WIP: dod_french_streets
ok, this is my 1st map, so ofcourse it will suck. I know it needs some cover, ne ideas besides boxes? also, some problems are obviout, like the railing is too high, and my textures are too repetitive. So, I appreciate FLAMING! lol
1sec, ill post the pics.
folken
05-18-2003, 04:10 PM
beautiful.
Miasmatic
05-18-2003, 04:19 PM
It's interesting to say the least.
I hate the textures though. Umm, and that staircase probably isn't gonna be good for r_speeds. But then again, seeing as it's your first map, who cares about that? :)
Yes, very interesting. The only thing i have a problem with is the textures, and those supporst in the middle of the sidewalk with the gravel textures on them. Those look like crap!.
For obsticles, try putting cars here and there, as well as some decoritive stuff either along the sides, or up the middle.
Such as making a grass brush really thin on the sidewalk, then put a tree on top of it. So it looks like a tree...planted on some grass...in the sidewalk. Also try benches and stuff...
yeah, im dling some new textures now im not likeing the gravle supports much either lol.
yeah, textures are not good, sky box also seems to kind of clash with them, and I don't think the lighting matches the sky. Looks like some good basic brushwork though. Use sandbags, rubble, barrels, and tanks for some cover in the streets.
Mexikilla
05-18-2003, 05:11 PM
Well hell I don't see how you are getting your maps to even load. Ever since 1.0 has come out, dod goes to my desktop when I try to go into one of my maps.:( I have all the stuff I need(1.0 fgd, VHE 3.4, Nems Batch, Zoners tools) but it will not work. I can't even get a f***ing simple box map with spawns to work. Am I missing something??! Is anybody else having a problem similar to this? HELP!
Anyway, :D not bad for your first map. Hey do you have retail or mod version of DOD. Maybe if I buy that, it will work.
Airborne506
05-18-2003, 05:22 PM
Im guessing that giant shroom in the 2nd pic is supposed to be a streetlight? jk looks good for a first timer.
It's all right for a first map, but I think I was a lot worse when I first started :)... I looks like a maze because you used the same texture on every building... Try using a variety of textures on the buildings and the streets, there are plenty of textures out there...
Astro
05-18-2003, 07:37 PM
Remember to align your textures!
Yea.. i wouldnt usually say this but that looks pretty awful dude :rolleyes:
its his first map. Keep it constructive guys, everyones first map blows...
yup, but remember its a wip, so instead of saying, wow that sucks say WOW THAT SUCKS! but do this and this and this.
Die Schlampfe
05-18-2003, 09:03 PM
I honestly don't get why you bash people's first ever creations. Mapping takes experience and unless you made a perfect map your first time, quite frankly STFU. I'm starting mapping as well and I hope I don't get this kind of crap in my first post.
Its a good job for a first map dude, don't let these 'veteran' people bring you down because they think it looks awful.
If you don't have anything constructive to say in someone's posts, please don't say anything at all.
(Note: This is directed to one person, not anyone else's who actually did offer to help :rolleyes: )
thanks man, I dont really care if ppl say its ****, because I know it is, but just tell me what to do, and also, some 1 said stairs would rais r_speeds, but alot of maps have stairs, right? like caen if Im makin em wrong, tell me whats right
The thing with your stairs is that you are using and revealing plenty of polys without them being "necessary".
For example, you've left all the backs of the steps visible and there are lotof ploys there. Close the sides and back of the steps in so that these bits aren't seen and you'll cut out lots of r_speed effecting polys in the process.
Likewise you've made the stair's railing out of brushes and this will be adding plenty of polys to the total too. Try using a single, railing-textured transparent brush, set to a func_wall. Or instead, have a solid railing that runs up, angled, at waist height. or just dtich the railing altogether. If this was indoors it wouldn't matter, but it looks like that set of stairs is visible all the way down the street, so you want to minmise it's impact on r_speeds.
Robert
05-19-2003, 12:24 AM
if you need help with french (who knows) just send me a private message.
Originally posted by Winnebago
its his first map. Keep it constructive guys, everyones first map blows...
Well that was about as constructive as it gets . . . :rolleyes:
hey, i dont give a ****, if you or me, or ne1 likes the very start of my 1st map, but you dont need to be negitive to every1. if you wana help me, then help, dont post spam
Faceman
05-19-2003, 04:31 PM
Not much more to say than what everyone else said...but one person.
Good start man, show more progress pics.
I noticed the glass texture wasnt see through, heres how you play with that.
-select the brush with the glass texture on
-turn it into an entity, a func_wall or func_breakable depending on what u want
- go to render mode
- select "texture"
- set FX ammount to what you want, higher values are less transparnet, and lower values are more transparent.
like this? Thanks. also, how do I select one face of a brush?
ooo thats a nice little corner you got there, i might have to steal that from you ;)...a lot better.
To select one face, press shift+a, that will bring up the texture thingy, just press shift a, then select ur face (in 3d mode probably)
another tip I can determine from your texture work, where you join 2 brush like sides of the building, slope the ends 45 degrees so they touch on the same face. this will reduce visible faces, and will take out one"cutting line" for the compile.
Gorbachev
05-22-2003, 12:00 AM
usually with the 45 degree cuts I leave them until the very very end...because if I ever resize the wall to accomodate for windows, elongating something etc. it stretches the angle out and makes it very easy for leaks to occur.
where are you talking about? I did it on the roof, but are you talking about the walls, or did I do the roof wrong. also, what tool, on the roof I used vertexmanipulation, but is clipping better?
They're talking about where two walls join - the corner of a building. If you just do it like this, two brushes butting against ecah other:
http://deadman.co.nz/dod/wall1.jpg
then when you compile there will be a splt in polys down that join - you'll have a break at the end with a tall poly as wide as the end of the brush. That's r_speed wastage.
But if you go into Vertex mdoe and manipulate the ends of the two brushes so they butt at a 45-degree angle like this:
http://deadman.co.nz/dod/wall2.jpg
then as far as the engine is concerned there's just one nice plane going to the end of the wall and it will not split at the edge and create a redundant poly.
TheNomad
05-22-2003, 07:54 PM
wow, thats something new i have learnt. can u guys explain what exactly are r_speeds and other ways to reduce them, the help is much apreciated.
Check Tommy14's tutorial/explanations here:
http://www.slackiller.com/tommy14/rspeeds.htm
[noclan]Operator
05-22-2003, 08:47 PM
I like the way this map looks like. Of course I know chit about mapping. I'd like to see an overall top down view of the whole map though.
Others are right, you need to add details. No matter how small they are. Everything is in the details.
Good job m8!
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