dod_powershift


Neutrino
09-01-2003, 05:28 PM
I decided to name this map powershift.

Anyways, I changed the city into a farmish area.
The r-speeds in that area are between 600-900.
The r-speeds from starting off in the forest are 800-1000.
Everywhere else is 700 or lower.

Here are some pics:
These shots were taken when I had a vis problem.

http://carnagemonkey.free-host.com/PS1.JPG
http://carnagemonkey.free-host.com/PS2.JPG
http://carnagemonkey.free-host.com/PS3.JPG

Capt Winter
09-01-2003, 05:43 PM
awesome map, post an overview, and how far along is it.

Neutrino
09-01-2003, 05:54 PM
97% done.

I need to add the objectives. A capture point and 2 flaks

Capt Winter
09-01-2003, 05:55 PM
From the the pictures it looks like a small village and some outlying forest like in band of brothers foy town. Great map looks awesome.

Neutrino
09-01-2003, 06:18 PM
theres more..much more

Mexikilla
09-01-2003, 06:39 PM
I'd like to see some pics like the second one with r_speeds 1 on when you fix the vis problem...
I am not saying your lying about r_speeds but it is generally better to show them anyway. ;) If the r_speeds are low enough, then this could be pretty sweet! GJ!

Mystic Cobra
09-01-2003, 06:52 PM
Looks good so far, that barn looks like a good position for me and my BAR :) I like the fox holes...cant wait to try this one out.

Neutrino
09-01-2003, 07:29 PM
mexi. Here are two pics for you. One outside the forest and in. I rather make the epoly higher than the wpoly...Ill se what I can do though, suggestions?

http://carnagemonkey.free-host.com/PS4.JPG
http://carnagemonkey.free-host.com/PS5.JPG

-iNw-Andy
09-01-2003, 08:10 PM
Whoa there! It's best to keep epoly around 4000-5000 or less to prevent any severe lag.

Smallpox
09-01-2003, 08:11 PM
this map looks built for the k98 :)

Neutrino
09-01-2003, 08:26 PM
and what charlie epoly? it has more when the allies are on the beach. My forest area is similar to charlie's beach. Once u pass it, it gets better.

Oh, and if the kar is fixed in 1.1 (and i heard 3 weeks), my map should be released for that time so it should all be good.

Mystic Cobra
09-01-2003, 08:32 PM
My BAR will destroy that KAR :) Nice looking forest!

Capt Winter
09-01-2003, 08:45 PM
ahah 3 weeks too long to wait ur, at least give us mo screenies ur map looks really good.

Mexikilla
09-01-2003, 08:45 PM
[QUOTE]Originally posted by TheCarnage55
[B]mexi. Here are two pics for you. One outside the forest and in. I rather make the epoly higher than the wpoly...Ill se what I can do though, suggestions?
QUOTE]


OH GOD ALL MIGHTY thats alot of epoly!

Godcha
09-01-2003, 09:43 PM
ohh.. this remeber me also to BoB. it looks really nice! do it on.. m8

travis
09-02-2003, 01:32 AM
the building in pic#1 looks rather odd.

just trying to add some constructive critticism

kleinluka
09-02-2003, 01:53 AM
pretty good but the poly count is a bit heavy for HL1.
This type of maps will be fun to make on Source. =)

R3aveR
09-02-2003, 02:13 AM
Yeah it does remind me of Bastogne. Good Job my new pars will go well with this map :)

Kehldon
09-02-2003, 02:29 AM
Boohoo... the link doesnt work for me :|

Craftos
09-02-2003, 03:30 AM
I wonder why people keep forgetting about devastating power of rifles in DoD and that's why open maps without any cover and flat ground (not to mention white background) end with very boring gameplay. In 1.1 you will see Garand having similar effect as current K98 (easy accurate shots, 1 shot/kill).

Puritania
09-02-2003, 03:52 AM
Originally posted by Craftos
I wonder why people keep forgetting about devastating power of rifles in DoD and that's why open maps without any cover and flat ground (not to mention white background) end with very boring gameplay. In 1.1 you will see Garand having similar effect as current K98 (easy accurate shots, 1 shot/kill). Yeah the map looks great, and I am a big fan of snow maps, but there should be some more cover, perhaps you could add a trench-line?

Mythic_Kruger
09-02-2003, 04:10 AM
This map is looking good, except for the performances.
In other words it won't be played online. Keep the wpolies and epolies as low as possible.
For example, you will never find a server running dod_charlie with 30 players.

With such a beautiful map, you should keep the priority on the performances. Mappers can't do what they want, they must follow the engine rules (dod_5points, dod_taijouisijimikilikilama...).
You make maps to play them, right?

In fact, You can get an idea of the performances with bots. The more bots, the more lag. I doubt your map is playable with 20 bots.
I suggest you to use all the available tips to reduce r_speeds. Remove models, or change the size of the open areas.
Otherwise, only a few will download it; nobody will play it. Even if the map is pretty. As you want.

Neutrino
09-02-2003, 12:56 PM
i dont really plan on getting 20 people on this map because I havent even seen that many on bocage or campagne.
As for cover, i forgot to add in a little shack with some big tools and couple of haystacks between the village and the forest


actually, maybe not..it would just raise the r_speeds and epoly.
I guess u must depend on snipers and mgs. Harder, but more realistic. But as soon as a soldier captures the farm area, they will spawn there.

Neutrino
09-02-2003, 06:22 PM
Originally posted by RaNd0M
the building in pic#1 looks rather odd.

just trying to add some constructive critticism

I just read your post. Its a barn, what do you want?

Mystic Cobra
09-02-2003, 07:04 PM
Originally posted by TheCarnage55
I just read your post. Its a barn, what do you want? :rolleyes: barn yard aminals ?

Billie|Joe
09-02-2003, 07:12 PM
Originally posted by thekingofbums
this map looks built for the k98 :)

jesus, every map seems fit for that damned gun.

Originally posted by TheCarnage55
Oh, and if the kar is fixed in 1.1 (and i heard 3 weeks), my map should be released for that time so it should all be good.

the mauser MUST be fixed of 1.1 or this is the end of my dod career.

err...back on topic, that is one hella sexy map. can't wait for the release:D

RA7
09-02-2003, 11:57 PM
Looks good,...

Stoffer
09-04-2003, 12:08 AM
Pretty good, but... those r_speeds are to high, you can't have 1100 wpoly, binded with 9000 epoly, it would make the map WAAAAY to un-playable (for smaller PC, i dont have a problem with that, but smaller PCs can).

Try to add treelines with skys to block r_speeds.

Oh and dont use the offical snow pine-tree, its WAY to high poly, its like 560 polys, and i see you got alot of them.

-Stoffer

Neutrino
09-04-2003, 01:41 PM
do you mean the fat ones that came with dod or the skinny ones?
maybe somebody can make a super duper low poly tree for me? Maybe the branches are one 1 poly instead of 2 or 3 and maybe the trunk is just one poly too? Could help.

Mexikilla
09-04-2003, 01:55 PM
Originally posted by TheCarnage55



actually, maybe not..it would just raise the r_speeds and epoly.
I guess u must depend on snipers and mgs. Harder, but more realistic. But as soon as a soldier captures the farm area, they will spawn there.

Good idea, don't add more to the r_speeds plus I like the idea of conquering the kar98 while in a inpiring charge.;) The only way it will be successful though is class balance. It is imperitive you give allies enough cover (extra 30 cals, I guess two will give enough to keep the k98's heads down, and 1 or 2 snipers) while limiting the number of powerful rifles the germans will have. I don't mind the challenge of running without cover, but it will be worthless if there is no suppressing fire. Otherwise it will just be a boring slaughter.

Also maybe you wanna think about adding like a back route into the town to spread out the german defences instead of just one flank. Then if the allies are smart, you could get a whole bunch of the team to be a diversion kind of lying low by the forest but just pinching off shots to show all the muzzleflashes so the germans will put all their defences at the front, but then 3 of the best men will sneak down the back route and take out some of the front defences from behind, then the rest of the team will CHARGE! God I am dreaming too much, but if you could make that possible this would be an awesome map! Maybe HL2:p

Neutrino
09-04-2003, 02:00 PM
i had a vision for a map and all i wanted to do was create it. I hope to get low poly trees and i actually found more to do to lower w and e poly. Once hl2 comes out (and hopefully a dod2), then i will make a dod2_powershift forsure

Neutrino
09-04-2003, 03:02 PM
ok. I edited some of my map today and i got the w_poly and e_poly much lower (almost 1/2 the size then before) in the farm area.

http://carnagemonkey.free-host.com/PS6.JPG
http://carnagemonkey.free-host.com/PS7.JPG

Ill start on the forest. Ill add as much sky as possible now, take out the highpoly trees and hopefully I can fill them in while incredibly low poly trees (see other post). If anyone can do this for me, plz PM me. I hope to post another update tonight if possible. If not, tomorrow!

09-04-2003, 04:16 PM
My undestanding on the tree models is that they can't get much lower as far as e_poly goes since they are just a few branches and a trunk. You could probably cut a few branches out, but that's about it.

If it was possible I'd be really excited myself. =) But to be honest, only people with 32 meg or lower cards will not be able to play the map in most instances. 10k epoly is high, but it's nothing for the generation of vid cards we have now...

Monk

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