dod_flugplatz pimpage


FuzzDad
04-25-2003, 09:22 PM
I had started this map as a companion map to para_raiders in that thread but it deserves it's own place...so you guys can tell me how crappy my texture work is...or "OMG...Boxes!!!" (actually...there are over 100 boxes...I embrace the box).

Nothing is complete...no flags or objective system yet and there are still things to add...neither the ambience nor the skybox nor any damn thing is complete except for what you see so there's HUGE room for the map to transmorgrify into anything at this point. It's big...as big as the hammer grid...some hot spots near 900 but remarkably low overall considering it's so wide open in the middle...but I'm trying to break out of that 1-map-every-two-years mold (glider actually took like...three). I figure another few weeks of hard work and a release a few weeks after dod blows into stores.


http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0005.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0006.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0007.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0008.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0009.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz00010.JPG

Ok...fire away with all your carefully nuanced complaints...I can handle it...ohh...and yes...it does look like a CS level...doesn't it?

Also...i screwed up the sidewalks...they really are more like parts of the building so I need to think about what I'm going to do with those (thx MexiKilla!)

Toejam Football
04-25-2003, 09:26 PM
Yeah it does kind of look like a CS level, but the Smoke Stacks really give it the WWII feel (imo :) ) Looking Good it gives me that MOH level feel (i like the MOH SP levels its a compliment :p )

04-25-2003, 09:27 PM
Looks good to me man. Maybe just a bit too similar to raid, but whatever. The lighting might be a tad darker though.

FuzzDad
04-25-2003, 09:33 PM
Originally posted by Whoopy42
Looks good to me man. Maybe just a bit too similar to raid, but whatever. The lighting might be a tad darker though.


Hell...part of para_raiders IS in here...it's the reason I decided to do the BIG version...the axis spawn is almost exactly the same in both...think of it as hedging my bets...if my experimental raiders map doesn't pan out (it's a true DM single elimination-single spawn CS-style map) this one should.

You never know about gameplay until you...well...get gameplay...but this map should work out OK...it's more like Jadg than Caen but not as detailed as Jadg...it's a "clean" map for now as I'm struggling to keep r_speeds in check...hard to make a big map without hitting higher speeds so adding any damage to it would be problematic at best

xer0
04-25-2003, 09:34 PM
lookin good, lookin good

04-25-2003, 10:18 PM
im loving this map every new screenshot that comes out :D you know.. the map looks like a ghost town anyway keep up the good work man :D

04-25-2003, 11:05 PM
Please stick with the night theme t looks sweet! :D

just add some search lights(the light itself in the sky).
I am not sure yet if this is doable with the new particle system, but i am preety sure that a sprite that is z locked would work fine... :)

Captain Higgins
04-25-2003, 11:06 PM
Looks very good, Fuzz Dad... Definately better at night. However, I don't think you could have chosen a funnier name.

FuzzDad
04-25-2003, 11:09 PM
Originally posted by Captain Higgins
Looks very good, Fuzz Dad... Definately better at night. However, I don't think you could have chosen a funnier name.


Heheh...gimmie a better one to use...I just used one of those English-German translation deals...I can change the name...it's stillearly enough...OK...one more thing:

What should the map be?

1) Flag Map?
2) Objective Map?

Any other category?

FuzzDad
04-25-2003, 11:10 PM
Originally posted by Mikeleo
Please stick with the night theme t looks sweet! :D

just add some search lights(the light itself in the sky).
I am not sure yet if this is doable with the new particle system, but i am preety sure that a sprite that is z locked would work fine... :)


Actually...I'm trying to do that now in some test maps...wish me luck!!

Cole
04-25-2003, 11:14 PM
Fuzzdad arent you suposed to be working on GL =)
Nice map sofar though.

04-25-2003, 11:28 PM
#2 pls.. i love objective maps :D tired of the flag maps.. :P

xerent
04-26-2003, 04:51 AM
Looking good, as always, FuzzDad. ;)

Ginger Lord
04-26-2003, 04:53 AM
LoL...nuff said.

How about flag map, but you need objects to cap flags, like <plug> Bierville </plug>. Perhaps you have to bring the flag to the flagpole....i dunno im rambling

skdr
04-26-2003, 05:34 AM
Very nice. Very.

I really like the night theme now. It's way better than the day set. Lighting is now light and dark at the same time. No "damn it's dark here" whines :-)

Good job Fuzz. I'm waiting for the release. This is a must in our server rotation. Of course, I can't judge the gameplay yet.

Dances w Wolves
04-26-2003, 06:35 AM
i think its great to see all these maps poppin up ready for 4.0 :D great job it looks groovey!

Quakah
04-26-2003, 06:41 AM
it certainly has something different! good job fuzzdad!

Dredd
04-26-2003, 06:43 AM
looks pritty good to me :)

Craftos
04-26-2003, 09:28 AM
Och dammit, will he ever stop? Each month new map ? Take over all mapping world by flood? He has to be stopped.
I ..., Everybody! Get ready your hammers, he won't get us so easy :D

PS. I found out that he is spamming on this new forum, prepare for my hammer :p

-iNw-Andy
04-26-2003, 11:00 AM
Looks very nice FuzzDad! Keep up the great work.

Mexikilla
04-26-2003, 11:21 AM
Originally posted by FuzzDad

Also...i screwed up the sidewalks...they really are more like parts of the building so I need to think about what I'm going to do with those (thx MexiKilla!) [/B]

No problem Fuzz anytime! Looks great!

kleinluka
04-26-2003, 11:22 AM
nice nice :)

Grimmster
04-26-2003, 11:25 AM
i love the lighting, very nice

RA7
04-26-2003, 11:35 AM
...got yer map pimped..;-)

04-26-2003, 12:47 PM
Hey FuzzDad, great work as usual. It does look a bit like a cs map and it will probably play like one, too. There are elements that give it a ww2 feel, though. Maybe you could make it look more messy? I'm not talking total destruction here, but maybe you could make it look like there is actually a war going on?

I like the name:D

FuzzDad
04-26-2003, 01:29 PM
Originally posted by BcBoy
Hey FuzzDad, great work as usual. It does look a bit like a cs map and it will probably play like one, too. There are elements that give it a ww2 feel, though. Maybe you could make it look more messy? I'm not talking total destruction here, but maybe you could make it look like there is actually a war going on?

I like the name:D

Nope...you'll get the WW2 feel via the sounds and some additional things you don't see here yet (some new models, a few searchlights, german flags and things flying overhead and what-not)...think of the RTCW secret Luftwaffe airbase and it's similiar in some ways...as far as damage...can't do it and keep r_speeds below 800 or so in the big area's so I made a conscience decision to keep it "clean". What the heck...lets give it a go and see how she turns out...might work...might not....but she'll be damned nice-looking in the meantime...lol (lots of purty maps that suck...hopefully this will not be one)

Trail_Duck
04-26-2003, 05:55 PM
GG on the lighting Fuzzdad it looks really smart :)

FuzzDad
04-26-2003, 11:15 PM
One other thing...the new particle engine is really good...take a close look at this pic...left side...under the garage doorways...that's a green mist coming from a static smoke grenade...the effect in-game is really quite good.

DISCLAIMER FIRST: There are no "real" smoke nades in DoD...sorry..it's just a static model of a smoke grenade...you cannot...I repeat...pick it up and heave it ala CS...and we do not give you a smoke grenade to carry with you after purchasing it at the PX...

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz00011.JPG

I'm using poison gas on both spawns as a final detterent to spawn campers...might not be too PC though so I might have to just call it a warning not to venture too close

Liebgott
04-26-2003, 11:16 PM
looks good

and btw, is your custom title accurate?

04-26-2003, 11:18 PM
Fuzz,

I'm a big fan of your maps, but this one leaves me a bit disapointed. It is really quite basic, there are none of the FD touches to it. I fear that you are getting this positive feedback due to the name and not the quality of the map. Architecture looks very uninspired and plain. Textures aren't bad, but maybe a little too new looking. The lighting does not match the Env_Sky at all, its like its stuck between 11pm sky wise, but at 5pm light wise.

To fix these 'complaints', I'd say add some more detail/debris sitting around. The side of the (if you have the wpoly room) building in the first pic seems too long for such a repetitive texture with no extra bits of detail to break it up.

Lighting would be to change the value of the Light_Env so that the texture light adds a good arc of light. Tex lights can look amazing and add quite a bit of flare to a map, so use them to your advantage. If you want, also try to very the colors emitted by each, as well as the range it emiits to. I'm sure you know how to do that though...

Like I said earlier, I've loved most, if not all, of your previous maps and these are just my opinion and things I feel should be brought to your attention. No disrespect, just wanting to see the quality that we have all come to expect from you. :D

FuzzDad
04-26-2003, 11:50 PM
Jay20016

Hehe...the images you speak of are exactly the look I'm shooting for...every comment you have is exactly what I was trying to accomplish. It's supposed to be a clean industrial/airport map with repetitive textures set at some wierd hour.

In reality there might be crap all over the ground but that just isn't going to happen here for now...and the light is actually perfect for what i was aiming for...a night map that doesn't look like a night map...so it "feels" dark...but really isn't.

Look...I'm not trying to be realistic...I'm trying to place what my stylized version of what I think might be a realistic place on the screen...I intend to be different...I want a slightly skewed version of reality...the colors in the sky are a dark blue...the hues of the textures are muted...the lights have that dramatic effect. I do not want this map to look like any other dod map you've ever played...We have a few busted city maps...a few busted town maps...a beach map...one silly glider-in-a-field-next-to-a-castle-map, some snow maps and other various things...most with battle damage. I don't want to make those maps...how can I improve on that perfection? I do think you're off the mark on the repetitive texture thing...in real life warehouses and hangers are massively repetitive and I like that look...so sue me. hehe.

For me the key is always gameplay with ambience to die for and so far so good...in this case I wanted to do a remake of my old crazy f00l dod_factory map and this creature popped out. Gimmie some time...I'm not finished yet and who knows...maybe a few rubble piles and other flotsam and jetsom of a war zone might show up!

BTW...I do love to hear critisism...it's the only way we mappers can tell if we're on to something...or not.

04-27-2003, 12:15 AM
Your avatar is pro FD.

"Although I am not very good at what I do, at least I am slow."

Now you are slightly less slow :). Cant wait to play your new maps.

FuzzDad
04-28-2003, 11:04 PM
Fun with particle generators: In this shot you see four particle generators...one for the smoke coming from the tank (it's a grey color), one that's used for the flames, and two on the ground spewing green smoke across the 2 metal sheds front (I left the piat in cause it's already been released in a Jadg shot).

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz00012.JPG

I'm working on a small rmf that has several of these entities that I'll make available for download in a few days.



PS...see? I do have some stuff in the map to damage...it's not a totally pristine environment...

happyernst
04-29-2003, 04:18 AM
Looks fine :P but a liddle to darky ..
(or my Monitor sux :x )

skdr
04-29-2003, 06:36 AM
Nice work with those entities :-)

I really like the lighting.

Are you planning to release this map after 1.0? We would be happy to play this map in our server.

Jolly
04-29-2003, 07:15 AM
Nice job Fuzzdad

I'm working on a small rmf that has several of these entities that I'll make available for download in a few days.

nice :D

04-29-2003, 08:23 AM
very nice :)

glad to see that it will be a british/axis map, -> PIAT in last pic..

FuzzDad
04-29-2003, 08:28 AM
Not this one (maybe end of May, early June) but I should be able to release my experimental death-match map para_raiders a day before general release (that map is finished and almost "in-the-can"). This map still has a ways to go.

I am waiting on a few critical models that are in development and have not yet settled on the objectives and their location (it will be a bunch of stuff to blow up). In the meantime I'm working on the little things to make the map look more filled-in like the particle smoke, ambient sounds, airport-stuff, textured lighting...things like that.

rotzbua
04-30-2003, 07:39 PM
looks sweet,...

love that particle effects
(hope they wont slow down my P2 too much bwahahaahah)
:(

05-03-2003, 05:25 AM
hmm DoD 1.0 is released, but i´am still waiting for para_raid(raiders)!Are you going to release this map the next days´s ? :D

If you need Mirrors , email to: webmaster@kraut-mapworks.de

2ltben
05-03-2003, 12:43 PM
Originally posted by FuzzDad
I had started this map as a companion map to para_raiders in that thread but it deserves it's own place...so you guys can tell me how crappy my texture work is...or "OMG...Boxes!!!" (actually...there are over 100 boxes...I embrace the box).

Nothing is complete...no flags or objective system yet and there are still things to add...neither the ambience nor the skybox nor any damn thing is complete except for what you see so there's HUGE room for the map to transmorgrify into anything at this point. It's big...as big as the hammer grid...some hot spots near 900 but remarkably low overall considering it's so wide open in the middle...but I'm trying to break out of that 1-map-every-two-years mold (glider actually took like...three). I figure another few weeks of hard work and a release a few weeks after dod blows into stores.


http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0005.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0006.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0007.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0008.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz0009.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatz00010.JPG

Ok...fire away with all your carefully nuanced complaints...I can handle it...ohh...and yes...it does look like a CS level...doesn't it?

Also...i screwed up the sidewalks...they really are more like parts of the building so I need to think about what I'm going to do with those (thx MexiKilla!)
It doesn't look all that CS-ish to me, it reminds me of dod_stuka and that map from MOHAAS where you have to steal the two HO-IXs from the airbase while preventing your truck from being blown up, I think it was called flughafen IIRC

FuzzDad
05-12-2003, 11:53 PM
been thinking about how clean the map is...and i'm starting to add damage in...so far so good...only a slight increase in speeds and more stuff now to hide behind/in:

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew1.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew2.JPG

http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew3.JPG

Band of Sisters
05-13-2003, 12:30 AM
Looking good FD. Give me a holler when it is down so we can set it up on the Kettles. :D

05-13-2003, 12:32 AM
this looks alot better.. now its not as neat as it used to be =)

skdr
05-13-2003, 01:25 PM
nice FD.

I just found a photo of old factory type area. It reminds me of dod_flugplatz

Check it out (http://skdr.dodfi.net/trainstop.jpg)

FuzzDad
05-13-2003, 08:51 PM
I like that elevated railway...yea...that's kinda the look I'm shooting for

PhoenixIgnition
05-13-2003, 08:57 PM
Looks great.
:cool:

CptMuppet
05-14-2003, 08:15 AM
Looks good- but as u said looks like a CS map *cough cough* de_nuke. Make the textures more gloomy...

Pinhead
05-14-2003, 12:35 PM
It would be cool of the objective was to destroy the stuckas with charges and bazookas. And then maybe a few repair shops or something like that.

The map looks very cool. The textures might be a bit boring through. I'm not sure.. Keep up the good work!

FuzzDad
05-14-2003, 01:28 PM
Originally posted by CptMuppet
Looks good- but as u said looks like a CS map *cough cough* de_nuke. Make the textures more gloomy...

*cough cough* Never played nor seen de_nuke...not that that means anything...but the only inspiration for this was my own warped mind.

Originally posted by PinHead
It would be cool of the objective was to destroy the stuckas with charges and bazookas. And then maybe a few repair shops or something like that.

The map looks very cool. The textures might be a bit boring through. I'm not sure.. Keep up the good work!

The stukas will be replaced with a twin-engined fighter-bomber (http://users.invasionworks.com/~fuzzdad/images/dod_flugplatznew4.JPG) (from later in the war) and I'm not sure on the map type yet...blowing stuff up...especially things in the open really cause a lot of lag on this engine so I'm a bit hesitant to do so...we'll see how gameplay goes.

It's a really big map (like Jagd) and the planes are in the physical center of the map so it might make sense to make this a flag and cap area map...I think I'll test the two planes (one destoyed...one intact) as cap area's (like the center tank in Donner) and the rest are touch-flags I place in various locations in the map. I will have a version ready for testing in a few days. I've been lately adding damage and running timing tests for a few days now...where you time out moving from flag-to-flag to make sure it's evenly balanced from a time-to-flag perspective.

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