Preview: Northbound by skdr
Hey all.
Time to show my new map. It's a snow themed map with tight street action and countrysideish villages.
I'm planning to finish this asap and submit it for Day of Defeat 1.2 map testings.
Please give some comments. Thank you :)
Pictures can be found here:
http://skdr.dodfi.net/northbound/
Sagitarius
08-29-2003, 07:56 AM
ah you made it night = extra khuul ;)
Insta
08-29-2003, 07:58 AM
Very good, I really like it :D
Jolly
08-29-2003, 08:24 AM
GJ Skdr :D
This looks nice.. :D
kleinluka
08-29-2003, 08:25 AM
Apart from the oversized wallpapers this looks like a real sweet map. Will check if I can help you out with textures there.
Originally posted by kleinluka
Apart from the oversized wallpapers this looks like a real sweet map. Will check if I can help you out with textures there.
Appreciated. Thank you.
And thanks to all that have commented.
:)
Mystic Cobra
08-29-2003, 09:21 AM
Looks very good. Nice atmosphere.;)
PIMPAGE!!!...good work sdkr...
-iNw-Andy
08-29-2003, 10:01 AM
Is there any story? What's the map about? What are the objectives?
Sure, the map looks good...but I want to know more about it than just some screenshots :D
Hey,
I'll be honest. This looks really good - probably the best of your maps. I hope the gameplay is as good as the actual maps look.
Jix
PS - For some reason, I really like the name of the map. Not sure why, but that doesn't matter.
Craftos
08-29-2003, 12:13 PM
I think light environment is a little doo dark considering sky color, lamps and presence of snow. Stained-glass windows in church shouldn't be lighted by above reflectors. It doesn't look right in WW2 times. If city isn't destroyed, you should provide some other cover on the streets.
Overall - not bad, I've seen worse ;).
CptMuppet
08-29-2003, 05:43 PM
This looks really good in places, and rubbish in others.
For instance: Dodgy brush work on the church roof, the textures seem to contrast greatly with the surrounding environment, a wierd texture used to "board up" the entrance to the church.
It has however: good use of models (although the bare tree is questionable in use).
Polish up the sprites.
In short: its like a B1.3 map collided with a 3.1 map...
Capt Winter
08-29-2003, 08:01 PM
Map looks great from what i could see great architecture, id suggest more snow did u say it was a snowy map, maybe some snow piled up on a side of a building or curb. Also, it might just be me but i don't like dark maps maybe u could make it a dusk map or dawn. At least some more light or take a poll and see who like either.
Originally posted by CptMuppet
This looks really good in places, and rubbish in others.
For instance: Dodgy brush work on the church roof, the textures seem to contrast greatly with the surrounding environment, a wierd texture used to "board up" the entrance to the church.
It has however: good use of models (although the bare tree is questionable in use).
Polish up the sprites.
In short: its like a B1.3 map collided with a 3.1 map...
I appreciate your comments but please clear some things for me:
Brushwork on the church roof? How is it dodgy?
Textures contrast greatly with surrounding environment. What do you mean?
And how can I polish up the sprites? They look good to me.
And please tell me what brings you memories of B1.3 map here.
Thank you.
Originally posted by -iNw-Andy
Is there any story? What's the map about? What are the objectives?
Sure, the map looks good...but I want to know more about it than just some screenshots :D
Thanks for the comments. I haven thought about the story behind this but I will come up with something very dramatical. :)
Quakah
08-30-2003, 03:14 AM
I really like that map, I really like the atmosphere, a lot better then bright day light ! After you put some sandbag models here and there etc. this map will be kick ass qua looks :D skdr wins !
kleinluka
08-30-2003, 04:51 AM
I don't like those ominous wooden gates that lock off the town from the void.
Also yeah, the texture that you used for the church door thing really doesnt fit. The church looks weird in general. Not really like a church but more like a two-story building with a tower on top of it. It needs more "churchy" architecture detail.
CptMuppet
08-30-2003, 06:02 AM
Dodgy brushwork:
The church roof should use more brushes to look more realistic.
Sort the textures out by: editing them in photoshop, and blurring 2 textures together slightly, to reduce the sharpness of 2 textures on different brushes. Alternatively, use photoshop or Wally to reduce the contrast of offending textures.
Sprites: make them a bit more transparent.
Come on, you can use the spoon yourself! (philosophical comment of the day).
FuzzDad
08-30-2003, 06:36 AM
Originally posted by CptMuppet
Dodgy brushwork:
The church roof should use more brushes to look more realistic.
Sort the textures out by: editing them in photoshop, and blurring 2 textures together slightly, to reduce the sharpness of 2 textures on different brushes. Alternatively, use photoshop or Wally to reduce the contrast of offending textures.
Sprites: make them a bit more transparent.
Come on, you can use the spoon yourself! (philosophical comment of the day).
Wonderful artwork!!! hehe...actually...it depends. If you make a small town (like a village with only two or three buildings) you can get away with more detailed architecture...but if you make a small city (like Jagd) you need to simplify your brushwork (like the second pic) so you don't ratchet up the r_speeds. Either way is acceptable given the limitations of the engine...do this...look around in Jagd...you'll see examples of the one-brush and the multiple brush building in Jagd depending on the location. It's all relative to how many polies the mapper believes he can get away with.
Ginger Lord
08-30-2003, 07:10 AM
CptMuppet: I think Skdr knows the best way of how to make roofs in his map...
Originally posted by CptMuppet
Dodgy brushwork:
The church roof should use more brushes to look more realistic.
Sort the textures out by: editing them in photoshop, and blurring 2 textures together slightly, to reduce the sharpness of 2 textures on different brushes. Alternatively, use photoshop or Wally to reduce the contrast of offending textures.
Sprites: make them a bit more transparent.
Come on, you can use the spoon yourself! (philosophical comment of the day).
You're telling me how to do roofs without even seeing how I did them in my map? You have just dark lighted pic of house and you're saying that my roofs are bad?
Please. I respect honest feedback but this is something that you havent seen in Hammer Editor.
End of rant.
map looks cool so far, i also would like some cover on the streets
one thing:
http://skdr.dodfi.net/northbound/northbound0002.jpg
why are the trees in the middle of the street?
kleinluka
08-30-2003, 08:10 AM
another thing-
you might want to add actual doors to your buildings. Looks a little strange w/o any doors.
Howitzer
08-30-2003, 06:00 PM
Looks very atmospheric so far... good job! With some of the adjustments already suggested I think this map has a good chance of making 1.2:cool: And yes the trees sorta look out of place IMO.
BTW how is dod_scorpius coming along?
Originally posted by Howitzer
BTW how is dod_scorpius coming along?
I decided to leave it. So it is a 'never to be released' project.
Yes. I'm a bit sad about it myself but the map didnt shape up well and I'm not pleased to it.
I might release the .rmf file if someone is interested. Not sure yet tho.
Ralfst3r
08-31-2003, 07:21 AM
OMG i LOVE the lighting you did, nice!
Quakah
08-31-2003, 08:00 AM
Originally posted by skdr
I decided to leave it. So it is a 'never to be released' project.
Yes. I'm a bit sad about it myself but the map didnt shape up well and I'm not pleased to it.
I might release the .rmf file if someone is interested. Not sure yet tho.
I'd like the rmf :D I'd even like to finish the map ^^
Capt Winter
08-31-2003, 12:17 PM
Id also like to see the rmf if u don't mind. Maybe post it on here so we can download.
Originally posted by CptMuppet
Dodgy brushwork:
The church roof should use more brushes to look more realistic.
Sort the textures out by: editing them in photoshop, and blurring 2 textures together slightly, to reduce the sharpness of 2 textures on different brushes. Alternatively, use photoshop or Wally to reduce the contrast of offending textures.
Sprites: make them a bit more transparent.
Come on, you can use the spoon yourself! (philosophical comment of the day).
Dude, I don't think skdr need you to teach him how to map.
Sum new pics here:
Pic1: I replaced those horrible looking plates under the trees and klein gave me idea of treegrates. Looks much cooler now. Also I would like to thank Absolut Vodka for that great texture.
http://skdr.dodfi.net/northbound/nb1.jpg
Pic2: A view from a window near the church. You can see to the first flag area from here. Nice MG spot :)
http://skdr.dodfi.net/northbound/nb2.jpg
Pic3: This is the area behind church. This church is located near axis spawn. Axis spawn pics later today!
http://skdr.dodfi.net/northbound/nb3.jpg
Thanks to Absolut Vodka for great new textures I used. Treegrate and sum fence textures.
Puritania
09-05-2003, 10:17 AM
Looks great, I hope it gets put into the 1.2 rotation :)
Quakah
09-05-2003, 10:25 AM
Originally posted by Puritania
Looks great, I hope it gets put into the 1.2 rotation :)
and u haven't even played the map? :confused:
anyway, gj skdr, still don't know what trees are doing in the middle of a road except for causing traffic damage :p
PhoneMan
09-05-2003, 10:48 AM
From a non-mapper, strictly gamer perspective...It looks really good. It kind of has a cherbourg/zalec/thunder feel to it.
Have you thought of which allied team you were going to use? Please let it be the US.
Thx for the comments.
Yes it's US vs. Axis
New pic.
Axis spawn:
http://skdr.dodfi.net/northbound/nb4.jpg
Sagitarius
09-05-2003, 02:29 PM
ok..right...ok
that fourth pic...
ok
i noticed that only thing telling me that this is dod is the treemodel :o
Mexikilla
09-05-2003, 03:21 PM
Not bad skdr, me likes!;)
But I hate that everyone is using that horse standing statue and jagd texture base combo. We need more statues. :D
[R5]Rainbow_Phive
09-05-2003, 03:24 PM
This map kind of reminds me of Arcturus' dod_blizzard
Originally posted by Mexikilla
Not bad skdr, me likes!;)
But I hate that everyone is using that horse standing statue and jagd texture base combo. We need more statues. :D
That's right. Not enough models to play with. Gotta contact flomatic :-D
kleinluka
09-05-2003, 03:52 PM
I like the terrain in the last pic. I still think the church has to look a lot more complex and and special.
Originally posted by kleinluka
I like the terrain in the last pic. I still think the church has to look a lot more complex and and special.
Working on it.
Thanks for the comments.
Howitzer
09-05-2003, 06:29 PM
Just a small little request (if it manages to fit into your map plans) have some mg/ sniper spots that can be destroyed with bazookas(like caen). I think they're just sweet:)
Originally posted by Howitzer
Just a small little request (if it manages to fit into your map plans) have some mg/ sniper spots that can be destroyed with bazookas(like caen). I think they're just sweet:)
Sure thing!
I'm planning to make multiple breakable sniper points etc. Just want to keep wpoly down.
Howitzer
09-06-2003, 11:25 AM
THats just too cool:cool:
Do you have a storyline going at the moment?
Hi all.
Decided to reply to this topic and not make a new one. I've made some nice progress with the map lately. Basic layout is nearly done and playtesting is near.
But here's some new pics:
Allied side first flag area
http://skdr.dodfi.net/northbound/nb0001.jpg
Allied second flag.
http://skdr.dodfi.net/northbound/nb0002.jpg
A little tunnel connecting allied side and center town
http://skdr.dodfi.net/northbound/nb0003.jpg
Axis spawn rewamped. Yes, there are two ways out from the spawns.
http://skdr.dodfi.net/northbound/nb0004.jpg
Allied second flag building closeup
http://skdr.dodfi.net/northbound/nb0005.jpg
That's all today. I hope you like it. Comments are very welcome. Thanks in advance.
I'll keep you guys updated on the map situation. Keep your eyes open :)
Btw. And those who want to hear some background of the map story. You have to wait. I'll reveal it soonish ;)
-iNw-Andy
09-26-2003, 09:42 PM
Good stuff!
Insta
09-26-2003, 09:43 PM
Very, very nice :D
Nice night setting, without having it too dark, making it hard to see the enemy.
Also, I like the Axis spawn. Very nice turning road!
Keep it up, and keep giving me exclusive previews ;D
Godcha
09-27-2003, 01:56 AM
looking really good. seems to be a nice atmosphere... still looking forward to this ;)
Quakah
09-27-2003, 02:01 AM
beautifull work skdr
kleinluka
09-27-2003, 05:29 AM
looking great skdr. good work
Ginger Lord
09-27-2003, 05:46 AM
Lighting is good, it was you that asked what Biervilles lighting was, wasnt it?
Originally posted by Ginger Lord
Lighting is good, it was you that asked what Biervilles lighting was, wasnt it?
Yep I asked it but thats not exactly the same. I made light little brighter than in Bierville..
Thanks for the comments :)
[:C:]Zer0
09-27-2003, 02:55 PM
love it ;o
[:C:]Zer0
09-27-2003, 02:55 PM
love it ;o
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