[Question/Preview] dod_fate
DEvIL-K
11-12-2004, 07:36 AM
Hi folkz!
Clix me! (http://www.devil-mapdesign.de/dod_fate/dod_fate_prv.html)
I worked on this project for a very long time now and wanted to drop in some pics..it may not get lots of attention at the moment when the big hl2 is near but for that reason I wanted to ask:
would u enjoy this more on dod or on dod:source?
constructive criticism or questions are welcome!
I got no special objectives yet beside capping flags..
travis
11-12-2004, 08:44 AM
looks awesome, sourceafy this sonb*tch
FuzzDad
11-12-2004, 09:07 AM
Gameplay does not change in Source that much. It would be smart to test-play your map now and get it out there. Porting a map to source is not the easiest thing to do and if you decide to port it my guess is it'll take you several months of work (couple hours a day) because once you see your first Source map you'll realize how nice they look and want to make sure your map is as nice looking.
PF-B4DG3R
11-12-2004, 09:57 AM
Gorgeous!!! My only suggestion would be to replace the flags with objectives a'la falaise.
Just looked agian...the light and sky look fantastic!
swordzkof
11-12-2004, 10:02 AM
Please release for normal DoD first, as we need those maps until source versions are created . . .
Sgt.Garvey
11-12-2004, 11:54 AM
Nice work.
Check out The trenches mod.
We could use some good third party mappers, most arent that skilled.
www.thetrenches.net
spine
11-12-2004, 12:54 PM
Looks good, release NOW, for the reasons fuzzy said...
siron
11-13-2004, 01:04 PM
looks good, however the shot looking across the bridge looks a bit... empty? seems like there is nothing past that first row of buildings (there isnt) but it shouldn't be so obvious. maybe throw in one of those hill models?
DEvIL-K
11-13-2004, 01:55 PM
Thank u guys for your input!
I'll finish up the map for dod - your resons convinced me :)
To mention the status - I still have to:
>add spawnprotection
>fix a very few visual errors
>rebuild a few houses
>and draw an overview.
I think about adding objectives. Maybe in source first though :/
And thank u siron! i will add the hill model or better make one by myself to keep the polycount lower and keep it in style. I'll keep you updated :PARROT:
Kid-A
11-18-2004, 05:52 AM
Can you tell what texture you used for the street floor in the last picture?
DEvIL-K
11-18-2004, 10:51 AM
sure - this one is "abv_ouch1" from the Absolut_Vodka_1.wad (custom)
clix for the pack (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=11347&highlight=absolutvodka):dog:
Kid-A
11-18-2004, 11:43 AM
Cheers didn't think i recognised it.
Wow, ver ynice indeed. Cant wait to see this in HL2 Source.
Day of Defeat Forum Archive created by
Neil Jedrzejewski.
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.