Couple of Flug Pics and dod_Bocage remake


FuzzDad
09-13-2003, 02:23 PM
Here are a few pics from the soon-to-be-really released dod_flugplatz and a pic of a remake of dod_bocage. I contacted Fat Tony a few days ago and he's given me permission to re-texture and re-work the map to my liking...here's an example of the re-texturing I'm considering...campagne/jagd/escape textures for now...nothing concrete yet and I know there's a rule about not showing hammer pictures...but I'm old and i don't care.

Flug 1 (http://mysite.verizon.net/warewind/images/flugsearch.jpg)
Flug 2 (http://mysite.verizon.net/warewind/images/flug1.jpg)
dod_bocage (http://mysite.verizon.net/warewind/images/bocage_remake1.jpg)

Howitzer
09-13-2003, 02:37 PM
I like those screens, flugplatz seemed to have gotten a lot more atmospheric. Do the search lights in the background actually rotate? And what is with the German jet(stuka?), is it an objective in a flag map?!

One last question what does flugplatz mean in German? Airport?

-iNw-Andy
09-13-2003, 02:40 PM
The searchlights do indeed rotate back and forth. There's even more than than in the eye-candy department...I won't give anything away, but the effects are fantastic.

Howitzer
09-13-2003, 02:44 PM
sweet:cool:

If it wasn't a cause of so much lag, I'd suggest putting in AA tracers going through the sky ala CoD.

Mystic Cobra
09-13-2003, 03:04 PM
Wow that looks sweet.

Kicker
09-13-2003, 03:15 PM
Originally posted by Howitzer


One last question what does flugplatz mean in German? Airport?

yes

kleinluka
09-13-2003, 04:09 PM
Flug does indeed kick some booty now.
And I'm going to re-texture dod_bocage. (this means new material for my next waddie~~~yippie)

:D

Mexikilla
09-13-2003, 04:18 PM
Hold on FuzzDad, why are you working on Fat Tony's map? If it was good enough to be official( and it mostly is) why wouldn't Fat Tony just submit it for 1.1/1.2? I am absolutely not saying that you are stealing his map, it's just I have never heard of anything like this before...

Oh and Flugplatz looks excellent!

-iNw-Andy
09-13-2003, 04:25 PM
Originally posted by Howitzer
sweet:cool:

If it wasn't a cause of so much lag, I'd suggest putting in AA tracers going through the sky ala CoD.
*cough*

Craftos
09-13-2003, 04:27 PM
Well, I was afraid you will release that claustrofobic plane parking overnamed flugplatz :-\. Maybe it has better gameplay but old version was more realistic, rare (withing official maps) more open map.

Howitzer
09-13-2003, 04:59 PM
Originally posted by -iNw-Andy
*cough*
Hopefully I read this as a *cough*yes*cough*. :cool: Or could it be an Austin Powers *cough*ripoff*cough*. I am confused:(

-iNw-Andy
09-13-2003, 05:03 PM
It was a cough in the affirmative.

Howitzer
09-13-2003, 05:03 PM
Roger that:D

2ltben
09-13-2003, 05:33 PM
Why would there be tracers on flug when the 262s are just sitting there, though? Ah well, at least another custom map is getting in. I still want an official para map to use my theoretical technique(have a plane that's stationary with some moving fog for clouds, then player jumps, hits a teleport, and parachutes to some random location on the map using the normal para elevator thing)

FuzzDad
09-13-2003, 07:16 PM
Actually...there's a lot going on in this map that supports the ambience...and I have to admit I added some stuff after running thru the CoD demo level...it's not as good as that...but you be the judge on release day. It's similiar in layout to the custom flugplatz but this one is much, much, more polished and it plays faster (I played w/spawns and aother things to speed gameply up a bit). It's very balanced in terms of layout and there's not many places to hide...so it should play as a fast-n-furious map. The two Me262's are sitting in place because the allieds have over-run the area...they are really just capture points (think the tank in Donner) but after enough damage they explode...you'll get a warning fire and a sprite show before they blow so get clear. THere's alos a dozen or so other things you can destroy in-game like Caen...things that allow you to go places and there's a doozy of a an egg...good luck figuring out how to activate it.

The beams do indeed go back-n-forth (func_pendulum) and in testing up on spies showed we had no lag on 8x8 matches.

The dod_bocage thing...I really like the map and I wanted Fat Tony to submit it...but it needs a little work to become a "official" candidate and I told him I could help him with it if he desired. He basically said he was finished doing any more DoD maps and if I wanted the map I could have at it...so IF one day it makes it official Fat Tony will get all the credit and I'll get a sidebar note as a contibutor...maybe some of you guys don't get it...but I LOVE DoD...and like a elephant I'll map for peanuts. I still think this is a great community and I'm stuck for life.

travis
09-13-2003, 07:58 PM
looking great!

2ltben
09-13-2003, 08:18 PM
An origin question about flug, is this what stuka was originally supposed to be? Also, is bocage going to be an official map or is it a personal remake?

FuzzDad
09-13-2003, 09:41 PM
No on both...flugplatz sprang from my own imagination and is an off-shoot of my mini-para map para_raiders (part of para_raiders made it into this map. As to bocage...just because I'm remaking it doesn't mean it's "official"...it might just end up being bocage2 or some other name and remain a custom map. I just thought that it was a great custom map and with a little work it has a chance to be considered as an official map. Just because I have glider and flugplatz in doesn't mean that everything I work on has the "official" stamp of approval...

...here's how it goes...you make a map...you pimp it...you get numerous playtests and release it to the custom community...you then take screens and people comment...and sooner or later Waldo or some other team member happens upon the pictures...maybe he downloads it and gives it a whirl...maybe he dismisses it as a trivial piece of cow spit...or maybe he likes it and shows it around to the boys at valve. If you're lucky you get a chat msg: "Hey...I was running around in <insert map name here> and I have some idea's...would you consider adding in <this thing> or changing that part to <this>". At that point you can consider the map a "candidate map"...in the end it's a informal voting process w/the dev team and either you're in...or not.

Sometimes during the process things can change...perhaps as a mapper you have a real strong emotion about something in your map that you demand is in...but the dev team is similiarily defiant that it should be removed. Things at this point get dicey...the rule of thumb is coorperation and give-n-take. Just like any negotiation you try and stay true to your image of things as they try and push you towards their vision. Those that can work in a cooperative environment usually get the map in...those who are demanding and not willing to change are usually out. The key thing to remember is that it's THEIR game and THEIR vision...so to get an official map in you need to be a team player.

2ltben
09-13-2003, 09:49 PM
Yeah, but you're...Fuzzdad! Hell, you have the only remaining known easter egg in retail! Anything you map turns to gold...or at least a gold-looking texture.

Absolut Vodka
09-13-2003, 11:44 PM
Originally posted by FuzzDad

Sometimes during the process things can change...perhaps as a mapper you have a real strong emotion about something in your map that you demand is in...but the dev team is similiarily defiant that it should be removed. Things at this point get dicey...the rule of thumb is coorperation and give-n-take. Just like any negotiation you try and stay true to your image of things as they try and push you towards their vision. Those that can work in a cooperative environment usually get the map in...those who are demanding and not willing to change are usually out. The key thing to remember is that it's THEIR game and THEIR vision...so to get an official map in you need to be a team player.

hmmm...dod_stuka...

FuzzDad
09-14-2003, 12:06 AM
I real fast re-texture today...no alignment...no scaling...just whipped out the best Kleinluka, IR, and a few other textures I could find to see what the map would look like (my test name for the re-textured map is dod_falaise...let's me keep all the original bocage stuff so I can test both):

Pic 1 (http://mysite.verizon.net/warewind/images/dod_falaise1.jpg)
Pic 2 (http://mysite.verizon.net/warewind/images/dod_falaise2.jpg)
Pic 3 (http://mysite.verizon.net/warewind/images/dod_falaise3.jpg)
Pic 4 (http://mysite.verizon.net/warewind/images/dod_falaise4.jpg)
Pic 5 (http://mysite.verizon.net/warewind/images/dod_falaise5.jpg)
Pic 6 (http://mysite.verizon.net/warewind/images/dod_falaise6.jpg)

r_speeds are great...no lag...Fat Tony really built a nice map...

Mystic Cobra
09-14-2003, 12:17 AM
Looks sick!;)

swordzkof
09-14-2003, 01:38 AM
Great job!

Looking forward to the updated version...


:cool:

09-14-2003, 05:37 AM
Looks really great FuzzDad , Tony made a pretty good map.
I like the new texture set very much!

VOTE BOCAGE for 1.2 !!!!!!!

Nice Nice Nice !!! VOTE IT!!!

Maybe if itīs time, the dod team should make a vote for dod 1.2 candidats!!! :)

Neutrino
09-14-2003, 05:46 AM
im missing textures for the fluplatz that was added in steam. Some the rubble and a gate or wall that u can jump over by jumping onto a barrel. Im not sure what the texture names are though.

oh i found em.

fd_kami9_door
kl_demogr1

09-14-2003, 05:47 AM
looks very good fuzzdad!

and mexikilla:

Originally posted by Mexikilla
Hold on FuzzDad, why are you working on Fat Tony's map? If it was good enough to be official( and it mostly is) why wouldn't Fat Tony just submit it for 1.1/1.2? I am absolutely not saying that you are stealing his map, it's just I have never heard of anything like this before...

Oh and Flugplatz looks excellent!

keep cool, fat tony left dod, i think heīs working for the soccer mod for half-life and he builds hl-rally maps...

so i mean itīs great what fuzzdad is doing with this map, because the only think i didnīt really like was the totally overused kami platinum texure pack! ;)

kleinluka
09-14-2003, 07:46 AM
the texture set in these pics is still temporary though. I'll make new ones as soon as I get the wad/rmf from FD.

The map looks nice so far! no doubt.

Glidias
09-14-2003, 08:10 AM
lol. i admire your devotion!

Makes me wanna complete my unfinished map (but after i heard that masked textures in .mdls causes fps problems, I hope DoD dev team tries to fix this problem for 1.1,) then maybe i'll consider releasing it as the map uses a lot of this technology. Havent touched on it for months.

Problem, i ran out of ideas for houses. It needs to fill the corners of the maps and be suitable for the winter setting. Please talk bout this in another thread.

The new bocage looks like da bomb!! Better than MOHAA!

2ltben
09-14-2003, 08:34 AM
Originally posted by Glidias
The new bocage looks like da bomb!! Better than MOHAA!
It's not that hard to be better than MOHAA:p

FuzzDad
09-14-2003, 09:23 AM
I agree...the map as it was WAS a strong candidate for 1.2 so I'm really not doing much brush-work...as a matter of fact...the wpoly and epoly on this map is very, very, low so why would I want to screw that up...I just thought the dark and drab textures needed a pick-me-up.

Couple more pics...today I'm working the entities and we'll be testing this up on spies in the next several days.

Pic 7 (http://mysite.verizon.net/warewind/images/dod_falaise7.jpg)
Pic 8 (http://mysite.verizon.net/warewind/images/dod_falaise8.jpg)

2ltben
09-14-2003, 09:31 AM
Well, I'll be happy as long as I have campagne in 1.2.

Mexikilla
09-14-2003, 09:42 AM
Very nice Fuzz, but I like that Kleiny is doing new textures for this map, b/c his stuff is starting to turn into overused Kamiplatinumness. One suggestion, I keep seeing the roof textures put on the side of the roof, It would look a lot better if you used like a wood texture on it.

-iNw-Andy
09-14-2003, 09:42 AM
"You da man, FD!" or so the saying goes :D

Craftos
09-14-2003, 11:09 AM
It starts to look like dod_thunder by day.

skdr
09-14-2003, 11:22 AM
What makes bocage so special?

I have played it several times on a public server and I didnt like it at all. Streets are filled with huge rubble and doesnt really differ from other city maps. Well, that's only my opinion.

But those Flugplatz screens looks very nice!

2ltben
09-14-2003, 11:26 AM
Never played bocage myself, or flug(which I'll play if Steam starts working). I was never around on the Mike's Marauders rotation.

swordzkof
09-14-2003, 12:10 PM
Originally posted by 2ltben
Never played bocage myself, or flug(which I'll play if Steam starts working). I was never around on the Mike's Marauders rotation.

You may play the current dod_bocage on the Kustom Kettle...


:cool:

AFG
09-14-2003, 12:25 PM
nice work fuzzdad

to be honest i really didnt like flugplatz but played it anyways since it was on rotation (weee shooting planes is fun!) did u change the routes in any way? i also really didnt like bocage that much either since usually it was pretty easy to hold up the allies at their first flag, but i must say those textures kick ass! gj

FuzzDad
09-14-2003, 01:01 PM
As to holding up allies at their first flag...the one thing the map needs are alternative spawn exits and some "donner-like" side paths...that should keep the clan "hold up the last flag cap and deny spawn-exit defense" at bay. As to the textures MK...sorry...I like em...and they are not over-saturated yet (I do need a few new roof textures and since Kleinluka w/probably re-do the entire map we'll take note"

And...as to those who think it's a so-so map...it get's a lot of praise in circles I run in so there you go.

Shane
09-14-2003, 03:02 PM
Originally posted by AFG
nice work fuzzdad

to be honest i really didnt like flugplatz but played it anyways since it was on rotation (weee shooting planes is fun!) did u change the routes in any way? i also really didnt like bocage that much either since usually it was pretty easy to hold up the allies at their first flag, but i must say those textures kick ass! gj

You didn't pay attention when you played bocage. While its a fairly linear exit, there are ways to not get locked in.

Darkwing
09-14-2003, 05:51 PM
sorry to be a spoil sport...but i cant load any of those pics...at all...it starts to load....then just dies....is it just me and my cruddy 56k? or is there another reason behind it?

im dieing to see what the pictures reveal....and everybody is like 'wow...looks great' and i cant see anything....:(

AFG
09-14-2003, 06:51 PM
Originally posted by Shane
You didn't pay attention when you played bocage. While its a fairly linear exit, there are ways to not get locked in.

believe me, we pretty much beat the sh*t out of the allies. 5 of us would go through the path through axis 4th flag, launch grenades at that allied underpass, finish survivors off with our k98s/stg44/mp40, grab allied flag 1., camoflauge with brushes/hold that second story house, and hold that posistion till reinforcements come and cap the map.

the mohaa music was kind of cool, but then got old pretty quick
(hooray for stopsound in console!)

FuzzDad
09-15-2003, 10:06 PM
Both spawns now have a second exit and it's possible to get around the underpass if you know your way around that side...more pimpage...

Pic 8 (http://mysite.verizon.net/warewind/images/dod_falaise8.jpg)
Pic 9 (http://mysite.verizon.net/warewind/images/dod_falaise9.jpg)
Pic 10 (http://mysite.verizon.net/warewind/images/dod_falaise10.jpg)
Pic 11 (http://mysite.verizon.net/warewind/images/dod_falaise11.jpg)

AFG
09-15-2003, 10:12 PM
good job
looks better by the moment

can ya post some of the new spawn exits?:D

FuzzDad
09-15-2003, 10:43 PM
Originally posted by AFG
good job
looks better by the moment

can ya post some of the new spawn exits?:D


Pic 8...you can see the spawn exit to your front left (sandbag)...that's the original axis exit...see the door on the second floor in the building to the far right? That's the second one...there's a small pathway behind the buildings to your right with a wooden staircase that rises to the second floor on the building to the right...you can jump down from there...if you look real carefully just to the right of the big decal on that building to your front there's a piece of a fence...axis walks past there to get into the building on the right...but cannot jump down (you can shoot through there).

For the allied side there is a back road that comes out near that crater...I don't have a pic of that exit...both second exits for each team allow you to see your first flag as you exit from the new spawn exit points...so trying to hold folks from exiting the spawns should be difficult...each side can now defend their last flag easier

Absolut Vodka
09-16-2003, 12:03 AM
Originally posted by Darkwing
sorry to be a spoil sport...but i cant load any of those pics...at all...it starts to load....then just dies....is it just me and my cruddy 56k? or is there another reason behind it?

im dieing to see what the pictures reveal....and everybody is like 'wow...looks great' and i cant see anything....:(

No i have the same problem. The images refuse to load for me too :(.

FuzzDad
09-16-2003, 12:16 AM
Sry guys...not sure why unless your isp is banning verizon.net. Try cut-n-paste the target into a new window...other than that let me tell you the pictures are beautiful...and the re-texture work fabulous....lol

AFG
09-16-2003, 12:20 AM
Originally posted by FuzzDad
Pic 8...you can see the spawn exit to your front left (sandbag)...that's the original axis exit...see the door on the second floor in the building to the far right? That's the second one...there's a small pathway behind the buildings to your right with a wooden staircase that rises to the second floor on the building to the right...you can jump down from there...if you look real carefully just to the right of the big decal on that building to your front there's a piece of a fence...axis walks past there to get into the building on the right...but cannot jump down (you can shoot through there).

For the allied side there is a back road that comes out near that crater...I don't have a pic of that exit...both second exits for each team allow you to see your first flag as you exit from the new spawn exit points...so trying to hold folks from exiting the spawns should be difficult...each side can now defend their last flag easier

oic
doesnt that area also lead to axis 4th (the one where u can jump down)?

FuzzDad
09-16-2003, 12:40 AM
Yeppers it does...both sides can get to the side flags fairly quickly now...should be fun. More pics!!!!

Pimpage (http://mysite.verizon.net/warewind/images/dod_falaise12.jpg)
Pimpage 2 (http://mysite.verizon.net/warewind/images/dod_falaise13.jpg)
Pimpage 3 (http://mysite.verizon.net/warewind/images/dod_falaise14.jpg)

AFG
09-16-2003, 01:20 AM
o goodie;)

Kiff
09-16-2003, 06:07 AM
Yeah, i can't view the Fuzzdads pimpage pics either :(

Can't even ping that site! Somethings blocking it for some reason.

09-16-2003, 07:04 AM
mom i will upload them to my server!

Pics: http://dod.daddeltreff.de/index.php?news_id=174

Shane
09-16-2003, 10:40 AM
Fuzz, there was one building and for the life of me I can't remember where, but it "appeared" hollowed out but had an invisible wall so you couldn't hop into it.

If you don't know what I'm talking about, I'll just wait till we playtest it and see if I can find it. :)

Quakah
09-16-2003, 11:14 AM
Map looks great but that brown rubble texture doesn't fit in there, I think it'll look better with xerent's rubble texture from dod_donner

09-18-2003, 08:48 AM
Dod_bocage looks awesome with the new textures! Wow! Very atmospheric!

I have played dod_bocage a lot on LAN against bots (4 players, 28 bots). The bots rocked on this map.

I liked the layout and the textures of the original. But after reading your post about the layout changes and looking at the piccies, I am really exited! Can’t wait to get my hands on this baby!

Please get rid of the MOHAA music, although it’s great music. It gives you a nerve breakdown after about 20 minutes of play…

Keep up the good work!

FuzzDad
09-18-2003, 09:07 AM
Here's a list of what I changed/updated:

Falaise Changes:

1) Retextured most of the map
2) Re-lit the entire map
3) New sky-box
4) Created two spawn exits for both spawns...both second exits also have overwatch on their teams first flags
5) Added hints to find the off mainpath flags (fire, crickets, bathroom appliances stuck in the rubble and the same bath-oil poster/painting on a wall..."Hey...see the bathtub? The flag is right around it on the other side!")
6) Added a lot of indoor ambient lights so it's not so dark running around in the rat-maze of interior hallways (these are too Half-life-like for now...I'll replace them with something more period in a later.
7) Slightly re-positioned the first axis and allied flag closer to the center
8) Added barbed wire to the spawn exits as part of a visual warning that you're too close to the others spawn (cross the wire and die)...also added text-based messages for the same
9) re-worked a few floors by adding damage so you can see upstairs through them and drop down a floor w/o hurting yourself
10) Reduced the number of people required to cap the center flag to 2 from 3
11) Added a few more overhead wires...if you see overhead wires you know you are on the main path
12) Added my summer_ambient sounds from the new glider/campagne/flugplatz
13) Added junk to the rubble to pump us the ambience (busted up stuff like broken cannons, jeeps, tanks, etc)
14) Removed all the sandbag models...the map doesn't need those to be effective...it's a meeting engagement so each side would not have the time to erect defenses like that...there's plenty of rubble and nooks-n-crannies to hide in.
15) Removed the music and his rock-music hidden egg
16) Made the Fat Tony Emblem Egg a bit harder to see.
17) Removed some of the clips that made it impossible to enter some of the busted up buildings and grassy area's on the edges of the map.

The most dramatic changes came w/lighting...it does not feel like the original bocage at all. I think by pumping up the light it will lead to better combat. I get the feeling there are places on this map where a MG could dominate and snipers can be effective in spots.

All this and the r_speeds stayed roughly the same...I think there's one place they hit 800 but for the most part I'm seeing 350-500. Epoly rose a bit with the models but it's only above 4000 in one small area (4000 caused lag on my old P2 400 PC so I use that as a measuring stick).

I still think I need to redesign the hotels rat-maze to give it a more honest portrayal of a buildings insides (it's more a series of crazy s-turns now)...it took me several games to figure out the hallways but that's not too bad.

We're going to test this map in the coming days so after a few more tweeks expect a release soon.

Fat Tony really did make a good map and all I'm doing is giving it a makeover of sorts...Kinda like the DoD equivent of Monster Garage or Junkyard Wars...we can call it the:

FuzzDad Eye for the Mapper Guy show...

FuzzDad
09-18-2003, 09:21 AM
Originally posted by AFG
oic
doesnt that area also lead to axis 4th (the one where u can jump down)?

Actually...from both spawns you can go to your second flag though adjoining buildings and get to the center flag quickly. I really like how his layout allows for that...and you can literally pick your way via the side routes...run through the hotel area...and make your way to the other side of the map with only having to cross the main pathway one time.

FuzzDad
09-19-2003, 12:54 AM
We had a play test...
Click here for best gameplay ever (http://mysite.verizon.net/warewind/images/falaise_stack2.JPG)

09-19-2003, 01:45 AM
Heh, nice new pics. The lighting kicks my butt. Care to share what settings you used?

Monk

Craftos
09-19-2003, 01:54 AM
Where ordinary people can get such dramatic sky ? :)

swordzkof
09-19-2003, 02:32 AM
FuzzDad,

I went through my archive of maps and found this:

dod_falaise - Mapped by: FRaGMaN (fragman@gamerznet.com)


It's an old map, but the still playable...

:rolleyes:

FuzzDad
09-19-2003, 07:02 AM
The sky is the standard kraftstoff sky...here are the lighting and rad compile settings (all other compile settings default):

Environmental light

Pitch Yaw Roll: 0 45 0
Pitch: -40
Brightness 81 62 36 200
Diffuse Brightness 19 133 217 175

Rad Compile settings

hlrad.exe" -estimate -bounce 4 -smooth 20 -chart -gamma 0.53

Didn;t know there was a dod_falaise...might have to negotiate! :)


PS...Real close to releasing this back as a custom map and then trying to get it in 1.2...releasing these maps as custom first really helps us find any problems we might have overlooked

09-19-2003, 08:33 AM
PS...Real close to releasing this back as a custom map and then trying to get it in 1.2...releasing these maps as custom first really helps us find any problems we might have overlooked

Okay Fuzz! Bring her on! I must test this baby. Please? Please?! PLEASE! ;)

swordzkof
09-19-2003, 10:58 AM
Originally posted by FuzzDad
Didn't know there was a dod_falaise...might have to negotiate! :)

It's still listed on his site: HERE (http://fragman.gamerznet.com/index.shtml)


Just call it dod_kettle :p

Mojambo
09-19-2003, 12:37 PM
I remember Fragman. Whatever happened to that guy?

Rotkopf
09-19-2003, 12:51 PM
Heīs still involved in pc stuff. He and a mate from the gamesnet irc network have created a hl2 website. he isnīt mapping anymore for dod, since over a year.

Howitzer
09-19-2003, 01:36 PM
Although I like the sky, lighting, and textures you have going on in this new bocage, I am still partial to the cloudy, foggy, overcast setting in the original Bocage that made the map so atmospheric. I'm so confused, I like them both. :o

FuzzDad
09-19-2003, 09:11 PM
Yea...the old bocage was dark and atmospheric and there's a place for maps like that....when you play my other new map dod_flugplatz in the coming days (1.1 is "soon") you'll see that it's really a twilight map...not as dark as the old Zaphod was...but definitely dark (it's not nearly as bright as the released custom version)...I saw this map as more early morning or late afternoon...with long shadows...so you get the places in the map where you can disappear in a shadow then step in to bright sunlight...there's a lot of contrast and it makes for a nice visual presentation.

Billie|Joe
09-19-2003, 10:55 PM
lol (just saw the pic of the LAN) did the guy throw the nade?

FuzzDad
09-20-2003, 05:53 PM
Sure did...death and destruction began shortly therafter....

-iNw-Andy
09-20-2003, 05:54 PM
There was a nice stockpile of weapons on top of that tank, too!

FuzzDad
09-20-2003, 10:11 PM
smore pics...we need at least one more test before release.

dod_falaise 1 (http://mysite.verizon.net/warewind/images/dod_falaise22.jpg)
dod_falaise 2 (http://mysite.verizon.net/warewind/images/dod_falaise20.jpg)
dod_falaise 3 (http://mysite.verizon.net/warewind/images/dod_falaise21.jpg)
dod_falaise 4 (http://mysite.verizon.net/warewind/images/dod_falaise23.jpg)
dod_falaise 5 (http://mysite.verizon.net/warewind/images/dod_falaise24.jpg)
dod_falaise 6 (http://mysite.verizon.net/warewind/images/dod_falaise25.jpg)

swordzkof
09-21-2003, 12:19 AM
Excellent work FuzzDad, doesn't even look like the same map anymore....it's ten times better!


:D

Yabanjin
09-22-2003, 08:10 AM
Fuzzdad,

Great job on the remake! It looks awesome. The textures in a lot of places look photorealistic. Can't wait for the release.

This will be a definite must play for my clan's custom map night.

Glidias
09-22-2003, 09:20 AM
I dislike that blue/purple mix sky frrom kraftsoff. I think it would be better to have a more plain looking realistic sky or something more consistent. After all, the textures are photorealistic in the map and the architecture can easily stand out better if the map used a more plain or consistent sky. I find the cool beautiful brushwork is being overpowered by the sky.

kleinluka
09-22-2003, 09:57 AM
I tend to agree. The sky looks a wee bit too dramatic.

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.