{WIP} dod_twilight


McJewels
05-15-2006, 05:19 AM
I have been working on this map for a couple months now. Its a strangely arranged map, mostly centered around a large estate and its yard. I have been working with area portals and optimization lately, which is working out pretty nicely.

Features:
-5 flags
-spawn protection
-32 players


http://66.160.178.70/twilight/pic1.jpg

http://66.160.178.70/twilight/pic2.jpg

http://66.160.178.70/twilight/pic3.jpg

http://66.160.178.70/twilight/pic4.jpg

Rolk
05-15-2006, 05:57 AM
I really like the look of it... however the second house on the right of the first screenshot's roof, looks a tad... weird...

Sheeprider
05-15-2006, 06:09 AM
Wow... That looks pretty damn good.
Canīt quite figure out the layout from the screens but I like what Iīm seeing.

Wait.. Spawn protection?
I though it canīt be done... Well, other than just blocking the exits well.

Defpotec
05-15-2006, 11:50 AM
Looks like it has a really long view area, this can be a killer to fps. Try to implement some vis blocking if possible.

McJewels
05-15-2006, 12:33 PM
yes, the exits are blocked off pretty well, thats it.

The "weird" roof is a thatched roof I tried out. You can see it a little better in the 3rd shot

These screens are mostly of the spawns areas, and I tried allowing open views in areas that wouldnt affect gameplay or fps. there is plenty of vis blocking thoughout the map though. the angles I took some of the screens makes the whole map look a lot bigger than it is too. fps is pretty good.

Hopefully this will be ready for its 1st release in a couple weeks. I might be looking for some help with doing a private beta soon. thanks for the comments.

Ca-Chicken-Soup
05-15-2006, 03:30 PM
Originally posted by Sheeprider
Wait.. Spawn protection?
I though it canīt be done... Well, other than just blocking the exits well.

Trigger a filter which determines which team the player triggering it is on and which triggers a hurt if he's not supposed to be there.

Unk
05-15-2006, 04:13 PM
or make them go to jail

CoolHand
05-15-2006, 08:43 PM
Originally posted by McJewels

Hopefully this will be ready for its 1st release in a couple weeks. I might be looking for some help with doing a private beta soon. thanks for the comments.

If you want to test the map, http://www.dod-federation.com offer map test from experience tester. Either at Coj, UPA, 907th, QOR or BBreg.

SO if you want to have it tested just let us know, we will organise it for you :)

Look really nice.

Dr. Crawford
05-15-2006, 08:54 PM
Looks good.

Looks a lot like the one map in CoD

dart
05-18-2006, 12:14 AM
wow nice job jewels, looks like a map i'd love to play. :D
cant wait for more ss!

McJewels
05-18-2006, 03:33 AM
UPDATE!

Here's an overview, with paths and flags.

http://66.160.178.70/twilight/map.jpg

Here's some pictures of the ballroom in the center of the large house. Still working on this, hopefully it works out well in a test.

http://66.160.178.70/twilight/pic5.jpg

http://66.160.178.70/twilight/pic6.jpg

Moe
05-18-2006, 09:12 AM
hmmm, looks yummy.

Watchtower
05-18-2006, 01:39 PM
Defineately a good start, but needs a lot of visual work. The layout looks like it will work well and planned appropriately. At this point, Id start reconsidering your visuals, specifically destroyed walls, textures, and your interior prop choices, as those seem to be lacking at the moment.

The destroyed wall sections just look too HL1-ish and the boxes stacked up in the broken building(s) just look too 'placed' and generic choices, not as if they were really suppossed to be there if the building was still intact. I would think a ballroom would have fancy wood paneling and wallpaper, nice carpet, paintings on the walls, and plenty of nice furniture, chandelier, a phonograph, etc etc.

These kind of things seperate a good map from a great map, and it seems yours has that potential. Try to convince the player they are really in the environment your trying to create. So keep working on it and dont hurry on this one.

McJewels
05-18-2006, 01:44 PM
I know, that stuff is far from complete. I just want to playtest it before i spend hours upon hours making it look sourceified, only to completely change it if its not fun.

this is a WIP, just wanted to show my ideas.

teflon{the_truth}
05-18-2006, 05:23 PM
Ur map looks great!! (IMO) just keep plugging away!!

Cant wait for a update on this one!!

ultranew_b
05-18-2006, 07:47 PM
Looking very good !!!

:D

McJewels
05-20-2006, 04:00 AM
Here's some more pictures, understand that things need to be detailed a lot more at some point. But it should give you a good idea of whats going on.


center yard from axis side (http://66.160.178.70/twilight/pic7.jpg )

center yard (http://66.160.178.70/twilight/pic8.jpg )

kitchen in center house (http://66.160.178.70/twilight/pic9.jpg )

Fixing up a few things, then on to testing.

CoolHand
05-20-2006, 05:45 AM
Your map look good, good job :)

I hope you will test it via the dod-federation, I want to test this baby ;) If so just PM and I will send you all the info you need :)

Neutrino
05-20-2006, 08:19 AM
thumbs up!

twitch
06-02-2006, 04:22 PM
Looks amazing! keep us posted

Devils Rear
06-04-2006, 02:51 AM
If you are looking for a host to run a beta test.

We will be more than happy to oblige along with a feedback thread for you on our forum.

195.242.236.212:27045 !! INX-Gaming.co.uk >> dodirectory.com - 66 Tick

McJewels
06-04-2006, 09:28 PM
Thanks for the comments and offers of testing help. I did a full compile a few days ago, then packed everything up with map analyst yesterday. Should be private testing b1 with the help of dod federation and CoolHand in a about a week or so.

I'll fix up most obvious problems after that, if things go smoothly this will be ready for everyone to play in about a month or so (i hope).

heres the temporary overview i have set up for testing.
http://66.160.178.70/twilight/dod_twilight_b10007.jpg

Colonel_Krust
06-06-2006, 06:28 AM
Looks cool!!


Krusty

McJewels
06-27-2006, 02:52 PM
dod federation arranged a second map test thursday night. The layout has been completely rearranged to play much more intense and fun.

I've added new paths, sniper spots, removed 2 flags, and added another one, also added a custom model and textures.

for more info go to:

http://www.dod-federation.com/forum/showthread.php?t=277

the map is far from complete, and the detail in certain areas is obviously horrible, but making sure its fun is much more important.

McJewels
06-28-2006, 04:29 AM
thanks to ozz for putting up some screens.

http://www.landofozz.net/forums/viewtopic.php?t=461

piu piu
06-28-2006, 05:36 AM
Originally posted by McJewels
thanks to ozz for putting up some screens.

http://www.landofozz.net/forums/viewtopic.php?t=461
thats just an awesome looking map. far from complete?! wow :D

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.