Preview: dod_burn


CptMuppet
06-29-2003, 02:50 PM
Dod_burn (formerly dod_bauernhofschlacht)

Edit Edit (!): latest pictures (8/7/03)
http://www.dodstudios.net/uploads/uploads/dod_burn_bunker2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger8.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_prop.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_muddyarea.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_bunker3.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_onlytrench2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_holeroof5.jpg

Edit: The latest pictures-

http://www.dodstudios.net/uploads/uploads/dod_burn_axisspawn.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_bunkerinterior.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_gatehouse4.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_onlytrench.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_rubble1.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_sandbagarea.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger1.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger4.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger5.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_bunker.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_roofhole2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_radio_room.jpg

This is now about 88% complete, I just need to sort out a few stupid texture bugs (the NULL texture on many of the rooftop bricks, you may notice... or maybe not since its invisible). (edit: map now is 96% complete)

OLD Pictures:
http://www.dodstudios.net/uploads/uploads/dod_burn_gatehouse1.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_gatehouse3.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_courtyard.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_pillars.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_holeroof.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_pool.jpg

Just so you know what r_speeds are like...
http://www.dodstudios.net/uploads/uploads/dod_burn_rspeeds!.jpg

Any comments would be useful :)

Kyle05
06-29-2003, 03:59 PM
what was the name again? dod_castlewolfenstien? lol

divisionazul
06-29-2003, 04:19 PM
Hey, i like the textures, maybe you should add a little more detail and put some lights like candles.

OrbMonky
06-29-2003, 04:20 PM
that looks very neat and refined, but it could use more texture. I know castles generally look drab and monotone, but it shouldn't be devoid of life :P a lil rubble here, a plant or table there, all sorts of stuff.

TheNomad
06-29-2003, 04:39 PM
looks nice, tho it needs more things, crates, cubords, furnature for example.

06-29-2003, 08:04 PM
some of those shots just screamed

"I HAVE NEVER BEEN TO A REAL CASTLE"

ok I'm guessing the german styles are different from the english ones. but I still have a dman good idea. some of the shots just wernt a castle they were a big brick place. If you can get to an actual castle (not any of these american jokes) take your camera with you next time. some texture use and architecture just seemed... wrong.

I'm not trying to slam you buddy don't think that, you've got some nice work in there, but it just dosnt feel like what your trying for in a few shots. the rest are great.

Heres a fw things, Ladders were rare they certainly wernt metal and fixed in place. If you cant fit stairs make them spiral or double back on themselves. the rrom in the center of Gatehouse3 pic is exactly what I mean the texture work and architectures shape just dont fit in. the courtyard shot is good, but they would rarely have a rudant wall like that belwo the balocy, that would be a curved support. also the rails were more often than stone. In the run Pillars shot the hallway is just to large, when they were building castles rarely did they bother with extravagence they were down to basics kinda narrow and not to high, also electricty would be built in there would be obvious electric wires or at least more damage to the walls. hole roof is good but there would be lots more detail in the stone work, the roof would have broken supports and it wouldnt be paper thin. The floor would most liekly have a large rug on it. In burn pool those pillars do not fit wiht the catle style your going foor, also that suken pool is an islamic syle. and I don think your castle is based there.

Hope this helps.

06-30-2003, 12:49 AM
yeah, some more detail would be realy nice. Just hallways and a pool with a courtyard I dont hink is enough, add some crates, maybe some rubble(dont over do it), and some plants and it should look good.

CptMuppet
06-30-2003, 03:59 AM
I have been to lots of castles (I live in England) in Britain and France Mr Beaver!

Yeah I know some of the architechture is kind of incorrect, but I have done some basic research on Germanic castles..

The pillars corridor is the size it is for gameplay reasons- its right by the allied spawn, so I didn't want loads of allied teammates queueing up there.

Ladders are in heavy use to keep r_speeds down, but I think more staircases should be OK.

The pool is just a gimmick, to show how you can make water look (but I have a much better idea for my next map, using skyboxes...) here in England, visit the Bath Roman ruins where theres loads of shallow pools. Could the Germans have had such a thing?

I thought about candles a long while back, but I decided that the wehrmacht would be happier with no-fuss gloomy lightbulbs!

OK so rubble and various things then... shouldn't be too much trouble, since quite a few of those can be done with env_model.

Broken supports; Railings; Electricity wires; Rug (I originally had a rug in the middle of that room covered in rubble, but I wasn't happy with the texture I made).

Thanks for the comments! :)

06-30-2003, 06:31 PM
heh I thought you may of been to castles by how good some of thoose shots were in parts. other just looked liked you'd glued areas on. meant no offence sorry if you took any. Hope to see this futher on should be a good play.

CptMuppet
07-01-2003, 11:09 AM
LOL no offence taken!

Yeah, you did point out some good points, I did use a fairly "artistic license" here and there without looking at any reference material...

As for the hole in the roof, it uses a {texture...
But if I stick some beams in that room it shouldn't be so noticable (BTW- In other buildings I had put beams in... kind of stupid of me to forget in there! :P)

I've made quite a lot of new textures by taking textures from photos, and I've just finished a new rubble texture too... :)

Once I've sorted out these graphical screw ups, I'll add another farmhouse, low down "shells" of destroyed buildings (sort of like those you see at some roman excavation site on a school trip), and two large, open hilly areas.

I'll post some pics once I'm happy with my updates.

07-01-2003, 12:54 PM
looks very great m8
textures are just fine :cool:

dark map :eek: ;)

marianopicco
07-01-2003, 05:19 PM
Originally posted by CptMuppet
The pool is just a gimmick, to show how you can make water look (but I have a much better idea for my next map, using skyboxes...) here in England, visit the Bath Roman ruins where theres loads of shallow pools. Could the Germans have had such a thing?

I dont think so. You can find roman baths in britain cos Britain was a roman province. Germany never was, so itd be kinda impossible to find those baths there, as itd be impossible to find an islamic type of architechture...

The map looks good. But im with beaver on that roof thing. If it has a hole in it, there should be some pieces fallen to the ground. If it was from an aerial attack, there should be a crater too.

CptMuppet
07-02-2003, 12:01 PM
UPDATE:
2 new pics for you
the roof should look much better once I re-compile with the func_wall of the roof using render mode: solid.

The courtyard now has sandbags in it, also, theres quite a few tables, etc (and wires) dotted around the map. I haven't finished the other stuff though.. I'm afraid I'm not a "passive mapper" I work in short bursts.

I want to sort out the light model in the radio_room, for some reason some of the models render kind of strangely. I'll sort that out ASAP, but I wanted to stick some pictures up here straight away.

http://www.dodstudios.net/uploads/uploads/dod_burn_roofhole2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_radio_room.jpg

(oddly enough apparently a "dod_burn_radio.jpg" is already on the hosted site... wierd...)

TheNomad
07-02-2003, 12:08 PM
ooo, i like the rubble and beams :)

CptMuppet
07-06-2003, 10:47 AM
MAJOR UPDATE:

More pictures for you!

http://www.dodstudios.net/uploads/uploads/dod_burn_axisspawn.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_bunkerinterior.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_gatehouse4.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_onlytrench.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_rubble1.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_sandbagarea.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger1.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger4.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger5.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_bunker.jpg

My only giripe is with the lighting. The light_environment is set to shine south-east, but annoyingly it does it as if the was at the lowest point on the horizon (the bunker shot shows this- and consequently the terrain looks very flat there, when it actually isn't). I've thought about sticking various light entities around the map, but I'm slightly worried that the lighting might then get a slightly un-even look. If anyone knows how to get the light_environment to shine south-east, whilst also at a downward angle, please tell me!

Other than that, the entire basic layout of the map is now complete, a few more crates will be put here and there, and a couple of graphical glitches I discovered on my last compile will be ironed out.

(you may notice the map still says dod_bauernhofschlacht in the top right hand corner. The final .bsp will will be renamed to dod_burn).

TheNomad
07-06-2003, 11:14 AM
wow, pic tiger 4, did s1 put me into lego land (the grass seems unrealistic) other than that the map looks great

CptMuppet
07-06-2003, 11:28 AM
Yeah I started using another grass texture there, and around the bunker.

I take it you prefer the darker grass which you see elsewhere? Or do you think I could make the new grass texture darker and less colourful?

BTW- tiger4 uses a model for the hill you see there. Also, from a players perspective, you shouldn't be able to see the end of the road there, since the road curves down.

Ginger Lord
07-06-2003, 11:48 AM
Attack of the bright blue light_environment diffuse.

Use the pitch box to make it come down at an angle, anywhere between -45 and -60 should do

CptMuppet
07-06-2003, 12:41 PM
Bright blue?

How do you decrease the sharpness of shadows too?

07-06-2003, 12:52 PM
get nems, theres a bunch of shadow options in there.

Great job much improved but a couple of notes, the grass around the bunker/tiger is a bit too green it sort of glows. Also in the crotyard the grass is a bit to unfirom, if you can spare the w_poly break it up a little with some dit patches and the likes. Very good job though.

CptMuppet
07-06-2003, 01:01 PM
Thanks Beaver- your comments on this map have been really useful :) That was my first compile with the new grass (the map takes about an hour to compile, so I don't do it often) which I did earlier today.

Whats NEMs by the way? I tried searching for it, but I get loads of other wierd stuff.

I use the ZHLT compile GUI- any options in there for shadows?

07-06-2003, 01:05 PM
This site HERE (http://countermap.counter-strike.net/Nemesis/index.php?p=2)

Nem's is a batch compiler it runs whatever tools you tell it to but it speeds them up and gives you all the options in a user friendly layout.

CptMuppet
07-08-2003, 11:43 AM
NEW PICS!
http://www.dodstudios.net/uploads/uploads/dod_burn_bunker2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_tiger8.jpg

Basically, the map is ready for release now. However, in these pics are areas I'm not happy with... They're OK, but I don't know to improve them without affecting r_speeds
http://www.dodstudios.net/uploads/uploads/dod_burn_prop.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_muddyarea.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_bunker3.jpg

These 2 pictures show how much better various parts of the map look with the new lighting.

http://www.dodstudios.net/uploads/uploads/dod_burn_onlytrench2.jpg
http://www.dodstudios.net/uploads/uploads/dod_burn_holeroof5.jpg

Also- what do you guys think of having a mortar to fire upon a sniper spot? Or would it be a device for lazy and or unskilled players?

If anyone can make any suggestions, I'd be grateful.

PS- if anyone can reccommend any respectable DOD custom map websites to also preview my map on- plz tell me! Thx.

07-08-2003, 12:57 PM
Grass is MUCH! better

in the dirt area the groud is tiny bit to red for my liking but its still good. on the shot wiht the ladder comming up there needs to be some sort of mid texture between the stone and the wood. the planks just ending dosnt work to well.

and i can take down a sniper with a thompson 4/5 times its really just a lazy man device.

CptMuppet
07-08-2003, 01:14 PM
I see what you mean about the planks. A texture with planks and stone, sort of more smoothly blending together.

Bye bye then Mortar...

The mud can easily be edited in Photoshop :).

But in the muddy area- I'm just slightly worried that r_speeds are getting too high (but still acceptable, and way below 800 in that spot). Should I get rid of the netting thing there?

BTW r_speeds are still usually around 380.

07-08-2003, 02:03 PM
no tis good, hide somethng more important under it like sleeping bags or something. or a TOO Target Of Opurtunity like a 88.

TheNomad
07-08-2003, 04:05 PM
Grass is WAY better, but the first pic it too bland, needs some cover.

i like the trench.

some of the pics show the "end of the map" (sky) u should put fences etc to hide the lower sky.

CptMuppet
07-09-2003, 03:22 PM
The first pic is the allied spawn area. So it doesn't matter too much if its bland.

Soz, got more stuff 2 natter about, but I g2g.

CptMuppet
07-15-2003, 11:36 AM
Small update: I've now managed to create a set of Sturmbot waypoints for the map, and have had a couple of good matches against them. Expect to see Sturmbot waypoints included in the release!

One problem at the moment- seeing things through skyboxes (like in the attached picture). I've tried using HINT brushes next to the skybox, but they don't seem to block the view.

I've also tried thickening the skybox, but this also does nothing!

07-15-2003, 01:13 PM
well your going to have to include something to block the view. if the player could see point 2 from point 1 they could see it in real life, just put a hill there or sommin.

CptMuppet
07-16-2003, 01:45 PM
Aggggggh! After compiling today I got this error:
http://www.dodstudios.net/uploads/uploads/burn_error.jpg

The map is now 6.78 mb big (including textures), and won't run in DOD for some absurd reason. Whats even more bizzare is that I could get the same compiled map to work in Half Life (ie half-life/valve).

Is the map now just too big?

07-16-2003, 02:34 PM
I tihnk thats the to many entitys error. try removing a few and trying again. start with solid class ones cause they take more info i tihnk.

CptMuppet
07-21-2003, 01:08 PM
Arrrr! I'm now getting some other stupid error in compilation.

Using mapfile wad configuration
Wadinclude list :
[zhlt.wad]

3 brushes (totalling 18 sides) discarded from clipping hulls
CreateBrush:
(76.12 seconds)
SetModelCenters:
(0.17 seconds)
CSGBrush:
(23.94 seconds)

Using Wadfile: \games\half-life\valve\halflife.wad
- Contains 10 used textures, 7.41 percent of map (3116 textures in wad)
Using Wadfile: \games\worldcraft\basic.wad
- Contains 3 used textures, 2.22 percent of map (9 textures in wad)
Using Wadfile: \games\worldcraft\dod_castlecust.wad
- Contains 122 used textures, 90.37 percent of map (482 textures in wad)

Error: File read failure

This is in CSG by the way. It reads the map file, but when it gets to 99% complete, it crashes :(.

The last file it generates is: dod_burn.p3

CptMuppet
07-22-2003, 07:05 AM
*bump*

this is really driving me mad.

I still have no idea what the problem is.

Heres a pic of the compile thingy:
http://www.dodstudios.net/uploads/uploads/burn_screwup.gif

The "3 brushes totalling 18 sides discarded" seems wierd...

I've heard of "corrupt" maps, etc, but this doesn't make sense, the RMF and MAP files both load fine in Hammer (by the way, I'm using the latest version of Hammer).

Please can someone help me?

07-22-2003, 02:13 PM
ok I'd really suggest you turn off minum face. Its pure evil! it has no use except to kill your map. it supposed to clear up bad brush work but it fails with a passion.

the "3 brushes, (totaling 18 side) discarded from clipping hulls" is just your non solid entitys, IE func_illusionary etc.

if you can host the .rmf file somwehere i can take a look at it for you.

CptMuppet
07-24-2003, 11:29 AM
How do I turn off Minimum Face?

Can't find the option anywhere!

07-24-2003, 02:06 PM
if your using nems batch compiler its under the CSG tab as "Tiny".

CptMuppet
07-23-2004, 03:56 PM
EXTREME BUMPAGE!!

OK firstly, sorry for the lack of updates; I've made some MAJOR changes to the map, and I feel its more or less now finished. Which is good cos now I've finished my 2nd year at Uni, I'm starting a Placement (Internship) in an Accounting Department.

I know this goes against the mapping forum zeitgeist, but heres a picture from Hammer (see link at bottom) - because I don't want to compile the monster yet!

The pic on the right is one of the houses which have replaced the Bunker area - I redid all that cos it clashed with the rest of the map.

Anyway, I plan to compile the map over night, so wait and see mon amis...

SWK
07-23-2004, 06:30 PM
Wow, 1 year almost to the day.

Jello_Biafra
07-23-2004, 08:59 PM
yeah...

travis
07-24-2004, 03:42 AM
i can view 0% of those pictures

siron
07-25-2004, 02:02 PM
yeah, the site doesnt exist anymore.. upload your pictures somewhere else.

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.