[WIP] Classic map returns


NokYA
11-20-2005, 12:39 PM
Hi everyone!.

Im new here, and im going to introduce my first creation for DoD: Source, a great classic of DoD betas: dod_zafod

I can show only 3 shots, 2 houses in the allied respawn. Im going slowly because i installed de custom fgd 3 days ago (i was working on CS: Source before).

Screenshots:



The textures are mine at 90%, fully modified from anothers to fit the original zafod style (but i still need a sky with a full moon).

Impressions?

Maxey
11-20-2005, 12:52 PM
Do you have the basic layout complete or you are working on the houses first?

Because I'd like to see some wider shots of the map.

Other than that, it seems to be shaping up nicely, good job! :)

Scooty Puff Senior
11-20-2005, 02:17 PM
I LOVE YOU. :hamster:

Furyo
11-20-2005, 02:32 PM
First impression is "change the map's name". dod_zafod_classic or remake will have to do, but dod_zafod being an official map you're gonna run into difficulties with it

Good luck with the project though, sure is a mighty map

EDIT: Second impression is: Are those lights in the first screenie shootable? If they are, I'd make sure the lights are associated with the models so they move with it (or make them be killed if the lamp is shot).

While the second solution will automatically bring your room to pitch black (bad for gameplay), the first one will cost you a lot in terms of physics -> server lag if these are server variables (I think they are)

theozzmancometh
11-20-2005, 02:52 PM
Looking forward to updates for this one!!!


Keep us informed!! Good start so far.



--Ozz

NokYA
11-20-2005, 03:33 PM
Originally posted by Furyo
First impression is "change the map's name". dod_zafod_classic or remake will have to do, but dod_zafod being an official map you're gonna run into difficulties with it

Good luck with the project though, sure is a mighty map

EDIT: Second impression is: Are those lights in the first screenie shootable? If they are, I'd make sure the lights are associated with the models so they move with it (or make them be killed if the lamp is shot).

While the second solution will automatically bring your room to pitch black (bad for gameplay), the first one will cost you a lot in terms of physics -> server lag if these are server variables (I think they are)

I know it, the final map will be named dod_zafod_source (original, i know :rolleyes: ). The lights probably will be shootable, i dont know yet, maybe not because a want to make a visually nice map, but playable in med/low-end machines, ill already see...

To Maxey : I have the entire allied first flag zone done, but because i was using CS: Source there will be a lot of changes, anyway, here is a few wide screenshots:



I repeat, it needs a lot of changes. Soon i will make the entire layout (i hope), and then ill add the details, etc...

Bye!

BTW, if any phrase is incoherent or dont have any sense, think that my english is very poor, im from Spain;)

Ca-Chicken-Soup
11-20-2005, 04:17 PM
Looking good. You're a legend for making most of those textures your self, that must haver taken ages.

RA7
11-20-2005, 05:23 PM
YAY!!:sheep:

Ubiquitous
11-20-2005, 05:45 PM
looks pretty sexy so far and looks like it won't be too hard on my machine.

the only thing i can recommend is to not change the layout by much (if at all). i'm guessing you weren't planning on it but i just wanted to make sure.

i'm so happy someone is remaking this map.

p.s. i love you

travis
11-20-2005, 05:57 PM
looks.... decent.

NokYA
11-20-2005, 06:06 PM
The layout will not change too much, because i like it and i think that changes aren't needed, of course ill add some minimal modifications to certain areas (like the bridge).

P.S.: Is there any way to decompile de original zafod?, is for buildings size purposes.

travis
11-20-2005, 06:09 PM
Yes quite easy to decompile maps, use winbsp or something not unsimilar. google.com is always good too

NokYA
11-20-2005, 06:27 PM
I know it, but i can't decompile dod_zafod in any form or with any program (for example winbsp).

Darkwing
11-20-2005, 07:02 PM
flat grass doesnt cut it in source... (Get it? cut? grass?)
needs some displacements.

NokYA
11-20-2005, 07:47 PM
Grass is one of the changes that i've mentioned before:

i was using CS: Source there will be a lot of changes
I repeat, it needs a lot of changes.

Apu
11-21-2005, 02:19 AM
Originally posted by NokYA
I know it, but i can't decompile dod_zafod in any form or with any program (for example winbsp). Did you try BSP2Map?

NokYA
11-21-2005, 02:54 AM
Yes, i already tried it. I think that the BSP is protected or something.

[Me109]Hoju
11-21-2005, 10:24 AM
looking forward to this! this map looks awesome and zafod was always awesome and DOD:S is awesome which means this will be really awesome!

otF yetihw
11-21-2005, 10:51 AM
Just one rediculously small point but in this picture http://img458.imageshack.us/my.php?image=dodzafoda100021ml.jpg it would be better if that wood beam didn't go through the door model.

Steiner
11-21-2005, 12:11 PM
What can I say other than thank you - you´re a hero for remaking one of the most popular maps ever :D

The pics I ´ve see so far are very promising so keep up the good work. Btw will there also be advancing spawns or haven´t you already figured out how to do this?

Waldo
11-21-2005, 01:27 PM
Originally posted by NokYA
Yes, i already tried it. I think that the BSP is protected or something.

Yea decompiling old dod maps to get them into source is pretty hard to do - you end up with absolute garbage brushwork.

What you end up doing is having to rebuild everything from scratch, which can truely be a long and laborious process.

NokYA
11-21-2005, 02:00 PM
Originally posted by Waldo
Yea decompiling old dod maps to get them into source is pretty hard to do - you end up with absolute garbage brushwork.

What you end up doing is having to rebuild everything from scratch, which can truely be a long and laborious process.

Yes, i know that, but the the decompile purposes are for compare building sizes, i dont know if the sizes are similar to the originals, i think yes, but i need to confirm it.

For otF yetihw: yeah, i have to fix it :p

Someth|ngW|cked
11-22-2005, 12:17 AM
Lookin good, but i thought i had exclusivity on the _classic addage :confused:

NokYA
01-06-2006, 10:06 PM
Well, im working too slow because my hammer crash when it tries to execute vrad. I have only one screenshot:

http://img206.imageshack.us/img206/591/dodzafoda100117zs.th.gif (http://img206.imageshack.us/my.php?image=dodzafoda100117zs.gif)
Click to enlarge

The house to the right and left, and some brush work behind the camera (not to show yet :p ) has been done in a couple of hours. What do you think?.

Im doing first the largest brushes, like houses, and then i'll work on displacements, etc...

Dark Nation
01-06-2006, 11:11 PM
Looks good, my only gripe is that the pathway is too empty. Keep it up! :D

Ca-Chicken-Soup
01-07-2006, 03:23 AM
Originally posted by NokYA
Yes, i know that, but the the decompile purposes are for compare building sizes, i dont know if the sizes are similar to the originals, i think yes, but i need to confirm it.

I'm pretty sure the unit sizes and such have changed so it wouldn't be the best idea... Perhaps running through the old map and timing the distances and comparing them to yours or um... using thridperson and making judgements from that?


But a gripe that I have with many maps; the houses need roofs!
But good work mate, keep it close to the origional and don't clutter it up with things that don't contrubuite to gameplay (bycicles, cans...) and we'll love you for it because at the end of the day I'd rather a fair fun game than a pretty one.

hobosphere
02-22-2006, 06:33 AM
Hey Nokya are you still pluggin away at this remake? Just interested if there'll be an update soon.

McJewels
02-23-2006, 08:38 PM
You said you were lookign for a full moon skybox.... tried that, made a skybox, and when youre not looking directly at the moon, the circle warps into a funky egg shape.

JohnBasedow
05-14-2006, 12:48 AM
this is my favorite map from dod 1.3...i really hope you can get this finished nokya, because if you can, it'll be the most popular "custom" map for sure.

Ca-Chicken-Soup
05-14-2006, 08:17 PM
Haven't seen this thread for a little while...


So any news on it?

outlive
06-21-2006, 01:41 AM
any updates on your progress NokYA ?

amking
06-23-2006, 02:42 AM
Originally posted by Waldo
Yea decompiling old dod maps to get them into source is pretty hard to do - you end up with absolute garbage brushwork.

What you end up doing is having to rebuild everything from scratch, which can truely be a long and laborious process.

yeah, you get lots of 1 pixel thick walls/etc... very frustrating and tedious work BUT the dimensions are right for the most part, which is key.




(just responding now to the rest of the thread)

as far as renaming maps and such, i dont know why so many people get their panties in a bunch... if the original author has expressed NO interest in bringing the map over (b/c the dislike source/dont have time/whatever), and you credit them with the original design, there really isnt much problem imo.. especially if their is community demand for it and no one is doing them. In some cases if you contact the original author they MIGHT even be interested in helping and give you the original files... or it might prompt them to port it themselves :p

anyway, i know its an old post but i just wanted to bump it to see if the map was still being worked on. with the june 28th release there should be a new nightime 3d skybox that will work for this map. from the last ss's tho it looks like you havent even started on displacement work/etc.. hope a beta version at least comes out eventually so we can playtest it :)

Dustin Diamond
06-23-2006, 11:59 AM
For a nighttime skybox, check out the grimm night one here:
http://www.quake3world.com/forum/viewtopic.php?p=195094

sturm_bb
06-24-2006, 05:10 PM
That is pretty grim and spooky.

Hope to see Zafod released. :)

NokYA
06-28-2006, 04:35 PM
I`ve been working on a HL2 proyect with another people, im still working on it, but im going very slowly :P

And thanks for the advice of the sky :)

NokYA
03-16-2007, 04:19 AM
Hi there!!

Im still alive and i have good news. Finally u could get a decompiled version of the original dod_zafod, and i realized that my first map was too small.

I started again, using the original floor (the entire map floor) as a template, so the buildings will have the exact same size that the original map.

So, here are 4 screenshots of the completely remade allied spawn:




Still a lot of work to do, but using the floor as a "template" will make the things much more easier to me.

Pistoleer
03-16-2007, 04:24 AM
:) Always great to see a mapper come back from the dead ;)
Good stuff mate, we look forward to yer progress!

otF yetihw
03-16-2007, 04:30 AM
and i see you've managed to integrate the golden gun from goldeneye.

Snoz[OwP]
03-16-2007, 05:22 AM
Looking superb. Keep up the fantastic work Nokya.

Looking forward to playing this :)

Defendant
03-16-2007, 08:26 AM
Maybe he's the man with the Golden Gun :eek:

JakeParlay
03-16-2007, 06:22 PM
totally loved zaphod. looking forward to your rendition for sure!

Price|BigEz
03-16-2007, 06:28 PM
Zafod would be sweet in source. Definitely would be sweet for ViE competition. The one thing I loved about that map was its layout, so many routes you can take (especially if you were allies, if I remember correctly).

NokYA
03-18-2007, 07:48 AM
Hello!

Im making house by house. When all houses/buildings are completed i will start with the details, includings the streets displacements.

For now, here is the house of the end of the allies street i made this morning:


:p

Sword
03-18-2007, 11:19 AM
Neat work, keep working :)

R0ke
03-19-2007, 03:09 AM
good job.

(buen trabajo marikita xD)

zeep
03-20-2007, 11:03 AM
Good luck finishing Zafod.

Kinslayer
05-17-2007, 09:58 AM
Any updates Nokya?? Im working on a dod_zafod remake too. but it isnt looking good as urs. so, if u are still working on it, im stopping it and starting another project i planned now like 1/2 an year!!

Could u post some new pics of ur progress?? when do u think its gonna be released??

Sorry for my bad english :rolleyes:

MFG Kinslayer

zonetrooper5
05-17-2007, 01:11 PM
Looking pretty good so far, hopefully you can keep us all updated every now and then. Remember to take your time and polish and tweak this map until its amazing. Anyways I'm off to play the Halo 3 Beta.

andi1967
05-17-2007, 02:08 PM
yeah , go on and finish it , looks great , good work !!!

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