Preview: YACPT - Yet Another Campagne Preview Thread
-iNw-Andy
06-30-2003, 10:31 AM
EDIT 07/06/03: I apologize guys...I may not be releasing just yet...working on gameplay and other things.
Ok guys, here we are again. I'm posting some new screenshots of my map DoD_Campagne as per a few people's requests.
Without further delay, here are the pics:
http://users.invasionworks.com/~andye/pics/campagne01.jpg
http://users.invasionworks.com/~andye/pics/campagne02.jpg
http://users.invasionworks.com/~andye/pics/campagne03.jpg
http://users.invasionworks.com/~andye/pics/campagne04.jpg
http://users.invasionworks.com/~andye/pics/campagne05.jpg
Enjoy.
kleinluka
06-30-2003, 10:32 AM
:D
divisionazul
06-30-2003, 10:39 AM
Awesome man!
Glidias
06-30-2003, 10:46 AM
Sigh...lol.....i miss the bright cheery look..
But this atmosphere is pretty cool....dark...forecasting rain and storm.
I was thinking, use a multimanager (random choose 1 weighted) on the start of every round to determine whether the next round rains (by swapping info_doddetects when u switch the master). Then, when pple play the map for the 2nd or later rounds, they start exclaiming "hey!! it's raining!! LOL". Just a nifty feature for added realism and atmosphere. It may rain/may not rain...so there's some randomity involved. I'm sure u know about the Mulberry storm duriingg D-day days....
campagne05.jpg reminds me of MOHAA tank combat. I was thinking it would b cool to enter the tank and start blasting at every enemy with the turret!! Maybe use a trigger to some dod_camera + the tank controls...thus u get 3rd person tank blasting view MUAHAHAHAHAH! It would be even cooler to drive along those tracks!!
Are thoes ground textures from DoD or did u edit/customise them? If i were to make such similar textures, what textures could i use or refer to and what hues should i use? THey look very NOrmandyish...reminds me of CLose combat infasion Normandy. I must say i hope u release those lovely ground textures. (the grass ones). But then again u wouldn't want all the maps having textures looking like yr map. So...maybe tell me how u did it so tat pple can diy.
-iNw-Andy
06-30-2003, 10:56 AM
Hehehe...a lot of people say they liked the old lighting, but the truth is, it just didn't work with the new textures. The current lighting really brings out color in the textures and gives the map a unique feel...I experimented with some other (sunny) lighting settings and it just wasn't the same. I owe a lot of thanks to kleinluka for the lighting settings and above all, the textures. If it weren't for him the map wouldn't look half as good as it does now.
Kraut-Killer
06-30-2003, 11:19 AM
thats incredible! i just played the bocage level of moh:aa. this one looks really similar. just awesome. i love those settings, with a small village and a few bushes here and there.
im just sitting waiting for the release so we can start the movie..lalala.. *twiddles thumbs* oh, looks like were gonna be changing the script alot, this new version here looks way diff then the one i got :)
Ginger Lord
06-30-2003, 11:33 AM
No Marder :(
kleinluka
06-30-2003, 11:42 AM
glidias:
i made those from scratch. the point was to intensify the "normandy style" look of the map. the textures will be part of my new wad which should be out soon (not that soon but soon)
[edit]
as for the country lane:
a similar, higher res countrylane texture i made, can be found here (http://kleinluka.inwdungeon.com/demo/countrylane.jpg)
PolyHead84
06-30-2003, 11:42 AM
its unbelieveable that talentet mappers like u can get such beautiful things out of this old hl engine...
awesome !
Amazing work, andy. Played your first attempt on this map (brighter) but now it looks much better. :)
This looks very beautiful. Looks like there's too much good maps for dod now as well... Harder to get publicity for own pieces of work. *sad*
TheNomad
06-30-2003, 12:33 PM
Looks very nice, i like the details, the telephone wires, the tank track in the mud
also the random rain idea would be good, but it would never rain for me :D (particlefx 0)
Gold.
GJ Andy and kleinluka!
Yeah very very very good!!! but... in french "jaques lavalle" is spellt "jacques lavalle" with a "C" btw it graphically kicks ass!!!
kleinluka
06-30-2003, 01:38 PM
<[iNw]Andy> the guy was drunk on wine when he painted the window
Foley
06-30-2003, 01:40 PM
this has GOT to become an offical map :D
Kehldon
06-30-2003, 02:08 PM
Now that looks like a map I actually would enjoy playing. Are you really sure its the halflife engine you are using there? :D
-iNw-Andy
06-30-2003, 02:22 PM
Sorry, I'm bluffing, I'm actually using the Q3 engine :P
No, really, it is Half-Life. Gotta love the alpha-channel support for models.
kleinluka
06-30-2003, 03:01 PM
i guess i can safely post this pic then, too:
http://kleinluka.inwdungeon.com/campagne.jpg
Ikujinonai
06-30-2003, 03:07 PM
Damn, it's almost good enough to live there, except for the sporadic gunfire and tanks and the like.
-iNw-Andy
06-30-2003, 03:11 PM
Bonus Pic:
http://users.invasionworks.com/~andye/pics/campagne06.jpg
TheNomad
06-30-2003, 03:37 PM
hey! stop sending in photos and calling them screenshots :)
Faceman
06-30-2003, 04:42 PM
Great work, be nice if custom maps were played more often. All that work and great looks would be going, not to waste, but alot of effort for a low amount of play time. Looks great, hope the gameplay matches.
Good stuff indeed.
kleinluka
06-30-2003, 04:53 PM
well we're still hoping for it to make it into 1.1 so who knows.... :)
Wittman80
06-30-2003, 06:36 PM
*Marlon Brando voice* Words........cannot...describe it...
looks great, now for the gameplay. :D
and if we can turn rain on like that I've just had some great ideas for maps.
Sly Assassin
06-30-2003, 08:04 PM
Dam thats nice :D
Can't wait for release :D
Glidias
06-30-2003, 10:04 PM
Originally posted by TheNomad
Looks very nice, i like the details, the telephone wires, the tank track in the mud
also the random rain idea would be good, but it would never rain for me :D (particlefx 0)
You can always hear the rain :D And for pple with cl_particlefx 1, they would change it to "2" just to satisfy their curiosity. LOl....gimmicks!
multimanager has a Master. Create two multimanager versions (one will be active, the other will be inactive via ~mastername, mastername). trigger_auto the currently active multimanager at the start of every round. That multimanager would then trigger the approiate ambient_generic.
d3fmaybe
07-01-2003, 06:17 PM
We(Frenchies) spell it Jacques, not Jaques. You might want to edit it. :)
kleinluka
07-02-2003, 08:28 AM
as I said (or andy for that matter), the guy was drunk while painting on the window ;)
Very nice indeed, will pimp the pics.
Btw if u need a mirror, PM me.
Wittman80
07-02-2003, 10:00 AM
We may get tired of waiting on the map, but we'll never get tired of seeing screens and previews. This map looks to be the greatest map ever for DOD and yet again shows the dedication and professionalism of the -iNw- crew.
-iNw-Andy
07-03-2003, 10:59 PM
Playtesting went great - the gameplay seems quite solid (a lot better than I had originally thought...the map is kind of enigmatic in that when one runs around in it the map appears confusing and huge...when playing it, the layout eventually becomes obvious and it's very fun, or so I'm told ;)) Now it's time for optimization and a few other 'things' ;)
Anyway...release won't be as soon as I expected or may not even occur...I've got a few tricks up my sleeve. My aplologies...I know I've been keeping you all waiting for a very long time...I'm just trying to get the map as solid as possible in all departments. I'll try and keep you guys updated on the status.
ender
07-04-2003, 01:05 AM
I've been waiting since 2.0 days when this map was called dod_countryside :D I'm sure we can all wait longer, maybe it will be included in 1.1? Who Knows. :)
I was wondering if you could show, perhaps a layout. I'm very interested on how you went forth with it.
-iNw-Andy
07-04-2003, 09:20 AM
Ask and you shall receive:
Here's the overview (made by my good friend Hoooogaaan):
http://users.invasionworks.com/~andye/overview.jpg
TheNomad
07-04-2003, 03:44 PM
wow, from the overview, the map looks very big!
kleinluka
07-04-2003, 04:07 PM
it IS big.
Miasmatic
07-04-2003, 04:41 PM
GIMME GIMME GIMME!
-iNw-Andy
07-04-2003, 06:32 PM
Just remember...only the tan-colored "shaded" part of the overview is the actual map...Dan added in roads and buildings around the map to make it look like it isn't just an isolated area in the middle of nowhere.
Darkwing
07-04-2003, 07:16 PM
well we're still hoping for it to make it into 1.1 so who knows....
that would be justice. i so hope it gets in. good luck with that. and send the team some litte "presents" too.
also, looking at that overview, im trying to make a relation to other maps. is it say...bigger than jagd? also, is it equal and warable?
Wittman80
07-04-2003, 11:37 PM
wow...
marianopicco
07-05-2003, 01:49 AM
Yep, yep! very nice indeed.
The graphic quality matches the mohaa maps...
Ive already said this a thousand times but ill never get tired: Dod brought the half life engine beyond its limits.
-iNw-Andy
07-05-2003, 09:16 AM
Originally posted by Darkwing
...also, is it equal and warable?
What exactly do you mean?
Ginger Lord
07-05-2003, 03:35 PM
Nice to see the layouts not changed much, much fun running down the bridge as an allie to have about 10 axis come round the corner and down the hill.
:D
CptMuppet
07-05-2003, 03:41 PM
Originally posted by marianopicco
Yep, yep! very nice indeed.
The graphic quality matches the mohaa maps...
Ive already said this a thousand times but ill never get tired: Dod brought the half life engine beyond its limits.
Don't you mean "Dod pushed the HL engine to its limit(s)"?
pretty good, no where near mohaa standards, i donno why ppl would say that. anyway some things need work>>
pic1 - its too sparse, that open field needs filler, also the double layering thing with the hedge and the foliage behind it looks wierd and very unnatural
pic2 - again a lack of effective cover it looks like
pic3 - theres a blatantly misaligned texture bottom-center
pic4 - that stone wall texture seriously needs replacing, as does the window frame trim, door frame trim, and the wood beams dont really work on the exterior of a building like that, turn it into a stone trim
in general some of your textures need to be downscaled, this map is lacking "oomph" if you know what i mean. needs something spectacular.
-iNw-Andy
07-05-2003, 07:03 PM
Originally posted by slicky
pretty good, no where near mohaa standards, i donno why ppl would say that. anyway some things need work>>
pic1 - its too sparse, that open field needs filler, also the double layering thing with the hedge and the foliage behind it looks wierd and very unnatural
pic2 - again a lack of effective cover it looks like
pic3 - theres a blatantly misaligned texture bottom-center
pic4 - that stone wall texture seriously needs replacing, as does the window frame trim, door frame trim, and the wood beams dont really work on the exterior of a building like that, turn it into a stone trim
in general some of your textures need to be downscaled, this map is lacking "oomph" if you know what i mean. needs something spectacular.
Duly noted...but I will tell you now, it is hard to judge the map without looking at it in-game.
Darkwing
07-05-2003, 09:54 PM
andy, gameplay wise, so far, is it an equal map? or will one team dominate? i know you havent played it much, but is it easier for a particlular team to win? do you use an in build timer? (dont think so cause both teams have objectives ala jagd)
its just that the built in timer, where one team "defends" arent really good for wars and competition matches. Is campagne an objective map that is suitable for wars?
-iNw-Andy
07-05-2003, 10:04 PM
I've done a bit of work lately after receiving some feedback from playtesting.
Each team has three objectives, and there's no timer - the map is very balanced now. Neither team really dominates the other.
Darkwing
07-05-2003, 10:27 PM
3 objectives each = winner.
thats great.
allies - two tanks and the telepone wires. that right?
axis - two bridges, with sachet charges on the other side, and ????
or they very different since lats time?
Faceman
07-06-2003, 12:09 AM
Both teams having their own objectives? I like the sound of that. So both sides can either rush to get things done first or actually use TEAMWORK and some do objectives while some hold down the fort. Of course with both teams doing this...this will make for some interesting matches.
Ginger Lord
07-06-2003, 02:13 AM
Certainly was fun in b1, look better than some offical maps and played better than them back then. This should be super.
Or as you Yanks so
"Its gonna be tight"
:rolleyes:
-iNw-Andy
07-06-2003, 09:50 AM
Lol, I'm a Yank and I never say that :P
Yep, the current Allied Objectives are to destroy two tanks and cut telephone wires. The Axis (er should I say Fallschirmjaeger) objectives are to go across enemy lines, steal explosives, and destroy the two bridges. They also have to destroy the church tower to prevent Allied artillery spotting. The fact that the Axis have to move across and back is because the bridges are fairly close to their spawn - it's more of a balancing act so each team has to walk about the same distance. When I designed it, it was more of an experiment - I really wasn't sure how well it would work. Now, after playtesting the map quite a bit, it appears to work quite well.
is there a release appointment ? :confused: ;)
kleinluka
07-06-2003, 10:27 AM
no
Ginger Lord
07-06-2003, 10:38 AM
Hope youve kept the secret room + wav. That was so funny hearing it blurt out across the map in early testing :P
-iNw-Andy
07-06-2003, 12:05 PM
I took it out because you found it :P
I also need all the entities I can get.
NOTE: I've edited the original post regarding release...won't be releasing just yet.
kleinluka
07-07-2003, 03:28 PM
new pics from dod.de (http://www.dayofdefeat.de)
http://dod.daddeln.de/images/screens/screen_409.jpg
http://dod.daddeln.de/images/screens/screen_410.jpg
http://dod.daddeln.de/images/screens/screen_411.jpg
http://dod.daddeln.de/images/screens/screen_412.jpg
http://dod.daddeln.de/images/screens/screen_413.jpg
http://dod.daddeln.de/images/screens/screen_414.jpg
http://dod.daddeln.de/images/screens/screen_415.jpg
-iNw-Andy
07-07-2003, 06:59 PM
Thanks for posting that klein :D
Ikujinonai
07-07-2003, 07:50 PM
The map looks amazing, aesthetically and gameplay-wise. I love maps like Glider and Zalec (with unconventional objectives), so this one pleases me very much. From the screens I'd say the quality is better than some of the current official maps we have right now.
Mythic_Kruger
07-07-2003, 09:07 PM
Keep up the good work! :)
Faceman
07-07-2003, 10:22 PM
Hoping for 1.1
Shane
07-08-2003, 12:35 AM
I can promise you, this is a fun map. The unique objectives are very interesting and the map is a fun challenge. Really good for team-oriented players.
wow that looks amazing! canīt wait to play it! :D
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