dod_Taishoujima


07-13-2003, 04:22 PM
Hi all!
I am Taishouji from japan.
I maked one dod's map! name is dod_Taishoujima.
Well this map is small. But I think this map is so fun.
You can download here
http://www.geocities.co.jp/Playtown-Domino/9279/

Thank you!


pics
http://www.geocities.co.jp/Playtown-Domino/9279/taish1.jpg
http://www.geocities.co.jp/Playtown-Domino/9279/taish2.jpg
http://www.geocities.co.jp/Playtown-Domino/9279/taish3.jpg
http://www.geocities.co.jp/Playtown-Domino/9279/taish4.jpg
http://www.geocities.co.jp/Playtown-Domino/9279/taish5.jpg
http://www.geocities.co.jp/Playtown-Domino/9279/taish6.jpg
http://www.geocities.co.jp/Playtown-Domino/9279/taish7.jpg

07-13-2003, 04:47 PM
Nice job, dude. Look's like an interesting map. What's the r_Speeds on it? People might want to see that before they download the map. Otherwise, good work! :)

07-13-2003, 04:54 PM
yeah looks like GJ and original!!! D/ it right now and test it

Gorbachev
07-13-2003, 05:05 PM
Looks like a good map. Unusual to see a Japanese person involved in a WWII game, nice to see some new faces.

I was in Japan a few months ago. I loved it there, I plan on living there about 3 years from now. I'll stay one year as a sort of test, and then if it all goes well I'll try and live there after. The bonus to living there is that I can have an outside job but still be able to map :D

07-13-2003, 05:10 PM
There's a problem ehn you load the map. To fix this. rename the bsp file to dod_taishoujima_b2.bsp
dod_taishoujima_b2.1.bsp makes the game thinks it cannot find the map.

07-13-2003, 05:18 PM
Looks really cool. How big is it? Interested in submitting it to small maps pack? ;)

Mystic Cobra
07-13-2003, 05:21 PM
Looks very unique. Do you have an overview? :)

xer0
07-13-2003, 05:51 PM
i havent dld a custom map for sometime now, but this one i think i just might dl.

Shane
07-13-2003, 06:53 PM
Looks original. :)

If you continue to develop it, I suggest giving it a name that will be easier to spell. Even if the name was shorter, that would be better.

Why? Well, if you hope that any servers at all play this, those that do will be custom map servers. Most of those have voting enabled. If the way this map gets played is dependent on people typing in the name to vote for it... it'll never get played. :)

I know, I know, seems like a small detail, but its true. Look at all the stock maps. The names of the stock maps are short, sweet, and easy to remember/spell. Caen, flash, jagd, glider, forest, etc...

Gorbachev
07-13-2003, 07:22 PM
dod_sankou (midnight/early morning hours?)
dod_toudai (lighthouse)?

Mystic Cobra
07-13-2003, 08:08 PM
dod_tajima :rolleyes: has a nice ring to it.

07-13-2003, 09:01 PM
Yeah this is original, doesnt look like WW2 to me (probably becuase not everything is blown up). Good job.

07-13-2003, 09:04 PM
wow, arigato gosaimus :)
that map is very original

Cheeto
07-13-2003, 09:31 PM
Spooky. Looks like a 19th century city, like London or New York, at night. Half expect to see Jack the Ripper pop out from behind a street corner. ;)

Glidias
07-13-2003, 11:58 PM
Replace water with a large mdl ocean!

Maybe can include a sea battle outside as well!!

Mythic_Kruger
07-14-2003, 12:36 AM
Personnaly I'd like to see more often japanese people posting here ^^ .

Beautiful map, Taishoujisan... It reminds me dod_5points.
2000 wpolys when you are inside an empty room, hum did you use the full VIS to compile?
4000 wpolys in the corners, hum, but the map is beautiful...

Good maps are a mixture of performances and visual effects.
I am sure you can improve the map to make it one of the best here. I'll be glad to help if you want to increase the performances.

Rotkopf
07-14-2003, 01:16 AM
I love how the majority of the people in here just scream "OMG Beautiful" without evening looking at the r-speeds. Do you guys even know how a HL map works? And what r-speeds are? Mapping is an art, not just getting started and creating fantastic looking enviroments. The mapper has to remain in the limits set by the HL engine or the map IS going to play poor in multiplayer games. Lag, visual stuttering and ****ed gameplay are the consequences of poor mapping with high r-speeds.

Fix the r-speeds and the map could be a winner. But nobody will play it unless you lower your overall r-speeds. Type "developer 1" and "r_speeds 1" in your console to view them.

Quakah
07-14-2003, 01:32 AM
this looks really nice, I think I'll dl this one

Glidias
07-14-2003, 03:01 AM
and when u d/l and installed it, use yr dod developer console mode shortcut, load the map via console so it's singleplayer, check out gl_wireframe 1 to find out what's the problem. Anyway, the map doesn't look all that detailed to me....so /me wonders why the r_speeds are high.

Roftkopt, i think it should be creating a map is an art. Vis-blocking and r_speeds is a science. Mapping is both art and science. Actually, anything is.

RA7
07-14-2003, 03:16 AM
Looks very interesting to me...

Mythic_Kruger
07-14-2003, 03:50 AM
Ok here is what I suggest.

Look at the pictures. They were made with gl_wireframe 1.

0000 : that is the main problem for this map. We all know the water is an entity that the engine will ALWAYS see, even trough walls. gl_wireframe 2 confirms what I'm saying.

0001 : the problem here comes from the subdivide. If the textures would have been scaled 2x, the r_speeds would be much better. In this particular case (under face of a bridge in the dark), I wouldn' hesitate 1 second to scale the stuff 5x.

0002 : Another classic. The stairs should be differently, showing only 1 face on the side, and all the stairs are 1 func_wall made of multiple edges, to avoid brush-cutting. I quickly drawed how they should be.

0003 : Another classic. We are here at a corner, looking towards the sea. That means the r_speeds should not go above 150. Why are they 386? beacuse the base of the statue should be a func_wall, to avoid brush-cutting. This cylinder is the first example in the Hammer Help files (the "?" in the menu. search for r_speeds in the Index). With a func_wall instead, the ground would not be cutted like this, it would only be affected by the subdivide cut.

I highly suggest you to simply remove half of the water in the map.
One more thing : the engine can see trough the func_walls. The brush-entities do not block VIS. That means you must NOT create a whole building with func_walls, for example.
One last thing : to get optimal performances, place a few hint brushes.

Hope this helps.
Sorry for the images quality, the attached files size is limited.

CptMuppet
07-14-2003, 04:23 AM
I hope he can understand the suggestions made! :)

The following helps r_speeds:
Using NULL brushes (with "Zoners Half Life Tools" http://dev.valve-erc.com/index.php?go=zhlt)
Reducing the Max Visible distance.

Looks good- reminds me of Spain, not London.

Kehldon
07-14-2003, 04:32 AM
Reducing max viewing distance doesnt help r_speeds. Try gl_wireframe 2 and you will se what I meen. The engine still "draws" whats outside viewing distance but it isnt textured.

Strafe
07-14-2003, 05:53 AM
Originally posted by Shane
Looks original. :)

If you continue to develop it, I suggest giving it a name that will be easier to spell. Even if the name was shorter, that would be better.

Why? Well, if you hope that any servers at all play this, those that do will be custom map servers. Most of those have voting enabled. If the way this map gets played is dependent on people typing in the name to vote for it... it'll never get played. :)

I know, I know, seems like a small detail, but its true. Look at all the stock maps. The names of the stock maps are short, sweet, and easy to remember/spell. Caen, flash, jagd, glider, forest, etc...

That was my first thought exactly. Other then that, the map does look different and could possibly be good. Kind of reminds me of Festung.

Glidias
07-14-2003, 06:51 AM
I think the main reason why 0001 is too poly-intensive is becos he didn't func_wall the beams. I don't reccomend scaling up textures..Makes things ugly.

Originally posted by Mythic_Kruger
I highly suggest you to simply remove half of the water in the map.
.

No no *don't* remove half of the water! Keep it and split your water into 8 parts or something.......Whatever it is, ensure it doesn't render the whole func_water, that's all.

Even better ( i reccomend):

Convert your ocean into a huge .mdl!!! 3d modelling-wise, it would be a flat surface consiting of patches, each patch with a tilable water texture applied on it. (Of course, it may be possible animate it to give some wavy effect. It may also be possible to use additive to get a nice transparency shiny reflectivity effect to go along with the wavy effect to get something that hopefully looks as good as HL2...yea yea hopefully....) FOr me, i would normally divide the ocean .mdl into 8 parts (ie. 8 submodels) and use 8 env_models (referencing the same model but different sub-model) at the 8 edges/corners of my map area, Top, Top Left, Top Right, Left, RIght, Bottom Right, Bottom Left, Bottom! This is for creating a large surrounding environment, in your case it wouuld be a super large ocean that extends beyond the Hammer grid all the way to the horizon and beyond. YOu can even have distant ships far away. Maybe have a sea battle as well! I'll provide an example map. And since your map is small, you can have a ship battle in other areas as well, where pple get to fight on simple plastic model ship .mdls!!!

Craftos
07-14-2003, 08:51 AM
I think it can't be improved. You can make very nice looking map only by ignoring w_polies and e_polies. limit.

Cheeto
07-14-2003, 09:35 AM
Rotkopf, the map IS beautiful. Because beauty is describing only the looks of it. So chill out, it seems like most of your posts are just negativity and it's really bloody tiring.

You could make this map better, just tweak some things and use some of the poly reduction tricks. NULL faces, turn some brushes over to entities to cut down on face splitting, textures scaling, and fixing that func_water. A model might be the best choice, or you might just have to convert it over to a brush based water (cover it in the water texture, don't turn it into a func_water).

Howitzer
07-14-2003, 10:32 AM
fooled around on the map a bit and i couldn't reach the axis first flag before being teleported outside by the map's anti-spawncamper protection. Only way to reach it is by going prone and crawling up 3 flights of stairs to avoid being teleported.

Distinct style to the map that's fo'sho. I hope the author responds back to this thread and improves his map cuz it has potential.

CptMuppet
07-14-2003, 02:36 PM
Using a model for water might look better, especially if you made use of CHROME textures. The only problem would be getting the water to fit properly, and it may cause a large drop in FPS.

07-14-2003, 05:01 PM
Thanks for many reply!
I can't do English for a while.sry..
Now, I answer.

>Kolezan
Sorry I don't know what r_speeds is.
And I fexed that problem.

>Whoopy42

>RSM4
I don't have overview it is like DoD.
But I am satisfied with now.

>Shane
hmm I know.
But it does not know what I should do..

>Glidias
Sorry I can't.It is not known well....


>Mythic_Kruger
Yes I did.
Well,what is wpolys? I don't know that.

>Howitzer
What I do for you?

>CptMuppet
ok I trying to now.

07-14-2003, 05:16 PM
aww missed.

>Whoopy42
If it avoids, please add to it!

07-14-2003, 05:26 PM
A small usability suggestion:

Make the download link bigger on your website. It's pretty hard to find for us non-Japanese users - namely me - it took me a bit of time to find :P

Otherwise, I really like your map. There's a few glitches here and there. But was pretty fun. :)

Zyndrome
07-14-2003, 05:48 PM
This map has, as mentioned before, potential. But it's kinda silly that you can walk anywhere in the shallow water. Deep water with trigger_hurt would to the trick. And as CptMuppet said: Use a model for the water. Some of the models like the phonepoles and streetlights sometimes disappear in front of you. This is caused by its origins are not rendered. Use func_wall for any obstacle that blocks the model origin.

Capt Winter
07-14-2003, 06:08 PM
Actually i found it right away so im not so sure what your talking about not finding it was pretty easy no offense.

i_like_pie
07-14-2003, 07:45 PM
gr8 map. My only suggestion is that u move the locations of 2 of the flags. At the moment they are in the oponetns spawn. This means spawn camping will b much bad, paticaular see as it is so easy to get to the enermy spawn.

I don't get all the thing about r speeds. I mean , when i tested it it ran perfecly smoothly adn stuf, so isn;'t that what matters?

Capt Winter
07-14-2003, 07:53 PM
I ran it too and i can't express how detailed and wonderful this map looks, must of taken you months, point is great job. Map also ran clearly when i ran it, but then it again it was just me and prob wouldn't lag much with 1 player. Luv the map and only prob i found was the water either the file i got that you can walk on the water or its really shallow water, i suggest deeping it a bit to add more fun to it, so people could hide from anyone shooting down in the water.

Gorbachev
07-14-2003, 08:02 PM
Originally posted by kirky
A small usability suggestion:

Make the download link bigger on your website. It's pretty hard to find for us non-Japanese users - namely me - it took me a bit of time to find :P

Otherwise, I really like your map. There's a few glitches here and there. But was pretty fun. :)
haha, I didn't even notice since I can read basic japanese...I keep forgetting that my friends and probably the majority of other people here can't read it. :p

Waldo
07-14-2003, 11:00 PM
This is a beautiful map! The rspeeds are rather high in spots, but this is the most visually beautiful map I think I have ever seen.

I would make a few suggestions if I may...


Remove the teleporters as they are confusing
Perhaps make more city on the other side of the broken bridge. If there was more city there, perhaps one team could start on one side of the bridge, and the other team would start on the other side?
Make a small bridge (wood?) going across to the lighthouse. It is strange to walk in the water to access it now.


Please continue to work on this map and please share more of your work with us! Very very impressive.

07-15-2003, 04:09 AM
wow, dude! you just got props for Waldo....THE WALDO!
PS: i love your map

07-15-2003, 04:59 AM
yes heエs right, i would say this is something special, not the same branch like the 2000 city maps! i think there was only one map with water arround the map before, for not long time ago!

And you architecture style is impressing! Fix this r_speed probs and youエll find it on many custom map servers ;)

Kraut-Killer
07-15-2003, 07:29 AM
yeah thehunter is right. its a nice and original map! very good man!

Strider
07-15-2003, 09:00 AM
I love this map...

kind of confusing and I think 16 would be max for the # of players...

But keep it up, do some of the fixing and this'll be the best map ever...

Space
07-15-2003, 10:59 AM
map looks great. very original and a nice break from the norm. I don't know how gameplay is and that's a very important factor in making it a successful map. I do know this, as it stands, with the fps drops to 40 on my radeon 9700 pro 1 gig ram amd 2100+, it'll never catch on. Must improve framerate. And I like this map's potential. So please do improve.

Faceman
07-15-2003, 12:47 PM
The tight streets, slopes, design and layout works very well. It seems small running around by myself and the rooms are barren, it's a great start.

It would be nice if someone on these boards spoke some Japanese so they could translate some of the issues and suggestions we brought up here. The author of the map seems to not fully understand English.

Great job, hope to see some more work from you Taishouji.

skdr
07-15-2003, 02:02 PM
design vise, layout etc. are very good! but the highest wpoly count is almost 4000. You dont have single vis block there.

Work on that and this map is a winner :)

07-15-2003, 09:16 PM
Originally posted by Waldo
This is a beautiful map! The rspeeds are rather high in spots, but this is the most visually beautiful map I think I have ever seen.

I would make a few suggestions if I may...


Remove the teleporters as they are confusing
Perhaps make more city on the other side of the broken bridge. If there was more city there, perhaps one team could start on one side of the bridge, and the other team would start on the other side?
Make a small bridge (wood?) going across to the lighthouse. It is strange to walk in the water to access it now.


Please continue to work on this map and please share more of your work with us! Very very impressive.

when he suggests something or praises you that is good WALDO IS GOD lol... love your maps man but ya i like the map im trying to get my clan server to play it and maybe put it in the rotation :) btw about finding the map... go to http://files.houstondod.com/pafiledb.php?action=file&id=189

Gorbachev
07-15-2003, 10:50 PM
Originally posted by Faceman
The tight streets, slopes, design and layout works very well. It seems small running around by myself and the rooms are barren, it's a great start.

It would be nice if someone on these boards spoke some Japanese so they could translate some of the issues and suggestions we brought up here. The author of the map seems to not fully understand English.

Great job, hope to see some more work from you Taishouji.
I have 3 years of japanese from school...so if you give me some basic points to tell him, I'll most likely be able to do it, and if this board supports japanese fonts then all the better.

This is a test -> 日本語 にほんご ニホンゴ

[edit]well it sort of works, I don't know if his browser has auto-japanese encoding. Since this site has a western encoding normally.

Cheeto
07-15-2003, 11:28 PM
Gorbachev I just switched my browser encoding over to Japanse (don't ask why I have it) and your characters loaded fine. So he should be able to read it as long as you got the grammar right. ;)

Mythic_Kruger
07-16-2003, 02:34 AM
Excellent, Gorbatchev.
You could first contact the mapper to check the japanese language settings.
If all is fine, you could translate Waldo's post.
Then explain how to use developer 1, r_speeds 1, what are wpolys, what are eploys, the r_speeds limits (never above 1000 wpolys, even if /me stays under 600. On this small map it is not impossible) and the main rules to get decent performances (for example http://www.slackiller.com/tommy14/rspeeds.htm could be a first step).

This might be a loads of work, but it is really worth; and looking at the forum rules of this section, it seems we all help each other in the Mapping section.

And, dunno if Hammer was released in japanese language. In other words he probably uses the same Hammer than us. I hope it is the 3.5 version.
Anyway there are several DoD players in Japan. Mappers too. Some Japanese mappers could help him. Not redo the map for him, but show him tips about wpolys, already in japanese language.
Thanks in advance, looking forward a battle on this island.

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