[WiP]dod_orne


{GL}DoubleD
04-24-2004, 03:38 PM
Alrighty, folks... my VERY first map that I will be releasing publically. I've made a few other maps, but they were only released within my clan.

dod_orne is a medium-large map consisting of cluttered streets and a few natural, open areas.

IT IS, IN FACT, A BRITISH MAP!!!

I know a few of you will whine and complain, but truth be told, it's just ignorant to NOT play a map simply because the brits are in it. While playtesting, we didn't run into many KAR v. Enfield battles, though, the possiblity of that happening is still there.

::Concept::

After landing at Sword Beach, the British move in towards Caen. Moving along the Orne River, the Brits must take control of a small city resting on the Orne's banks.
The gameplay style is an "Assault/Defend". The British must take control of a group of apartments, the North and South bridges, and a small section of the Orne River itself, which cuts through the city.

::Capture!::
4 flags, 10 minute time limit

Flag 1 - North Bridge - 2 person/5 sec cap
Flag 2 - Orne - 3 person/8 sec cap (that's right.. playtested, and it didn't seem bad at all, I will fix if need be)
Flag 3 - South Bridge - 2 person/5 sec cap
Flag 4 - East Apartments - 2 person/3 sec cap

::Progress::

The map is done, really. I think I need to fix a few minor things, and then I will release...!

::Important!::

I ran into a few nasty problems because of the size of the map. First, I reached texture limit... so I had to get rid of alot of my textures, which in turn, means alot of textures were reused over and over.
Second, I reached the max faces limit... so I had to delete alot of rubble and had to stretch a good amount of the large-area textures (the street, grass, river, etc) .... which really decreases the look-quality. Hopefully, you guys don't find it too disgusting.

====

CptMuppet
04-24-2004, 03:52 PM
Well it sounds interesting, but we really need some pix to get an idea.

You could just ATTACH a couple of pictures in here you know!
Or try whacking some up on GEOCITES (crap as it is).
ALWAYS ALWAYS post pictures when setting up a WIP thread!


Make sure the textures aren't over scaled, otherwise they'll look out of proportion.

Silverghost
04-24-2004, 06:00 PM
interesting, considering orne is the river that the pegasus bridge is on.

{GL}DoubleD
04-24-2004, 10:00 PM
interesting, considering orne is the river that the pegasus bridge is on.

considering that I don't give a carp (yes, the fish) where the river is, so long as it is in France, it is interesting.

Interesting indeed.

{GL}DoubleD
04-24-2004, 10:50 PM
Screens up:

One Exit From British Spawn:
http://generalsoflegend.wingamers.com/images/misc/orne/dod_orne0000.jpg

Brit Sneaking Up On An Axis... Going Into A City Sector:
http://generalsoflegend.wingamers.com/images/misc/orne/dod_orne0001.jpg

Crashed Glider View. Looking Towards British Spawn Sector:
http://generalsoflegend.wingamers.com/images/misc/orne/dod_orne0002.jpg

Small Area Near One Of The Bridges, City Sector:
http://generalsoflegend.wingamers.com/images/misc/orne/dod_orne0003.jpg

Apartment Complex, Near Axis Spawn Sector:
http://generalsoflegend.wingamers.com/images/misc/orne/dod_orne0004.jpg

The Orne River Sector:
http://generalsoflegend.wingamers.com/images/misc/orne/dod_orne0006.jpg

The Other Bridge, Orne River Sector:
http://generalsoflegend.wingamers.com/images/misc/orne/dod_orne0009.jpg


===

Sorry about no rspeed counts on screen, the Steam command is a little screwy. But, just to let you know:

highest wpolys I've seen: 760-820 In the corner of the British Spawn Sector.

average wpolys: 420-600ish

highest epolys I've seen: 6800 Looking Upstream In Orne River Sector.

average epolys: 3000-5000ish

===

I think I may have to remove the oh-so-purdy deciduous tree models Jed made... or at least turn off the animations.. :( ... they look so nice too. I'm fearful that it'll cause too much lag in the river area during heavy firefights...

Ginger Lord
04-25-2004, 01:55 AM
Er...where have the roofs gone in the town? Every single building I could see had a flat roof and it looks terrible.

That water looks like it has waves on it, if so lagfest as is evident in the last picture, lots of trees, rain, splashes and wavy water = 93ms of lag extra.....thats bad.

The textured rubble does not line up and is very rough edged and does not look natural.

The roads...do not look like roads, rather flat brushes textured with a road texture, try adding some pavements/sidewalks, this will make it look much better.

Overview?

DEvIL-K
04-25-2004, 05:47 AM
map looks ok...graphically not the best but i see your good will :)

use null textures and rebuild your rubble-things and stuff you mentioned in "important"....

TheNomad
04-25-2004, 08:17 AM
looks pretty good.

Quakah
04-25-2004, 10:47 AM
I'm sure the Orne river was and still is a canal and it's a little bit deeper then that considering ships had to go trough :p

{GL}DoubleD
04-25-2004, 12:49 PM
Originally, alot of the buildings had rooftops, however, I had to delete most of them due to face limits. If I were to add rooftops and fix alot of the 'little things'.. (IE: sidewalks, etc) I would have to entirely recreate the map. I am literally at the faces limit, adding new brushes isn't a good idea.

I also realize that the Orne was a canal and it was MUCH deeper than what I put in the map, but it would be quite hard to capture a 3 person flag while swimming, yo. ^_^

This can be easily fixed by changing the map's name/description, don't you think? It was late and I was looking for a name so I could playtest already!

As for rubble looking 'unnatural' .... well.. it kind of IS unnatural, afterall, but I know what you're saying. I know my texture job was really shoddy, as stated above, I was forced to delete many textures to get down below the limit. This left me replacing alot of things, some of which I didn't realign, or I just skipped them.

I also stated I needed to fix a few things.. Textures happen to be one of them.

However, looking back at this map, it's definately not my best work in terms of looks. But, really, when I started making this map, I was simply looking for a good style for creating maps. So, I made a big map on the fly. This came out, and I thought I may as well release it.

But, if you guys really want something that's more 'authentic' or/and 'pretty', I'll gladly either recreate this map or make something else. I'll even add roofs, I swear! .. Because, we all know how important they are to gameplay...!

No, seriously, I map because I love to do it, but I MAKE maps because I want people to enjoy playing. If you don't like this Orne, then give me some Orne River map ideas that are in reason, in terms of the engine limits, and tell me. I'll make something like that... or at least, as close as I can.

If you want this released, though, I'll do that too. It's fun to play, and that's all I really care about.

Sooo...
===
Things Needed To Be Fixed
===

Texture Realignments ( )
(I'll TRY to see if I can fit in sidewalks and rooftops, but I can't guarentee it)
Roofs/Sidewalks ( )
Work on middle area to decrese battle lag ( )

===
===

I also plan on remaking an older map of mine, dod_waltz. It's a clan favorite. It will be alot more polished than this one. Again, I just wipped something up because I wished to test out some methods of building a map. I'm simply releasing it to give you guys another custom map... lol... the Custom Maps front has been pretty dry lately.. not much new for awhile.

Ginger Lord
04-25-2004, 01:29 PM
Tried compiling with -sparse in RAD? It apparently lets you break the faces limit, although I've never needed to do this.

{GL}DoubleD
04-25-2004, 01:33 PM
-sparse eh? I'll look into that. ^_^

[4thR]HyPeR
04-26-2004, 05:49 PM
dude, a flag cap that can only be reached by swimming. awesome.

how bout everything is instant cap? (like the axis and ally street flags in avalanche)

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