[WIP] Dod_Scrap


PMonkey
08-19-2004, 12:10 PM
About 35-45% done.

I'm working on a map called "dod_scrap". The Allied spawn is in a concreate bunker (a bit like the one's in "dod_charlie") at one side of a small forest. Past a small open field and through the forest there is a small town were most buildings can be entered. At the other of this town is another small forest leading to the Axis spawn. The object is for the Allies to defend the capture point in the town. Failing to do this will result in the Allies bunker to become vulnerable to attack from the Axis. When the Axis destroy the bunker, they win.

The map uses advance spawning depending on were the Axis are.

There is still a lot of work to do but here are some pics:-

http://www.geocities.com/surf247_2003/dod_scrap/dod_map.htm

travis
08-19-2004, 12:46 PM
pic 3 looks weird, when a wall breaks it never is that perfect, mess it up son! func_illusionary solid 255 mebe? big ramp in the last few pics look a tad, tad and a half dodgy with the wall and just the thing in general, other than that looks like you have put some effort in, good work,


edit- forest looks really really really weird witht hat big forest roof over it, need to actually put some trees in there mor something so it looks even slightly realistic, lighting in that area in general isnt too good considering its all under cover its extremely bright and the shadow being cast ;S! also all the cover being perfectly paralell, sqare and facing the same way looks real dodgy

not trying to be negative, trying to be constructive.

spine
08-19-2004, 01:02 PM
can't see nottin...

Craftos
08-20-2004, 12:46 AM
Bend more straight edges in forest (like edge treelines, grass line in pic 3, trenches).
Add func_illusionary brushes with "branch and leafs" textures sticking out of treeline.
On Town pic street texture (jagd big cobble stones) dosn't fit well with orange small brick texture.
You could also vary more ground level in forest, looks like airfield now ;)

PMonkey
08-20-2004, 05:18 PM
Originally posted by RaNd0M
big ramp in the last few pics look a tad, tad and a half dodgy with the wall and just the thing in general,


I do acutualy agree with that... im still working on the textures ect

Cole
08-20-2004, 08:32 PM
Those light spots are gonna look 10times better in source =)

PMonkey
08-21-2004, 02:08 AM
Only a few days untill Half-Life2 !!! can't wait!!!

siron
08-21-2004, 08:48 PM
first off, your e_poly is way too high, dont forget that even though w_poly causes more lag than e_poly, high e_poly is equally as bad during the game (as player models add even more). in some screens your e_poly is 20,000+, you should try to keep it below 7,500, or 10,000 in bad spots. other than that, change the sky and make your treelines transparent (FX amount 255 under the options) and it will look a lot better.

[4thR]HyPeR
08-21-2004, 11:41 PM
i think it looks a bit... "fake"

travis
08-22-2004, 12:18 AM
when i said all the cover facing the same way ect i meant the cows, they are all perfectly paralell and it just looks wrong.

PMonkey
08-22-2004, 04:34 AM
they were old pics i'll post some newer pics of the field in a few days. i have the cows facing different directions now and im working on the tree line. iv never done a forest type area in a map before. i havent done any thing to the sky yet either. i spose that will take 2secs so i can do that whenever.

i your opinion(s) should i make the field open? or leave it with a roof type thing (for now)?

thanks for feedback (this is my first map), much appreciated

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