several months of hard work!


hessi
12-22-2007, 06:06 AM
in may 2006 warby and i started a little something. since this autumn we finished this piece of hard work. until christmas i will post some more screenshots to not waste all of our fireworks at one time.

take this small picture as a teaser!
http://www.thomashess.net/coming_soon.jpg

more is about to come soon! :cool:

Update1:
as you might have noticed there is a brewery in the level. the brewery is one of the main hot spots. in the brewery is a flag that can be caputred only by at least 2 players. the consequence is that the brewery is really important for each team to win the map. there are 2 levels in the brewery so defending is a little bit easier than capturing. the use of grenades can eliminate campers from the 2nd level.
http://www.thomashess.net/the_brewery.jpg
http://www.thomashess.net/the_brewery2.jpg


Update2:
the axis forces start on / near a destroyed bridge. they had been left in the city to defend it againt the allied approach. the spawn area is spawn camp protected. the bridge is a model that was made by warby. the area around the bridge is made of small models in a 3d skybox.
http://www.thomashess.net/the_bridge.jpg
http://www.thomashess.net/the_bridge2.jpg
http://www.thomashess.net/the_bridge3.jpg
http://www.thomashess.net/the_bridge4.jpg


Update3:
this area is the second hot spot (compared to the brewery): the main street flag can be captured by at least 2 players. snipers and MGs have good places to defend or attack this area. for those players using automatic weapons like STG44 or Thompson we included ways onto the mainstreet from the buildings on the left. rushing out of the broken walls and quickly searching/taking cover allow those classes to capture the main street even if there is a sniper or MG.
http://thomashess.net/the_mainstreet2.jpg
http://thomashess.net/the_mainstreet.jpg


Update4:
The name of the level hasn't been mentioned yet so let these screenshots denote it: dod_kolsch! Kolsch comes from Cologne's local brew called "Kölsch". The name dod_koln wouldn't be appreciated since people might expect the old koln level for the classic dod. The cathedral has become famous for being one of the only buildings that did survive the heavy bombings of the 4th biggest city of germany. So it was important for us to put something into the level that will make people remember it. The cathedral should be bigger to match its actual size in real world, but since this would screw the layout of the map we scaled it to ~70%.

I wish all of you a merry christmas and hopefully we can all enjoy this fine piece on a DOD:S server :)
http://thomashess.net/the_dome.jpg
http://thomashess.net/the_dome2.jpg
http://thomashess.net/the_dome3.jpg

happyernst
12-22-2007, 06:25 AM
A hessi dodmap is comming? Thats good news! :)

piu piu
12-22-2007, 07:22 AM
the wall outside and the house behind it almost looks like a photo. i'm really curious now! what kind of kölsch is it in that barrel? :)

hessi
12-22-2007, 07:41 AM
we called our beer "seppel kölsch" to prevent violation against trademarks or copyrights.

Formologic23
12-22-2007, 08:56 AM
Looks good, but my only concern is why there would be exterior windows in an interior space. :confused:

Dradz
12-22-2007, 09:39 AM
mapcorians rule!

playtest soon?

MrT
12-22-2007, 09:42 AM
Holy s**t that second pic looks amazing. I've had a bit of a break from playing DOD:S, but I will definately playing again soon when this map is released. I just hope it doesn't lag too much on my crappy PC.

hessi
12-22-2007, 09:50 AM
i can garantue it runs smoothly on mid end hardware. if you got amd 3500+ and around 1GB ram and x800 or Nvidia 6800 graphics card you should get around 60fps in a decent resolution!

SLi-WooDy
12-22-2007, 10:16 AM
looks real nice hessi m8. looking forward to plying.

Sly Assassin
12-22-2007, 04:14 PM
Looks good, my only comment is whats with the bright red writing on the wall in the third picture? It looks out of place.

Furyo
12-22-2007, 04:20 PM
Hey Hessi, good to hear from you again. These normal maps are really nice, but that doesn't come as a surprise from you and Warby.

Best of luck finishing this one !

Watevaman
12-22-2007, 04:47 PM
Looks beautiful, but lets hope you can keep the filesize down with all the custom content you seem to be using. :P

ultranew_b
12-22-2007, 05:07 PM
nice textures !

hessi
12-22-2007, 05:14 PM
filesize is around 70 to 80MB i think. 70MB is using a good algorithm in 7zip format and 80MB is using an improved classic zip algorithm. warby and i didnt intend to release this map via classic webhosts, but as things seem to turn out for us this is where we will end up again :(

Bauer
12-22-2007, 05:18 PM
OMG!!! this is amazing, absolutly amazing

hessi
12-23-2007, 03:10 AM
Update2:
the axis forces start on / near a destroyed bridge. they had been left in the city to defend it againt the allied approach. the spawn area is spawn camp protected. the bridge is a model that was made by warby. the area around the bridge is made of small models in a 3d skybox.
http://www.thomashess.net/the_bridge.jpg
http://www.thomashess.net/the_bridge2.jpg
http://www.thomashess.net/the_bridge3.jpg
http://www.thomashess.net/the_bridge4.jpg

Watevaman
12-23-2007, 06:35 AM
Your bridge/coast looks fantastic. Reminds me of that one map for RO where the Russians have to advance onto the German side.

OrnateBaboon
12-23-2007, 07:11 AM
Pretty gosh darned nifty! :D Great custom assets mean that the map looks quite unique. I am definitely looking forward to checking this out. Any chance we can see a layout image? How many cap points are there? Will you be releasing a beta?

Some constructive criticism.

The lighting feels slightly washed out. Almost as though it is a bright white. I don't think the tone is doing your textures as much justice as it could.

In the brewery picture, there is a combination of 100% intact windows, and 100% destroyed windows. I think it would be good to add something in between, like just the frames, but without the glass. Or just some broken frames, like the official maps.

I think some street lamps, some wall lamps, and telephone polls with wires could be a nice addition.

In one of the pics, I think there are too many trees. They also block the nice views of the buildings. This is where I think street lamps/telephone polls could be better, since they won't get in the way of the vistas.

Some of the broken walls would benefit from having displacements added, just to rid the geometry of its sharp edges.

On the walls surrounding the water, it would look cool if there was some greenery on the texture, like most walls that have been up against water for many years.

The 3dsky smoke plumes might be slightly over done, though I think this is something that has to be seen in game to really know how good it looks.

Some areas with evidence of an extended world beyond the playable sections could add something. The part beyond the bridge in the distance, whilst being very detailed, is a straight forward T-Junction.

PS, sorry if my criticism sounds harsh. Just that the map looks awesome, and I think these suggestions could definitely improve things.

Fr3t
12-23-2007, 07:13 AM
Photorealistic feeling, high quality textures & custom models, i want my christmass gift now ! Please Santa..

Keep teasin'

Formologic23
12-23-2007, 08:51 AM
This next set of pics looks fantastic.

Cpt Ukulele
12-23-2007, 10:04 AM
Oh la la! :D

hessi
12-23-2007, 10:16 AM
Update3:
this area is the second hot spot (compared to the brewery): the main street flag can be captured by at least 2 players. snipers and MGs have good places to defend or attack this area. for those players using automatic weapons like STG44 or Thompson we included ways onto the mainstreet from the buildings on the left. rushing out of the broken walls and quickly searching/taking cover allow those classes to capture the main street even if there is a sniper or MG.
http://thomashess.net/the_mainstreet2.jpg
http://thomashess.net/the_mainstreet.jpg

ultranew_b
12-23-2007, 11:33 AM
Sweet stuff !

[AoS]Albatros
12-23-2007, 12:12 PM
Finally!!!

Can't tell you how much the DoD community has needed a map like this. IMO more importantly than an update of whatever kind.

Once again, great work on the visuals. I also liked the gameplay and I'm sure you've polished it even more since the last time, so yeah... I predict that this will be a great addition, whatever the filesize will be.

Amen. :)

R0ke
12-23-2007, 02:29 PM
incredible

Watevaman
12-23-2007, 03:21 PM
hessi, are you gonna release a model pack with all the custom props you use in this map? That streetcar and vehicle look awesome.

Sly Assassin
12-23-2007, 04:12 PM
and will the textures be useable by the community? I know my map could use some damned nice German styled textures :)

B@D
12-23-2007, 04:33 PM
Hessi just when do you plan on releasing this peice of art it is so realistic looking its scary GREAT WORK !

PR0PEN
12-23-2007, 05:19 PM
OH MY GOD!!! I WANT TO BE BETA TESTER!

Wow man, I have no words.....I need to test it!

Guyver
12-23-2007, 06:50 PM
All I can say is....wow.:)

Ol' Noodle Head
12-23-2007, 07:00 PM
What a stunner. ! Very refreshing!

Got beer car (http://www.dayofdefeat.com/forums/showthread.php?t=68506)t?

hessi
12-24-2007, 01:39 AM
@Ol' Noodle Head: thanks for the opporunity of using your model, but since the map already has to fight with its filesize i dont want any more custom content in there. (besides the area around the brewery is already very busy and filled with assets!)

@Watevaman: i dont think there will be a seperate model pack. though this would require warbies permission. i can't just give away his content. warby and i were working on this piece. we both made textures, models and the level itself so it is a decision we both have to agree on. btw: i am no big fan of model packs though. somehow credits get lost and you can't control where your stuff is being used.
my advice: whenever this map is released and you feel like you could make use of some textures/models then feel free to send an email with screenshots and a short description of your project. so we could discuss further details.

@Sly Assassin:
same deal as above. but for the world geometry i could possibly make a photo resource pack after the release. so everybody would be independent from what i/warby made for this level.

@B@D:
i certainly do not know. atm this map is being reviewed by a couple of people so i think you've got to wait a little more. but since i can't wait to play it more frequently a release shouldnt be that far away.

happy christmas to everyone!

hessi
12-24-2007, 07:34 AM
Update4:
The name of the level hasn't been mentioned yet so let these screenshots denote it: dod_kolsch! Kolsch comes from Cologne's local brew called "Kölsch". The name dod_koln wouldn't be appreciated since people might expect the old koln level for the classic dod. The cathedral has become famous for being one of the only buildings that did survive the heavy bombings of the 4th biggest city of germany. So it was important for us to put something into the level that will make people remember it. The cathedral should be bigger to match its actual size in real world, but since this would screw the layout of the map we scaled it to ~70%.

I wish all of you a merry christmas and hopefully we can all enjoy this fine piece on a DOD:S server :)
http://thomashess.net/the_dome.jpg
http://thomashess.net/the_dome2.jpg
http://thomashess.net/the_dome3.jpg

Multiple Wounds
12-24-2007, 08:30 AM
Awesome! Reminds me of the RO map Danzig a little!

Watevaman
12-24-2007, 12:09 PM
@Watevaman: i dont think there will be a seperate model pack. though this would require warbies permission. i can't just give away his content. warby and i were working on this piece. we both made textures, models and the level itself so it is a decision we both have to agree on. btw: i am no big fan of model packs though. somehow credits get lost and you can't control where your stuff is being used.
my advice: whenever this map is released and you feel like you could make use of some textures/models then feel free to send an email with screenshots and a short description of your project. so we could discuss further details.


Ah, thanks. What I was referring to was a model pack not for maps, but for simply using them in Gmod and stuff. See, with the majority of maps out there being bland due to the .bsp format, it's really hard to do stuff without having background props and stuff. I try to get all the model packs I can to help with this, and your props seem to be fitting very well.

Edit: For an example, see my thread here:

http://www.dayofdefeat.net/forums/showthread.php?t=76088

Everything there is made on a totally flat map using prop packs by great people released here. They're really helpful.

Alderman [3rd MD]
12-24-2007, 01:12 PM
This will be a great map for realism units. :)

etfninja
12-24-2007, 07:13 PM
oK ONE Question?

How much crack do you have to take to make a map this good? Damn im so jealous :(

Guyver
12-24-2007, 09:23 PM
That cathedral looks awesome.... :)

piu piu
12-25-2007, 04:02 AM
you managed to model the kölner dom and make it look stunningly good? awesome!

R0ke
12-25-2007, 04:16 AM
this could be the best christmas present of the history xD

hessi
12-25-2007, 04:33 AM
the cathedral was a big bunch of work. i made the modeling and diffuse texturing while warby made some optimization and the lightmap hack (lightmap hack took like 4 days since he had to convert the uv's to a unique uv set that is still compatible to my previous uv set so we could apply my diffuse as a detail texture.) many thanks to him at this place!

Ol' Noodle Head
12-25-2007, 05:21 PM
hessi, any chance of the final map having moodier lighting? Or perhaps, releasing an alternate version with different lighting or weather? Just curious, I can't wait to see the map as is.

hessi
12-26-2007, 11:39 AM
somehow a lot of people complain about the lighting, but in my eyes it's "perfect". players stay visible in most areas and the sun isnt too yellow while the shadows have a nice blue shading. :S

changing the whole atmosphere like from sunny to rainy or cloudy wouldnt be what i want. it's spring and even if it is war, then there was still a sun shining on the earth!

Watevaman
12-26-2007, 12:00 PM
For mood, if people need it, you could probably include a color correction file or something, right? I'm not experienced it in, so I don't know how hard it would be to make, but I know that's something simple you could probably include to help the lighting.

Kilswich
12-26-2007, 12:05 PM
simply amazing

when will it be out?
and if it is sry, i dont wanna look back :P
lazy

Ol' Noodle Head
12-26-2007, 01:26 PM
hessi, I like the lighting, and even moreso I like your philosophical take on the lighting:
it's spring and even if it is war, then there was still a sun shining on the earth!
I was just wondering. :) Any release date estimates?

Dash
12-26-2007, 05:21 PM
Yes, keep this lighting as it is. I'm tired of all these depressing rainy/cloudy/dark maps :p

hessi
12-27-2007, 02:03 AM
well if it comes to a single map release it could release a beta today, but since i am waiting for feedback from a couple of people this will take a little bit more time. probably it might get included into a mappack or updates or what ever :)

tanks for the positive feedback, guys. really appreciated :D

Ginger Lord
12-27-2007, 04:55 AM
Sunset/Dawn lighting would be even more awesome.

Furyo
12-27-2007, 10:00 AM
yes most definitely. Like I said Hessi, it's the lighting I have a problem with. It's just too white

ultranew_b
12-27-2007, 07:34 PM
The lighting look fine imo, and besides your the boss! Either way it'll look good.

Sokar
12-27-2007, 11:55 PM
One of the best looking maps I have ever seen. I can only hope it plays as good.

Ace_McGirk
12-28-2007, 03:11 AM
The lighting look fine imo, and besides your the boss! Either way it'll look good.


Finally, someone remembers who is making the map.
Looks sweet, I just hope you put as much time and effort into the entities and such as you have into the brush/model work.

Ol' Noodle Head
12-28-2007, 07:47 AM
Of course he's the boss. But if people can't offer their opinions (some much better informed than my own) then we might as well shut the forums down.

Take it easy!

:)

NotAgOat
12-28-2007, 07:03 PM
Wth is this!?!? Amazing work, nice job both of you! I can not wait for a release of this map. I like how you used all new textures as well, I hate seeing the same textures rehashed over and over again.

EDIT:
The only thing I would change if I had power over you would be to scale the cathedral 100% somehow, It looks weird the way it is.

hessi
12-29-2007, 03:58 AM
Wth is this!?!? Amazing work, nice job both of you! I can not wait for a release of this map. I like how you used all new textures as well, I hate seeing the same textures rehashed over and over again.

EDIT:
The only thing I would change if I had power over you would be to scale the cathedral 100% somehow, It looks weird the way it is.

i would love to if i only could! serious! in fact the cathedral model isnt in a 1:1 scaling (virtual world : real world) since the level would be too streched. we thought this (=scale it down a little) might be the best solution to not screw the gameplay.

cheers.

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.