[WIP] dod_jocund_b2


emmedia
10-28-2007, 11:17 AM
Hi, well here's the story. I've been working on this port since haircut released his rmfs a long while ago. I've been in contact with him and hes seen the progress (over a year ago). I think there are some others working on this, I know 1 of them did some work with me, but the map list says someone else.

Anyways here are some pics of beta2 after some playtesting.
Pic1 (http://emmediagroup.com/maps/dods/jocund_b2/dod_jocund_b20001.jpg)
Pic2 (http://emmediagroup.com/maps/dods/jocund_b2/dod_jocund_b20002.jpg)
Pic3 (http://emmediagroup.com/maps/dods/jocund_b2/dod_jocund_b20003.jpg)
Pic4 (http://emmediagroup.com/maps/dods/jocund_b2/dod_jocund_b20004.jpg)

And some beta 1 shots.
http://www.emmediagroup.com/maps/dods/jocund_port/dod_jocund_b10000.jpg
http://www.emmediagroup.com/maps/dods/jocund_port/dod_jocund_b10001.jpg
http://www.emmediagroup.com/maps/dods/jocund_port/dod_jocund_b10002.jpg
http://www.emmediagroup.com/maps/dods/jocund_port/dod_jocund_b10007.jpg
http://www.emmediagroup.com/maps/dods/jocund_port/dod_jocund_b10008.jpg

Fr3t
10-28-2007, 01:05 PM
Nice looking remake !

Zyndrome
10-28-2007, 01:57 PM
Ok, the streets and areas need lights, like lanterns. Perhaps burning debris, campfires, whatever here and there with flickering orange light...

emmedia
10-28-2007, 02:16 PM
Ok, the streets and areas need lights, like lanterns. Perhaps burning debris, campfires, whatever here and there with flickering orange light...

already on the agenda :)

Cpl. Punishment
10-28-2007, 09:28 PM
Out of curiosity, what prompted the change to night?

emmedia
10-30-2007, 03:38 PM
i was fooling around with different sky lists and lightings and liked this one more.

Nubbits
10-31-2007, 01:56 AM
Beware of making dark maps! ;) They do look cool, but alot of players dislike dark settings and the map might end up not being played because of it. (Talking out of experience! ;) )

If this is the map I think it is, one of Haircut's old goodies, I really like it. Only problem with it was that the last flag was really hard to cap for the allies.

Haircut made alot of good maps. Too bad those mardy mice abandoned DoD for WoW. :(

haircut
10-31-2007, 08:59 AM
Hi there.

Thought I'd take a look back here as I play the odd game of DoD:S again.

Yea, looks ok to me, not that I have that much of an idea about mapping anymore :cool:

Wonder how long it will be till my next post ... hummmm.

emmedia
10-31-2007, 09:34 AM
ahhh haircut i was just going to email you to maybe set up a playtest soon.

Dash
10-31-2007, 11:28 AM
Ok, the streets and areas need lights, like lanterns. Perhaps burning debris, campfires, whatever here and there with flickering orange light...

Why? The map looks fine. I'm tired of the same-old-same-old trashy destroyed maps.

naverussell
11-13-2007, 08:46 PM
Looks professional.

ok comp
11-13-2007, 10:52 PM
Why? The map looks fine. I'm tired of the same-old-same-old trashy destroyed maps.

Well, the war-torn city look is a major stylistic motif seen in most all DoD maps, so like it or not, it's going to be immediately compared to those. It definitely gives DoD its own, unique visual flair... because in comparison, CS:S maps tend to be much simpler in decoration, much like these screens (although I think CS:S can get away with it better because it's locations tend to be more varied and exotic).

However I will add that I wouldn't mind a few "non-destroyed" maps... as long as the level of detail is still up there. For now, I feel like the map is in need of a bit more prop work. Don't be afraid to try something unique and different with your map... something memorable, a cool layout, neat visuals or details... something that people will say "you know that one map with the [blank]?"

emmedia
11-14-2007, 01:56 PM
I'm kinda constrained with adding a lot of props in the larger open areas. The town is worn torn in some areas and it will show. some aspects don't have to be include like fire and smoke because we know it can rain and put everything out but it is under consideration. right now I'm experimenting with the skybox and then will probably release it as beta2, with room too add more details later ;)

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