Preview: dod_edge
Quakah
06-22-2003, 05:10 AM
Hi there, this is my map I've been working on for a couple of weaks, transformed a lot :) from holland bright sky, to belgium snowy and now night and snowy :) well, you probably don't care about this so i'll just give you the screens ;) I'll add tanks, sandbags etc later when the layout is finished.
http://users.pandora.be/caz/edgeL1.jpg
http://users.pandora.be/caz/edgeL2.jpg
http://users.pandora.be/caz/edgeL3.jpg
http://users.pandora.be/caz/edgeL4.jpg
Oh, anyone who can play kalt will be able to play this map ;)
well, tell me what you think
wow looks very nice , maybe a little bit rubble on the street , but very nice!
TheNomad
06-22-2003, 05:49 AM
Looks pretty nice.
Looks very good.
My suggestions is to fix some texture aligment things on the bridge and lower those speeds. I see your map is coming along nicely so keep up the good work m8 :)
Looks pretty good, keep it up.
kleinluka
06-22-2003, 08:53 AM
looks good but you need some street lamps. it is extremely dark right now.
Its actually not that dark, and it looks good. Good work. :D
xerent
06-22-2003, 08:56 AM
You have big holes in the walls and no rubble :confused:
Originally posted by Quakah
I'll add tanks, sandbags etc later when the layout is finished.
:o
Kraut-Killer
06-22-2003, 09:14 AM
great! i like dark maps! :D
Quakah
06-22-2003, 09:14 AM
Originally posted by xerent
You have big holes in the walls and no rubble :confused:
I took my panzerschreck and blasted that hole out, it's a func_breakable, that's why :)
Mexikilla
06-22-2003, 09:30 AM
Pretty good, I kind of like how most of the light is coming out from the buildings instead of streetlamps, gives it kind of a cool atmosphere. The only thing I don't really like is the the sky, I can't stand the fullmoon sky. Some good night skys I've seen all on wadfather: dashnight, dwell, ax_darkclouds, mnight, and lmmts_1. After looking at those skys I think mnight would really work great with your map! But of course these are only suggestions and the final decision is yours. Keep it up!
Quakah
06-22-2003, 09:55 AM
yeah, true, I don't like that skybox either, it's overused, I'll look into wadfather, thanks for the advise
ender
06-22-2003, 12:20 PM
Looking very nice. :)
I would suggest changing the the roofs, you have them all slanting the same way. Why not do some in the other direction? And this might not work out with your brushwork why not try changing the height of some buildings?
Again looking great, keep it up.
Quakah
06-22-2003, 12:38 PM
when i change roofs into other direction i get troubles with r_speeds and then I have to put on visblocks on those roofs wich will not look that good ingame
*EDIT*
http://users.pandora.be/caz/edgenewsky.jpg
update with a new skybox, I think i'll be using this one, the lights needs to be fixed on the street lights and I'll change some roofs from direction
Lighting settings dont match the sky. Check environment shadows.
Gorbachev
06-22-2003, 03:48 PM
new skybox looks great...but now the light_env angle needs to be changed, the shadows don't seem to be "right".
Wittman80
06-22-2003, 05:22 PM
Originally posted by xerent
You have big holes in the walls and no rubble :confused:
that's usually the opposite of what we normally see. Usually we see tons of rubble, and the buildings are immaculate...
Quakah
06-22-2003, 11:41 PM
I'm fixing the lightning right now and about those holes, like a said before :), I was running trough the map with my panzerschreck and shot those things out the wall, like you shout one of those walls in kalt, you don't see rubble either
I like that latest pic with the bridge quakah
Looking good so far, some rubble where you BLOW STUFF UP would be nice, but not anywhere else.
that's usually the opposite of what we normally see. Usually we see tons of rubble, and the buildings are immaculate...
The best example of this is Jagd. Go to the main square in the middle of the map. look at all that rubble, and not 1 destroyed building in sight(there is that blowable wall but come on..)
Draft Dodger
06-23-2003, 10:14 AM
You know, you could make some cool rubble show up when you blow the walls by using a func_wall_toggle...
The func_wall_toggle will be the rubble. There's a flag to make it start out invisible, so you can have the func_breakable trigger the func_wall_toggle to make itself visible, and the rubble will show up.
I'm not sure of the specific code to enter, I think you have to turn off Smart Edit to do it...ask someone who knows because I don't.
Quakah
06-23-2003, 10:37 AM
yes, i know how to do that but just a small piece of a wall can't create a whole pile of rubble :) so it isn't nescecarry(soz for bad english :))
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Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.