Need some design suggestions


07-01-2003, 08:04 PM
I'm working on a map and I've hit a creative block. I'm creating a type of urban/city combat map. I'm hoping to encourage window to window shooting. Here is a very simple overview of the map design. Players will only be able to progress to the new buildings or streets by going through each progressive building. In other words there are no sidestreets or alleys.

Now to the issue. I'm looking for good ways to close off each of my street ends. I am really hoping to avoid the standard and boring stone/brick wall with bushes or trees on top approach. I want something fresh. Any suggestions? Hope this makes sense.

Thanks,

Frehley

ender
07-01-2003, 08:25 PM
Rubble, tanks, houses, paths that extend but are blocked off by clip brushes?

2ltben
07-01-2003, 10:42 PM
How about a dod_camera with a nice, ferocious artillery barrage blowing the living hell out of the buildings and sealing off the streets with the rubble, maybe throw in a buried tank or two, but not brushes, modeled rubble and all that stuff to keep it looking good and seperating your map from the standard "omfg a triangle with a rubble texture can act like a pile of rubble, I be teh 1337 hax0r". Let's face it, after mass production of mapmodels and particle effects, the days of triangular brushes with rubble textures are over.

07-01-2003, 11:15 PM
modeled rubble and all that stuff to keep it looking good and seperating your map from the standard...

Where do you get this modeled rubble?

CptMuppet
07-02-2003, 12:57 AM
Try looking in your dod/models/mapmodels for rubble.

But I dunno anywhere you can get custom map models from.

TheNomad
07-02-2003, 03:35 AM
yea, 2ltben's idea is good, have rubble blown from buildings, but not all the same, also have tank road blocks and maybe even a crashed plane.

mental
07-02-2003, 03:57 AM
you can also close one or both sides off with a river or something....a canal possibly, and have the bridges going across where the streets are be destroyed.

07-02-2003, 04:31 AM
I was thinking about doing a map along similar lines. I wanted to create a map where the players would have to battle through the bombed out shells of houses and buildings almost on a room by room basis. ... Sort of working along the lines of stalingrad .. without it being called stalingrad ;-)

I struggled with the same things as you are ... how do you keep the players within the buildings.

Most of the ideas for dead ends have already been suggested ... blown up vehicles, crashed planes, dropped girders/beams, collapsed walls, and rubble. I was thinking of adding fires but I am not sure what that would do the framespeeds.

Incidentally I was struggling with ideas on preventing the map from becoming too linear. I wanted to avoid the 'one route' through the housing.

I was also hoping to add a large bombed out wharehouse or factory :-)

I will be interested to know how the map progresses.

Glidias
07-02-2003, 07:43 AM
Super Open Large scenery OUTSIDE the town. Road that extends out for miles MILES!!! Make the player feel he is part of a large gameworld even though he is inside a city.

Work with MS3d at 1/100 scale, compile model with 100x scale in the .qc.

Sly Assassin
07-02-2003, 07:54 AM
Adding to that canal/bridge idea, you could have some sort of MG nests their with the axis_monster maning it, and have a similar setup to the anti spawn camping mg system where it fires on the opposition etc.

07-02-2003, 10:35 AM
Dang guys. Awesome ideas. I'll have to sit down and make some test maps to work out some of these ideas when I get home tonight.

I think these are difficult maps to plan but the nice thing is that each street is a seperate part of the map if you block it right so you can have r_speeds to burn.

Now, if I were to do something like the river on one side of the map how would you do it? Would you create a seperate river section for each street end OR would you create one long river along a side of the map and then try to vis block it somehow?

Thanks for the help guys. You've succeeded in getting me through my creative block. w00t!

Frehley

07-02-2003, 12:14 PM
There would NEVER be that many streets in a row, make some of the streets like 90 degres to each other and have rubble or something to block off the corner. it would just liven up the repetion some more, and allow you to make the map bigger cause it would be mroe square.

07-03-2003, 04:50 AM
the only thing to add to this is, not to make the streets like a maze which would be too frustrating. There is no fun when you are new to map and keep running in to dead ends :(

Keep us posted on the progress of the map :) Sounds good :D

2ltben
07-03-2003, 06:10 AM
Originally posted by CptMuppet
Try looking in your dod/models/mapmodels for rubble.

But I dunno anywhere you can get custom map models from.
The MSA forums, just ask, good folk there. Modeled rubble would be a pile of pylons, beams, wood, stone, and generally anything that would have gotten blown up with the building.

2ltben
07-03-2003, 06:12 AM
Originally posted by Glidias
Super Open Large scenery OUTSIDE the town. Road that extends out for miles MILES!!! Make the player feel he is part of a large gameworld even though he is inside a city.

Work with MS3d at 1/100 scale, compile model with 100x scale in the .qc.
Except VHE/WC mapsizes are about 350' cubed.

CptMuppet
07-03-2003, 11:51 AM
MSA forums? I presume you mean Modelling.

07-03-2003, 10:00 PM
Models Sprites Animations, MSA

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