dod_Breugel Promo!


IR
07-03-2006, 09:37 PM
hey everyone still here :)

i finally decided to do an offcial promo tour of my latest map dod_breugel
its well away and beta stage and possibly released "soon" providing everything goes right

I kept development on the map fairly quite but here it is :)

gameplay is action similair to flash but freedom similair to argentan which is alot more free allows flanking manouvers, it has something for every class. as turned out in the tests

anyways on to what matters most the screens :)


http://www.evillair.net/IR/IR_Textures/dod_breugel_promo1.jpg

http://www.evillair.net/IR/IR_Textures/dod_breugel_promo2.jpg

http://www.evillair.net/IR/IR_Textures/dod_breugel_promo3.jpg


http://www.evillair.net/IR/IR_Textures/dod_breugel_promo4.jpg

http://www.evillair.net/IR/IR_Textures/dod_breugel_promo5.jpg

http://www.evillair.net/IR/IR_Textures/dod_breugel_promo6.jpg



http://www.evillair.net/IR/IR_Textures/dod_breugel_promo8.jpg




enjoy

ic0n612
07-03-2006, 09:41 PM
that looks SICK

gj, cant wait to play it

ultranew_b
07-03-2006, 09:44 PM
looks ok !!

Do you work for Valve, is this an official thing?

Neutrino
07-03-2006, 09:55 PM
great building design and layout

Dwin
07-03-2006, 10:14 PM
Looks like Escape. Nice!

ok comp
07-03-2006, 10:16 PM
Awesome... I'm excited to see something a bit different... some of the textures I see look new or not as overused as others, which is great.

wickit
07-04-2006, 02:52 AM
hmm is that village modeled on a real village by any chance

good job

straybullet
07-04-2006, 02:56 AM
Looks really pretty IR. Great job, and I look forward to playing it.

Bunk3rk1ng
07-04-2006, 03:49 AM
wow that looks awesome!

Ca-Chicken-Soup
07-04-2006, 03:52 AM
*yawn* ...







:D

Saust
07-04-2006, 04:07 AM
Originally posted by Bunk3rk1ng
wow that looks awesome!

My thoughts exactly. :)

StreamlineData
07-04-2006, 04:53 AM
Wow! That's beautiful!

nave
07-04-2006, 05:01 AM
From the screens it looks like the ambient lighting could be turned down a little and the brightness up a little so the shadows correspond with that concentrated low sun. Can't tell if there's any global fog entity or not, but that'll have to be perfect. The atmosphere is great, but has to be fine tuned to embrace it's potential created by the powerful colors.

I'm way into the vibe of the buildings on the street, it looks like it will have a very real feeling. Bummer there aren't more lush foliage models to integrate the terrain with the architexture - modelers, go. :carrot:

Bolteh
07-04-2006, 07:12 AM
Heyhey, it better be set in Belgium (Breugel etc)

Looks nice, a little bit dark, but still nice job overall :)

SilentSteps
07-04-2006, 07:49 AM
I think the architectural design is ace. Very nice.

teflon{the_truth}
07-04-2006, 07:52 AM
All I can say is great job!!! Looks sweet!!!

Moe
07-04-2006, 08:08 AM
looking great!

RA7
07-04-2006, 11:02 AM
Yay, new worx from IR :-)

pedroleum
07-04-2006, 12:49 PM
Please, IR, Pleeeeeassseeee !!!! :D

http://img329.imageshack.us/img329/8045/dodbreugelpromopleeeease7yn.jpg (http://imageshack.us)

Ol' Noodle Head
07-04-2006, 12:51 PM
Those are some nice cows, IR. You should consider it!

Pedroleum: please do some others, say, sheep. Dead sheep are just what JakeParlay's Highlander is missing. :D

I love the architecture, IR...I've seen some of those buildings with the "step" facade (I wonder what the technical name is) and have considered trying such a thing.

It all looks so fresh; the maps lately have all been looking alike and this is a breath of fresh air.

CorPoraL KiLLa
07-04-2006, 08:37 PM
wow just wow. awesome map.

lol nice cows. it b more cool if u can shoot them first then like u used to do it in dod_glider in 1.3 but thaz was cruel, everybody used to rush to kill the poor cow

JakeParlay
07-04-2006, 08:44 PM
Originally posted by Ol' Noodle Head
Pedroleum: please do some others, say, sheep. Dead sheep are just what JakeParlay's Highlander is missing. :D


yes! dead sheep would be mint

breugel looks fantastic too IR !!

ultranew_b
07-04-2006, 09:43 PM
Originally posted by Ol' Noodle Head
I've seen some of those buildings with the "step" facade (I wonder what the technical name is) and have considered trying such a thing.

I think the style originated in Holland.


:)

summit
07-04-2006, 10:28 PM
Very nice!

You also forgot to show promo7 ;)

I won't post it though as it's not mine to post.

Though that may have been for a reason, as I can't make out what's in the distance. Still looks good!

Bunk3rk1ng
07-04-2006, 11:26 PM
Just wondering... do all of the buildings have rooms and entrances like they would in real life. Like you could go upstairs if it has a second story and look out all of the windows? Or do only some of the buildings allow you to go inside.

I'm just asking because a lot of maps have a ton of buildings in them...but you can only go inside a few of them. And if you can go inside they only have like 2 rooms even though it could fit more and you can't go upstairs even though it shows a second story from the outside.

Because if it did...that would be pretty sick!

TheMiede
07-05-2006, 12:42 AM
Hey Bunker, The reason for that is for gameplay reason. We dont want the anzio effect where u get shot from everywhere.

Jibba-Jabba
07-05-2006, 01:06 AM
Aaaaand there go my pants.

CoolHand
07-05-2006, 01:09 AM
Not only the map look great but it play very well too. I had a chance to playtest this map. The layout is very fun to play. The inside of the building are really pretty too, same quality as the outside. This will be great map and can't wait to have a public version to play on it.

Hintzmann
07-05-2006, 01:42 AM
It looks really really great, IR :-D

I can not help thinking of screenshots from Brother in Arms, Hell's Highway. It has the same kind of very much believable look. Where thinks are placed like it would be in a real village.

Would love to playtest this one :-D

HammeR [OwP]
07-05-2006, 03:31 PM
Wow, that looks really nice. I love how the town isnt surrounded by a bunch of random cliffs and Hills like alot of good maps. Makes it a little bit more immersive.

Steiner
07-05-2006, 03:38 PM
I say "Thumbs up!"

Lappy
07-05-2006, 05:27 PM
Looks great.

Would look super-great with dead cows,
but I still look forward to playing it. :)

IR
07-06-2006, 07:10 PM
hey guys thanks for all the replies! :)

too clarify the interior designs, all key buildings are fully open as they should, bottem floor and top floor, both "factions" have balconies overlooking the fields

the cows do look interesting ill think about it ;)


Im aiming at a first public release next weekend, however providing nothing goes wrong

:)

oxygencube
07-07-2006, 04:49 PM
IR keep up the great work! This map is looking very nice.

p.s.

I vote YES to the cows.

theozzmancometh
07-08-2006, 10:25 PM
Wow, very articulate. The one shot looks like a painting, m8. Very very nice and beautiful work.


And I second the dead cows :)


--Ozz

sture
07-09-2006, 02:17 PM
Freaking amazing, IR!
Can't wait to try this one out.

Shane
07-09-2006, 02:28 PM
I got to playtest a beta of this and I can tell you the gameplay is awesome. Its a crazy map. :)

Someth|ngW|cked
07-10-2006, 12:08 AM
Looks sick, the cows should be in the release and you should do a source version of the original dod_jagd, the new one just doesn't compare . . .

Ginger Lord
07-10-2006, 03:50 AM
It's come on a long way since I last saw it :D

Steel Blade
07-10-2006, 02:46 PM
Looks sexy. The only thing I have to say is where is the war?

Can't wait to play it :)

Slackiller
07-10-2006, 03:46 PM
it is a pretty map. nice lighting on it.

Colonel_Krust
07-11-2006, 05:46 AM
I miss black mesa as the backdrop of all significant ww2 battles.


Looks like a great map. keep up the good work!!!




Krusty

THe hAXis
07-18-2006, 07:17 AM
Originally posted by Colonel_Krust
I miss black mesa as the backdrop of all significant ww2 battles.


Looks like a great map. keep up the good work!!!

Krusty

hahaha LOL... hey they used what they had to work with. When is this coming out? You said next weekend on 7-07-06. Did something go wrong? I need some new maps.

IR
07-18-2006, 06:48 PM
actually its ready to be for a first public beta test however im alittle short on mirrors so if any one can help please :)

ultranew_b
07-18-2006, 07:17 PM
2 free sites: No registration required and you can delete any time.

http://www.megaupload.com/

http://rapidshare.de/

I've used both and they are reliable.

:)

Deceiver
07-18-2006, 07:24 PM
www.dodcc.com

Post word on their forums and they'll most likely host your map =).

Someth|ngW|cked
07-18-2006, 07:28 PM
Filefront is also free

IR
07-18-2006, 07:32 PM
maps up gogogo :)

CoolHand
07-18-2006, 07:33 PM
mirror on DODF:
http://www.dod-federation.com/file.php?id=659

Guyver
07-18-2006, 09:23 PM
/downloads:D

Someth|ngW|cked
07-18-2006, 11:00 PM
Nice, someone setup a beta server that ony runs this map . . .

Someth|ngW|cked
07-19-2006, 01:50 AM
Well i just flew and walked around the map, really nice architecture and brushwork, layout seems cool but i did get some problems with fpas dropping to like 15-20 in places and a bunch of errors in the console, here is a paste of some of the errors from my console, you probly already know about them but just figured i should post them anyway




default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
default error texture maps/dod_breugelb8/cubemapdefault
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/shrub_small.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/bramble001a.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse02.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/donner_church.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse03.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse04.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_skybox/normandy_farmhouse01.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/mapmodels/barbed_wire.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
couldn't exec skill1.cfg
Invalid allies spawnpoint at (904.0,160.0,160.0)
Invalid allies spawnpoint at (928.0,81.0,81.0)
Invalid allies spawnpoint at (1048.0,25.0,25.0)
Invalid allies spawnpoint at (896.0,0.0,0.0)

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.