2 story building with elevator. Which works btw. 2nd path is in the building across from the bigger building. It leads into the sewer entrance of the axis area. So both teams have a alternate way into center. Maps done. just want some close friends to test it and give me their opinions on if anything needs added.

http://www.tehleetsauce.com/cstrike/dod_siege1.jpg http://www.tehleetsauce.com/cstrike/dod_siege2.jpg http://www.tehleetsauce.com/cstrike/dod_siege3.jpg http://www.tehleetsauce.com/cstrike/dod_siege4.jpg http://www.tehleetsauce.com/cstrike/dod_siege5.jpg http://www.tehleetsauce.com/cstrike/dod_siege6.jpg

KwC
10-15-2005, 11:20 PM
all i see are red boxes

travis
10-15-2005, 11:55 PM
your displacements look far too randomly bumpy and unrealistic. your cliffs look really bad ~ use that nice bump mapped texture.

other than that there are some nice looking areas

Generallee02
10-16-2005, 12:11 AM
Originally posted by travis
your displacements look far too randomly bumpy and unrealistic. your cliffs look really bad ~ use that nice bump mapped texture.

other than that there are some nice looking areas

Um, the only thing i displacement'd was the grass. The skybox stuff is just blocks that i've carved/aligned to look sorta like mountains. And i've used rock props also.

No idea what your talking about when u say to use the nice bump mapped texture. inform me about that. I didn't think my displacements were that bad. when your actually running around, theres not many areas that are pointy or sticking up. i dont really see a spot like that in pics. i try and round them off.

JBF
10-16-2005, 12:50 AM
The textures are far too repetative. Honestly when I first looked at the screenshots I thought this was for DoD 1.3, not source.


You should really practice on making the terrain and buildings more natural. Right now they seem way too rigid and "cookie cutter" if you will. Your best bet is to get photos of what real valley's, etc look like as well as bridges, buildings and try your best to build as realistic as possible.

Observation of the real world is the key to making a nice, realistic map. (Or anything for that matter)

Ca-Chicken-Soup
10-16-2005, 01:07 AM
Yeah its not bad, it's just not DODS material really. Pedroleum got flamed quite a lot for his map that wasn't the usual DOD flavour (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=56370) but at least his map was set in the right time period, yours might do well for CSS but not for DOD. Perhaps you need to get your skills better for the Source engine, they seem to be stuck on HL1 mapping skills (flat walls, bright colours, bad shadows...). Um but good effort, throw it at the CSS guys and see what they say. But as for me, I say pack your bags and run before the flame war begins. (Well maybe it has already, sorry)

Ginger Lord
10-16-2005, 03:58 AM
I thought this was for 1.3 by the looks of it.

Thats all I have to say, you can probably guess what I mean by it.

Neutrino
10-16-2005, 07:08 AM
you should probably consider trying to make it look somewhat ww2ish

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