WIP: DoD_Density
Ginger Lord
01-24-2004, 10:26 AM
Heres a WIP of my latest map DoD_Density:
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DOD_Density by John "Ginger Lord" Crewe
(Beta 1)
August 1944,
German Wehrmacht are fiercely defending a key port town in France.
The Allies need this port to bring vital supplies in, they have the
town surrounded and decide to attack from the rear as a seaborne invasion
would be too risky. They need to capture the Train Station Bridge, this will
allow more troops to be brought up, closer to the battle. Once captured they
need to push into the town and destroy the two King Tiger tanks defending
the port entrance.
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Allied Objectives:
- Attack and capture the Train Station Bridge allowing advanced spawns
- Push into the town and destroy the two King Tiger tanks guarding the port
entrance
Axis Objectives:
- Defend the Train Station Bridge
- Once Captured, fall back and defend the King Tiger tanks
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Pictures:
http://www.wtflag.com/skdr/density1.jpg
http://www.wtflag.com/skdr/density2.jpg
http://www.wtflag.com/skdr/density3.jpg
http://www.wtflag.com/skdr/density4.jpg
http://www.wtflag.com/skdr/density5.jpg
Wpoly are under 800 in 95% of the map, the 5% are in area's which don't see much action (i.e extreme corner's of area's)
=)
Priest`
01-24-2004, 10:34 AM
looks really nice!
Quakah
01-24-2004, 10:36 AM
looks like fast action, btw, the lightning is a bit :eek: but it all looks verry good, keep on going :D
Steel Blade
01-24-2004, 10:36 AM
Looks great keep up the good work :D
PS IF you need a tester just ask :p
travis
01-24-2004, 11:00 AM
wow awesome, cant wait to play this one
Godcha
01-24-2004, 11:09 AM
itīs a very awesome map! cant wait to see this public. ;)
Rotkopf
01-24-2004, 11:56 AM
post them at dodmaps.com plz
Ginger Lord
01-24-2004, 12:05 PM
Okies...
Howitzer
01-24-2004, 12:51 PM
Wow that looks great! And the objectives + advancing spawns sounds interesting. Good job!
Wow! This really looks lika a hotshot.. keep going! :D
kleinluka
01-24-2004, 02:54 PM
looks ok. the lighting sucks IMO. makes the whole map look greyish and monotonous.
The map itself doesn't look very special as a whole. You did a good job with architecture, no question, but everything you made has all been done before, and all those 90° turns are so mehhh...
Good job trying to add some diversion by making some of the roads slanting. But if you added more sweet diversions like that and put more of those hardly noticeable details in or even made the slanting road a little bumpy and uneven, added curves instead of boxy 90° turns, you would score a bunch of points on the visual front.
prety good looking map mate :)
i have to agree with luka on a few points though
something i really noticed and luka hasnt pointed out yet is that you have abit of ultra sized sidewalks
keep going!
kleinluka
01-24-2004, 03:09 PM
OMG how could my picky brain disregard this major flaw???
definitely scale down the sidewalk textures dude.
Ginger Lord
01-24-2004, 03:14 PM
Thanks for the ideas:
1. Im gonna be experimenting more with the lighting tommorow, probably adding a hint of blue to the shadow, to reflect the clouds, should make it interesting.
2. The sidewalks do look a bit big in the photo's, they're 64 unit's wide, which IMO is fine, any smaller and they sorta don't look right, too weedy and pathetic and might as well not be there.
The textures are at 1x atm, I'm gonna make them down to perhaps 0.8-6x, any more and there gonna start bumping wpoly up.
3. Im gonna start adding bumps to the road, I was concentrating on getting the main layout layed down first. Some of the 90 turns i'll try and make curved, not guaranteing anything as the map is built quite compactly.
4. I might start adding some streetlights to break up the long road's. Same with the buildings, gonna add some balcony's, flag poles, signs etc.
the unit sizes apear good compaired to the player ( although i personally would make them lower , thats just a personal thing )
its the texture :)
the amount of unites doesnt equal the texture size/scale being at 1.0 on x and Y
in other not so smart ass words scale them down to around o.6 ;)
Neutrino
01-24-2004, 07:53 PM
i like it. Anyway to make the sandbags less yellow? I know its a model but whatever can be done will help
kleinluka
01-25-2004, 03:24 AM
well yeah, extract the skin bmp's....desaturate....re-import skin bmps... save model.... done
Ginger Lord
01-25-2004, 04:27 AM
The roads look much better curvey now! Thanks for the reminder. Note the lighting is horrible and I don't like it, im experimenting with various values.
Neutrino
01-25-2004, 06:23 AM
yah, thats awesomER
Insta
01-25-2004, 06:29 AM
Looks much better :)
Craftos
01-25-2004, 10:31 AM
Now you are moving in right direction :->
Insta
01-25-2004, 11:24 AM
Are you taking full credit for cr44, craftos ;/!?
Ginger Lord
01-25-2004, 11:33 AM
I noticed that....but can we do it outside my thread :p
Very very very impressive, will post those pics asap..:-D
Silverghost
01-25-2004, 03:41 PM
Great textures, and those curvy roads are mint!
Hellfish
01-25-2004, 09:41 PM
If this map turns out half as good as your last, I will love it...Looks great so far, good job!
Ginger Lord
01-29-2004, 12:34 PM
1 of 2 new pics:
This shows basically the curves off more and some rubble in place of the Half Track, the HT got annoying and was basically being annoying so I replaced it with rubble. The lighting is still meh
Ginger Lord
01-29-2004, 12:39 PM
2/2
A new building with MG/Sniper spots looking out over the streets
Neutrino
01-29-2004, 02:34 PM
goody
Steel Blade
01-30-2004, 06:58 AM
Looks very cool, I think the lighting looks fine in the newest pics, but thats just me ;)
Ginger Lord
02-05-2004, 11:11 AM
Soon, in the final stages of tweakage.
CptMuppet
02-09-2004, 02:43 PM
Picture 6 is a very good representation of what a WW2 map should look like. Pic 7 looks a bit TOO colourful - but then again do you want an entirely gloomy map? (harder to commit the layout to memory)
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