|WIP| DoD_Gamein


Someth|ngW|cked
04-19-2006, 01:58 AM
This is a map i had originally started for the hl1 version of dod but the engine had to many limitations to finish it how i wanted so i have waited until now to do it

I just started working on this after i release hill_classic_b1 so it is only a few days in progress

The map will be an urban village style map with a river/canal in the center (as shown in the screens), i plan to have alot of enterable buildings and really cool positions to utilize as well as a small undeground tunnel system used to chanel water, the map will allow long distance and close quarters battles and i am going to try to have some unique physics based entities that can be used to damage enemies, a raised walkway/balcony which can be droped on enemies by destroying the supports for example

So here are the first screens.

NOTE: Some of the architectural ideas in this map were taken from official dod maps, all credit due to the original mappers for their work


* LATEST MOVIES *

http://www.youtube.com/watch?v=pf9XmRzU01c


* LATEST SCREENS *

http://img151.imageshack.us/img151/720/dodgamein00035wm.jpg
http://img149.imageshack.us/img149/1671/dodgamein00045lt.jpg
http://img151.imageshack.us/img151/7943/dodgamein00057ss.jpg
http://img214.imageshack.us/img214/810/dodgamein00069on.jpg
http://img133.imageshack.us/img133/8936/dodgamein00097nk.jpg
http://img133.imageshack.us/img133/533/dodgamein00141zv.jpg
http://img133.imageshack.us/img133/1316/dodgamein00186ji.jpg


* ARCHIVE *

http://img391.imageshack.us/img391/2697/dodgamein00006xj.jpg
http://img391.imageshack.us/img391/9632/dodgamein00015ip.jpg
http://img239.imageshack.us/img239/3015/dodgamein00035au.jpg
http://img391.imageshack.us/img391/2772/dodgamein00042bv.jpg
http://img239.imageshack.us/img239/7001/dodgamein00057kg.jpg
http://img391.imageshack.us/img391/6190/dodgamein00088px.jpg
http://img391.imageshack.us/img391/1945/dodgamein00103sn.jpg
http://img391.imageshack.us/img391/4269/dodgamein00110ow.jpg
http://img391.imageshack.us/img391/9886/dodgamein00131we.jpg
http://img391.imageshack.us/img391/9272/dodgamein00198bm.jpg
http://img58.imageshack.us/img58/9752/dodgamein00003yo.jpg
http://img67.imageshack.us/img67/6102/dodgamein00126el.jpg
http://img141.imageshack.us/img141/7729/dodgamein00155dh.jpg
http://img70.imageshack.us/img70/5610/dodgamein00171kx.jpg
http://img141.imageshack.us/img141/9824/dodgamein00187ru.jpg
http://img70.imageshack.us/img70/4175/dodgamein00194dd.jpg
http://img20.imageshack.us/img20/3706/dodgamein012wy.jpg
http://img20.imageshack.us/img20/6264/dodgamein020wq.jpg
http://img20.imageshack.us/img20/1678/dodgamein031fd.jpg
http://img20.imageshack.us/img20/4413/dodgamein047bd.jpg
http://img105.imageshack.us/img105/6651/dodgamein057qq.jpg
http://img105.imageshack.us/img105/4414/dodgamein064xt.jpg
http://img105.imageshack.us/img105/1319/dodgamein071pz.jpg
http://img105.imageshack.us/img105/4355/dodgamein083rn.jpg
http://img105.imageshack.us/img105/1010/dodgamein090yk.jpg

Watchtower
04-19-2006, 02:15 AM
Good start, although i think that the ruined building model is a bit out of place considering the rest of the area is intact.

But - excellent brushwork and texture use. Keep it up.

Fr3t
04-19-2006, 02:20 AM
nice work, darker water would be better to me, i like your idea of "damaging entities", keep us informed !

Steiner
04-19-2006, 04:15 AM
It looks pretty nice and itīs good to know that you want to balance the map for every class. Iīm really curious how those damaging entities will influence the gameplay and canīt wait to play the map.
The only thing that looks a bit weird is the greenish water effect under the bridge but considering the very early stages of the map itīs no big deal.

Someth|ngW|cked
04-19-2006, 06:02 AM
Originally posted by Steiner
It looks pretty nice and itīs good to know that you want to balance the map for every class. Iīm really curious how those damaging entities will influence the gameplay and canīt wait to play the map.
The only thing that looks a bit weird is the greenish water effect under the bridge but considering the very early stages of the map itīs no big deal.

That will be more blueish like the water, i just didn't change the light color yet

Herrasmies
04-19-2006, 06:05 AM
Thats pretty neat! Keep it going man! Do NOT change that water! I like it very much.;)

Captain Spartacus
04-19-2006, 08:01 AM
It looks friggin' great, mate!

RA7
04-19-2006, 09:44 AM
A very good start indeed.
Add more dirt in the water, maybe little fishies? :-)

The Scatman
04-19-2006, 10:13 AM
So far, so good. I like the lay out.

Someth|ngW|cked
04-19-2006, 10:03 PM
Yeah i want some fishy's in the water, there is an entity that creates a school of fish but the only fish model i could find is in css, ill probly just kype it and put i in dod

~}A{~TF2
04-20-2006, 04:38 PM
Someth|ngW|cked,

I really like what you've done with the place :) Just from only looking at the screen shots I can feel the atmosphere of the level. Weird but true. It is reeking of it! I really like where it is at right now. Keep up the great work!

Chris

Someth|ngW|cked
04-21-2006, 08:58 PM
Thanks for all the great comments guys, i will have more screens soon, i am finishing up the water canal area and once that's done i will update the screens

I have added some fish to the water and a few more buildings along the shore

Rolk
04-21-2006, 10:05 PM
Lookin great mate. Look forward to seeing it progress.

Someth|ngW|cked
05-07-2006, 12:14 AM
I haved updated the first post with new images, check em out

Donot | GER
05-07-2006, 07:53 AM
looks wonderful
cant wait to try out :)

Neutrino
05-07-2006, 09:55 AM
some images appear to have some minor fog, but others dont
are you using that smoke entity around the river?
if so, i would also suggest to incorporate some minor fog into the map. very subtle but enough to be noticed, to go with the mood.

Ripster
05-07-2006, 11:07 AM
Man nice work, I can see you have put alot of time in this, Dont rush it and keep up the good work looks great !!!

theozzmancometh
05-07-2006, 11:51 AM
This shot

http://img70.imageshack.us/img70/5610/dodgamein00171kx.jpg

is absolutely beautiful.



Looks very articulate, SW, I'd have to play it to see what gameplay is like because it's a little tough to tell from the overview as yet.

Keep pushing it!!!!


--Ozz

Someth|ngW|cked
05-07-2006, 03:51 PM
Thanks for the posts, i appreciate the comments

The fog over the river is just a smokevolume brush like the ones i used in the hill_classic beta to create a nice mist effect, it looks much less out of place in motion

As far as the layout goes it will all tie together in the end to create a nice flow if all goes as planned

Lyter
05-08-2006, 11:07 PM
Hey, that's looking quite nice! Looking forward to seeing how it plays.

Jibba-Jabba
05-08-2006, 11:16 PM
Looking great visually, keep it up on the layout!

ultranew_b
05-08-2006, 11:32 PM
Yes, looks quite nice !!!

I just hope that pretty water won't kill fps.

Looking forward to this !

:)

Someth|ngW|cked
05-16-2006, 08:13 PM
More new screens added to the first post, check em out

Don't mind the purple fish, overbright windows and black chimney, i didn't realize all of that stuff was there until after compile

SilentSteps
05-16-2006, 08:27 PM
Wow, this is a visually stunning map. Looks really good. :)

Someth|ngW|cked
05-16-2006, 09:59 PM
As far as the fps go they are a tad lower then the average in stock maps but there is virtually no vis blocking right now so once i add the areaportals and some vis blocking brushes the performance should be right on par with the stock maps

ok comp
05-17-2006, 12:45 PM
This looks very, very good. This picture in particular (http://img391.imageshack.us/img391/6190/dodgamein00088px.jpg) blew my mind. The atmosphere/ambient look of that house is just great... and the whole damn thing looks well done. I'm looking at these screenshots and I'm thinking to myself "this guy gets it."

Hopefully the gameplay/performance of the map holds up its end of the deal. Good luck.

Someth|ngW|cked
05-18-2006, 03:06 AM
Well without gameplay and reasonable performance visuals mean nothing unless its just a tech demo

nave
05-18-2006, 03:34 AM
That indoor shot does look great. Nearly photographic. What did you use for that little haze going on in there?

Someth|ngW|cked
05-18-2006, 05:40 AM
3 sprites, each smaller and lower opacity the farther from the opening they are, all openings that are facing the direction of the light_environment will have those

Moe
05-18-2006, 09:08 AM
Looks good, can't wait.

otF yetihw
05-19-2006, 02:32 PM
Looks really nice, although I am slightly worried about the amount which you have taken from other maps?

For instance, in this pic: http://img391.imageshack.us/img391/9632/dodgamein00015ip.jpg the bridge is clearly the one from kalt and the house in the background is from flash and http://img239.imageshack.us/img239/3015/dodgamein00035au.jpg the house on the right is from kalt.

I dont suppose it matters massively as the layout and gameplay are the key factors, but your own brushwork is always a better option.

wickit
05-19-2006, 03:14 PM
looks nice but i hope you dont suffer the fps killer like im having with manic.

Someth|ngW|cked
05-19-2006, 05:26 PM
Yeah i did kype a few building designs from other maps, was apain recreating them but i changed them a bit for the needs of my map, i just decided to use them as ref instead of searching the net, they worked perfectly for what i needed in certain spots

You forgot the smaller building to the left which is the design from donner and one of them is based off a building from salerno

otF yetihw
05-19-2006, 05:43 PM
Ok its fair enough I suppose, as I said the playability is what matters. Having said that, Salerno is a custom map so you may want to seek permission to use the authors brush work (unless by based off you mean you recreated it, which doesnt matter).

Aside from that, the map looks lovely. FPS could be a problem as it is very open and theres lots of water but if you can get it optimised well it should be lots of fun.

Someth|ngW|cked
05-20-2006, 01:01 AM
All of the geometry in the map is made from scratch i just used those buildings are ref and changed them as needed

Their work is most likely based off of real life photos anyway so there is no copywrite of the architecture

The performance will be on level with the stock dods maps after final compile so nothing to worry about there

FuzzDad
05-20-2006, 01:26 AM
The truth is that the devs have always envisioned a set of buildings you could copy/paste from map-to-map easily. Like models...just with a few dozen brush-based buildings. Change a few textures, change a few details and you have a lego-house you can use. One thing I've noticed about the recent crop of Source maps is they look, on average, pretty good. Most of the mappers use either parts of official maps or customs or are influenced by the same.

Someth|ngW|cked
05-20-2006, 01:11 PM
Yeah i think that would be a great idea

I couldn't just rip the brushwork out of decompiled maps anyway because the decompile process creates extra bruches and some other undesired side effects. the only map i could have riped brushwork out of was flash which is included as an SDK tutorial

But i just decided to recreate them all manually to maeke sure thye fit the layout of my map

McJewels
05-20-2006, 04:15 PM
Yes, its definately better to imitate or even copy and paste, than having a map with crap buildings.

and i must compliment that your original buildings look very nice.

Neutrino
05-20-2006, 05:18 PM
Originally posted by McJewels
Yes, its definately better to imitate or even copy and paste, than having a map with crap buildings.

but its even better to create your own good buildings with experience. it takes time, but it works. mapping isnt a quick process

Someth|ngW|cked
06-10-2006, 02:58 AM
Here is a short movie tour of dod_gamein in it's current state, check it out

http://www.youtube.com/watch?v=pf9XmRzU01c

piu piu
06-10-2006, 03:07 AM
wow, it's way bigger than i imagined :dog:

still looking awesome!! :cool:

summit
06-10-2006, 03:40 AM
wow very impressive

McJewels
06-10-2006, 04:30 AM
nice video. your map looks amazing. hopefully it can get enough people to fill it up.

ultranew_b
06-10-2006, 05:37 AM
Looks nice !!

It looks open in places, how is the fps with 32 ppl?


:)

Steiner
06-10-2006, 06:31 AM
Canīt wait to see this map out - great work.

Colonel_Krust
06-10-2006, 07:41 AM
Looks nice. What kind of frames are you getting in the middle?



Krusty

IR
06-10-2006, 11:41 AM
i dunno mate, but i see a dosent of buildings, directly ported from dod_donner source, down to the very texture alignment, i hardly think they are recreated as im the one that created those in the first place, im not saying its a bad thing, but in your initial post there was no mention what so ever so i thought id just point that out..


gluck with the map :)

Someth|ngW|cked
06-10-2006, 01:56 PM
All of the brushwork in the map accept for the main building from flash was redone from scratch, the brushwork from decompiled maps is unusable because of the backfacing and invalid geometry, it would have taken longer to fix the problems with decompiled geometry rather then recreate it manually

So far i have used architecture from donner, flash, kalt and argentan

When the map is released i will obviously give credit to the people who created the original architecture which i used for ref


As far as FPS, right now i am getting performance on level with dod_anzio which is probly the slowest official dod:s map but i still need to add areaportals and some more vis blockers before release so once the map is finished fps should be midlevel compared to the stock dod maps

I have yet to run the map with any other players, thats what the Beta 1 will be for ;)

IR - Instead of dissin my map why dont you get to work on dod_jagd for source man, that was one of my favorite old school dod maps :D

Anyway, i added a NOTE in the first post, that make you happy? :p

Lyter
06-10-2006, 04:04 PM
It would actually be beneficial if there was a 'prefab' pack put together of various DoD buildings so mappers could spend more of their time on the workings of the map. At least to flesh out a map rather than build it one block at a time. I know I don't have all the time in the world so I can assume others don't as well.

IR
06-10-2006, 06:22 PM
trust me i wasnt dissin your map, i was just pointing out that i recognized my work, but didnt see you mention it :)

asfar as my mapping goes dont worry i got a dod map in the works

Someth|ngW|cked
06-10-2006, 07:01 PM
Heh, i was joking, i know you werent hatin ;)

But i am serious about bringing jagd back, that was an awsome map . . .

ok comp
06-10-2006, 10:08 PM
I just watched the video you posted in the first post and I still have to admit the lighting in the buildings is absolutely stellar. As Nave said before, they seem photorealistic. One of my favorite things to pay close attention to while mapping is lighting and I find myself all inspired to achieve that kind of effect now. Great work!

Someth|ngW|cked
06-10-2006, 10:58 PM
Thanks alot for the comment, i tryed to make the lighting as visually pleasing as possible

Someth|ngW|cked
06-15-2006, 08:43 PM
That's cruel IR, i just saw the new steam update news, you had to dangle the mystery about jagd infront of me like that ?

Someth|ngW|cked
06-27-2006, 03:48 AM
Just a quick update

I have been redoing and changing some geometry and switching some building styles to add some more diversity to the map, i have also added areapoetals to all buildings and removed my interior ambient lights and replaced them with a custom lighttexture bruch which makes the interior lighting look even better, i will have some new pics as soon as i have enough new stuff to show off

Since adding the area portals the performance in the center of the map has gone up by around 10 fps making it comparable to maps like donner in regards to performance

piu piu
06-27-2006, 06:08 AM
great news on a great map! kiu kiu! (keep it up!)

Someth|ngW|cked
07-01-2006, 02:28 AM
Bad news to report, after the latest dods update i got afalse positive VAC ban

Here is a thread i posted about it http://www.dayofdefeat.net/forums/showthread.php?s=&postid=952713#post952713

Anyway, i will not be working on the map until i get a response from valve support regarding the issue so hill_classic_b2 will also be delayed until this is resolved, i am going to be moving to the beach in the coming months so i will not purchase the game again until after i am all settled in if valve support does not reverse the ban so i might not update this thread for a while

Ca-Chicken-Soup
07-01-2006, 04:18 AM
Originally posted by Lyter
It would actually be beneficial if there was a 'prefab' pack put together of various DoD buildings so mappers could spend more of their time on the workings of the map. At least to flesh out a map rather than build it one block at a time. I know I don't have all the time in the world so I can assume others don't as well.

There aucutaly was a move at the begining of the source introduction to make a prefab collection, search the forums it might be still lingering there was a few houses and stuff in it

Someth|ngW|cked
07-11-2006, 04:39 AM
Added some new screens to the first post under * LATEST SCREENS *

Check em out

nave
07-11-2006, 05:09 AM
The shots do look good.

Although you guys are comfortable on the idea of crossing over building layouts, I do want to say that it could be regretful. An obvious feeling of deja vu in something that you've spent alot of time on... you know?

Just something to think about.

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