I've been making a remake of the 3rd Band of Brothers episode. I finished it. But I had lag problems. And I wasn't satisfied with the result either. So I want to do it all over. But this time better.
I want to make a realistic re-make. As accurate as can be.
But Iíve got some problems making the map layout.
Because Steven Spielberg used a mirror technique to make the illusion that the battleís in a big part of Carentan. (But in reality it's just one street.) I kind of need to use my imagination.
And I could use some help with that.
The map below is kind of the way the old one was but the lag was terrible on top of the hill. I used a sky brush to block. But that didn't help much.
I'll post two pictures of the old map.
Please help me as I could use it :)
Thanks in advance,
Vpr aka -[3RC]- Lct. Randleman
prototype map: (need help fixing the lag on the hill and giving it the finishing toutch. By the way. Don't think to much of the rubble. Just small rubble heaps to use for cover. Or would you do it different?)
The map overview prototype (http://www.missionweb.nl/3rc/upload/clan/Smolders/Map.jpg)
Very old pictures of the old map:
Pic 1 (http://www.missionweb.nl/3rc/upload/clan/Smolders/dod_episode3_b010028.JPG)
Pic 2 (http://www.missionweb.nl/3rc/upload/clan/Smolders/dod_episode3_b010024.JPG)
(small note: These screesnhots were taken during a fast compilation. So no Vis and stuff)
And again thanks
12-02-2003, 03:01 PM
You didn't put skybrushes above the buildings or behind it(behind a hedge or something) so it'll render 'till the other side of the map. That's what causes your lag. When you walk trough the map type in console "r_speeds 1" and "developer 1". There will stand your wpoly count. Be sure it is at least underneath 1000 and at least 800 in a big combat area. Also, about that map layout I think it'll be cooler to have more streets going criss-cross trough eachother with a square in the middle or something because right now it looks kinda boring.
i did use the skybrushes as much as possible. But maybe i didn't use it enough.
About the map lay-out: your right. But that's why it's a prototype. :) Thanks for the help :) I'll tru to make more streets. But it's hard because i want to keep it realistic. The square for instance isn't in the movie. :confused:
12-03-2003, 05:38 AM
yes I know, but there is one in carentan itself ;) anyway, about the square was just to add a little bit more open space because now it would be more a death match like map. But also, when you make enterable buildings with windows and all that make sure there is always a brush(a wall perhaps) behind the entity because it could also be that hl is rendering right trough your buildings onto the next street wich might be also the cause of your lag and fps drops. Entities don't block vis so be sure you blocked most if not all of them.
12-15-2003, 03:56 PM
not sure if your still checking this....
If your having problems with the view at the top of the hill...
then my suggestion is to simply lower the hill.
Less view, less wpolys, less lag. Boo yaa
I also noticed that you have made a few custom textures. The texture memory of your map may be high, also contributing to the problem. Try and eliminate any textures that cannont be seen and replace them with 'null' ones. This is a long, tedious process but it makes a large difference.
12-15-2003, 05:08 PM
this map looks quite cool, u see on the 1st screenshot, make it so no one can get to the grassy bit on the right side, make the walls higher so no one can see over it.
Sorry Iím checking back so late. (internet problems) but there fixed now. You were right Voodoo. The CoD version (thus not very accurate) is a big inspiration. They made a very low hill. Although that isnít the way itís been showed in the movie. I guess thatís the best way to fix my problem. Iím making the map a bit more rectangular. So not as cubic as before.
Iím still a long way from done. Because of my busy schedule. Iím making more streets and passages and Iím still trying to figure out which objectives are the best. (hard one though)
So sit tight and Iíll let something know when Iím done. (sorry if my grammar sucks. Iím Dutch :P)
Does anyone have an idea which objectives to use ??
I'm making capture areas I guess. The factory, the cafe, the pharmacy etc etc. But i'm afraid that isn't interesting enough. I'm also thinking about making advanced spawning. For instance: the allies have captured the factory. so they begin at the end of the hill instead of behind it. Good idea :confused:
Also, should I include mortar fire onces the allies have taken the factory??? (for instance: the allies have taken the factory, you hear shifty saying -> they've got us zerod, spread out, spread out. and then BOEM... I've ripped the voice from the dvd (thnx to Ralfst3r. so it's very do-able)
Please give me some feedback :)
01-10-2004, 02:30 PM
There will be lag if you dont run a FULL VIS and RAD
yup i know, but these screens were taken during test runs. and i'm not gonna compile the with full vis and rad if i just wanna test the level :) ;)
01-17-2004, 02:26 PM
That map looks sooooooo cool! makes me want to buy the BoB of brothers dvd sooo bad!!!!! I have only seen the first four vids.:( But it looks so awsome@!
Hehehe, Band of brothers is superb. Hehe, and I'm well on my
way to making a pretty cool level. Athough I'm slightly overdoing it. I've put twice the detail in the cafe as i've done in the screens you see above. so i guess i'll have to tweak as hell.
I'll post some screens when i've got something worth showing
01-21-2004, 07:01 PM
Vpr what is going to be the objectives in the map?
if its an attack and defense map (the axis start with all flags and the allies have a time limit to cap them all) may i suggest that you give the axis about 30 seconds to set up defenses like they had in dod_schwetz
it would make the first encounter more intense like it is in BOB
true, but i'm afraid that it's going to become a mission impossible for the allied once the axis have got a good defence. When you look at dod_schwertz you've got a lot of different routes. But the allied only got one attack route in my map. so it's nearly impossible to get though a good defence.
so that's a problem.
The idea of the axis having all the capture points in the beginning is a superb idea and i'm working on it as we speak.
01-31-2004, 04:59 PM
Woohoo bought the whole dvd set today!:D Back on topic... so VPR anything new?
my school's murder for my dod map,
i've got little time but its starting to look good :)
so it will be a while before it's finished but hey, the result isn't gonna disapoint you :)
hee just to let u know i'm still working on carentan. We've got a vacation in the netherlands atm and i've finally found some time to map a bit..
so here's a small preview. i'm now @ 40 % of the map. The screen was made during a small test @ 10% so i'm going good :cool:.
I could use some help with the hill though. So if one of you is good with bumpy surfaces.. lemme know..
preview pic (http://www.missionweb.nl/hosting/smolders/preview.jpg)
02-23-2004, 08:43 AM
Looking good, keep the pics coming :D
i'll post some real screens this week :D :D :D
nothing fancy just a couple of level shots with fast light.
pic 1 (http://www.missionweb.nl/hosting/smolders/project0001.JPG)
yeah i know the signs gone.. i'm gonna put it back though :D
pic 2 (http://www.missionweb.nl/hosting/smolders/project0004.JPG)
enjoy and gimmi feedback.... :D thnx,
btw i still could use some help with the ofroad part of the map.
02-25-2004, 08:49 PM
very cool. put lights in the houses. in the second pic, the house on the left doesnt fit in (too plain). Keep up the amazing work
02-26-2004, 12:33 PM
looks nice, keep up the good work, what are the r_speeds.
no to high.
although i compiled it with the old box around the level thing..
it's gone now.. and i'll check the r_speeds asap :)
03-02-2004, 10:33 PM
Well first off, don't ever release a map that has the box around the whole thing compile, also use NULL on all faces you'll never see (like rooftops, walls out of view etc.) to cut down on polies. Try and keep the roof (sky) as low as possible and have areas cut off VIS wise as best as possible.
03-03-2004, 07:46 PM
Your map has come a long way since you emailed me those first few pictures, looks outstanding. Good texture selection. Need any new textures? I have a nice lil custom library :)
Oh yeah, heres a lil recco, I used your example pic as a way to describe what I mean rather that typing.
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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.