Preview: Dod_Rocheville


Mexikilla
08-31-2003, 12:45 PM
Alright I am starting to make some progress on my map so I think it's time to preview it. It still needs alot of work but I think I am starting to get something. Note: What do you think of storyline especially, I am not sure if I want to do a "88 destroy" map or flag capture,but if I do just a bunch of flags then I'll have to lose the story. I'll need some feedback on that. Plus I'd like some feedback on the lighting, I am still working on that.

The Story-

June 17th 1944 En Route to Cherbourg...

The 4th Cavalry Group had divided its forces and moved out on schedule that morning to reconnoiter the area between the 9th and 79th Divisions and maintain contact between them. Troops A and C jumped off from Nehou toward Negreville and Troop E and Company F proceeded from Blandamour north toward Rocheville. For a while these units kept pace with the 9th Division, encountering only slight resistance on the Bricquebec- Negreville line and converging rapidly toward Rocheville. Near the town the advance elements of Troop A suddenly drew heavy artillery, mortar, and small-arms fire. A dismounted reconnaissance force discovered what was believed to be an enemy delaying force of approximately one reinforced platoon, with two antiaircraft guns, in the village.

The Pics-
**EDIT**: PICS BELOW SCROLL DOWN**
**EDIT2** More pics on page 2**
Constructive criticism is always welcome, I'd like to know what you guys think!;)

Howitzer
08-31-2003, 01:06 PM
Looks pretty nice except for the area in pic 3... which looks sorta barren and bland. And the storyline sounds intriguing enough for me:cool: Make it an objective map and add something to spice it up(new objectives, new models, usable mortars, etc.) to distance this map from others. Good work so far!

Mystic Cobra
08-31-2003, 01:10 PM
Good start. In pic #2 will you be able to enter the hotel ? Also why did you cut off the top of the screens? :D Oh yeah please make an overview, imo those green grid lines are the worst thing ever made :p

Ginger Lord
08-31-2003, 01:53 PM
Pic 1: Misaligned textures on the broken walls, very pointy rubble. The yellow tudor building looks very repetitive. Otherwise very nice

Pic2: The destroyed building just doesnt look right. It has a broken wall texture halfway up the right wall which just ends and goes into normal brick, perhaps make the buildings next door roof broken too. The back just stands out too, perhaps use the same broken wall texture. Street textures looks way way overscaled.

Pic3: Very nice. Reminds me of SPR. Theres a telegraph wire pole holdy thing, perhaps add some wires. The floor being raised in the building looks a tad odd.

Pic4: Looks great, but those roofs are seriously pointy! Not sure if they get *that* pointed.

Capt Winter
08-31-2003, 02:04 PM
From the pics i can assume its going to be all city map, nothing wrong with that but i always like to see bazooka targets so add quite a few bazooka targets in the map where u can blow ways through walls through buildings, don't make the map linear with only 1 way, but add several paths. Like in Zalec i beleive u can call an airstrike maybe you can call a mortar strike on a building on ur map, possible level a building so that u can get to other site. Well basically my suggestion is to add more bazooka targets, also next time u show pics give us an overview.

Mexikilla
08-31-2003, 03:53 PM
@Howitzer: I have made that wooden fence in the background in Pic 3 go into the outskirts of town to where the 1st 88 is in a church. I also haven't added alot of the details (pretty models, mortars, ect.) but of course I will get to that.

@Mystic Cobra: Yes you will be able to enter the hotel. Plus in this build I didn't do a full compile so I didn't want to show the r_speeds. And yes I will get to an overview.

@Ginger Lord: Pic 1: Fixed misaligned texture on broken wall. How is the rubble "pointy" please be more specific.
Pic 2: I'll work on the destroyed building a bit more. Since you mentioned it I do see that the back texture stands out. Also I'll downscale the streets.
Pic 3: I haven't added most of the wires but I will, thanks for suggesting though. Plus I agree that the floor being raised is kind of odd, will check that out.
Pic 4: Yah they are pointy but I have seen buildings like that trust me, ya gotta love that building though! Thanks for all the suggestions.

@Capt Winter: Well it's going to be a mix of city fighting getting to the other side of town into the outskirts where the 88's are. And I do have 1 bazooka target so far, but I'll put more in where I see fit. There are enough routes too, allies will fight whatever route they want but will meet each other again heading towards the 88's.

Thanks for the suggestions, keep em coming! Oh and what about that lighting?:D Thanks

Capt Winter
08-31-2003, 04:29 PM
From looking at the pics i like the lighting as it is.

Mystic Cobra
08-31-2003, 04:49 PM
Yeah, the lighting is good IMO.

Sly Assassin
08-31-2003, 07:40 PM
lighting is a tad to pink for me, could be my monitor but it looks ok atm. ;)

I noticed in screen 4 that the pointed roof building at the end of the street, the window on the top left has a texture alignment problem and looks really out of place, other then that I didn't pick up on anything else the others didn't get.

Looking good other then that bro :D

Puritania
09-02-2003, 04:18 AM
Your bandwidth died, now I can't see how this looks :(

Mexikilla
09-02-2003, 09:06 AM
Here I'll just attach the pics here for now...

PIC 1

Mexikilla
09-02-2003, 09:07 AM
Pic 2

Mexikilla
09-02-2003, 09:08 AM
3

Mexikilla
09-02-2003, 09:08 AM
4

Mexikilla
09-02-2003, 09:11 AM
I know lighting is too dark, was just experimenting, but tell me what you think. Sorry for the multiple posts but my bandwith died on the free site, plus dodstudios doesn't work anymore.

NOTE: I had to crop a lot so some of the pics might be a little distorted since I had to get them to fit in the attacth file.

09-02-2003, 10:10 AM
just gimme a light..



but looks very good! :)

Poopy Butt
09-02-2003, 03:02 PM
Yeah, the second lighting is a little too dark :)

But the first set is OK. I think it may be a little too pink and light. I would suggest either making it darker or making the sky lighter. Nice job anyway. ;)

RA7
09-03-2003, 12:00 AM
Good job.

Mexikilla
09-04-2003, 06:01 PM
Ok another new lighting... tell me what ya think. This is a new area on the outskirts where the first 88 will be. It will be well covered however, you'll see by these pics.

Besides the lighting, anybody have some suggestions to filling up the "empty" spots outside the the hedge line. They look good on the ground but kind of weird in the bell tower. Thanks.

Pic 1 (http://dodart.dodhq.net/uploads/uploads/B2J_rain100002.jpg.jpg)

you know u wanna take out a whole team in this spot... (http://dodart.dodhq.net/uploads/uploads/B2J_rain100003.jpg)

full pic of church in all its glory... (http://dodart.dodhq.net/uploads/uploads/B2J_rain100004.jpg)

Awww there phew!

Howitzer
09-05-2003, 01:38 PM
I believe Kalt uses hill models so maybe you could use those... but they're probably won't fit into your map and might cause performance hits. You're probably best using more buildings or perhaps have a hedgerow texture to cover up the tops of the existing hedgerow.

Some more cover or dragon's teeth(don't over do it) is also necessary in pic2 as well I believe.

Ginger Lord
09-05-2003, 02:02 PM
First pic will see some major abuse...


You can see the enemies coming down the road so that will be unfair. Make the treeline better so you cant see it.

If it was my map, id take that left treeline out and have that as a triangualar so it gives them a chance.

CptMuppet
09-05-2003, 05:39 PM
Make ur func_wall / func_illusionary OPAQUE (blocks light).

Put some more cover here and there...

Its hard to do much with the 2D hedgerow, but do something with it, use some clever trickery!

Mexikilla
09-05-2003, 06:34 PM
Originally posted by CptMuppet
Make ur func_wall / func_illusionary OPAQUE (blocks light).



Which one? The func_wall where the car is?

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