[?] Density First Stage Area


Ginger Lord
10-02-2005, 07:46 AM
Hi,

Over the years Density has been though the works, the first stage has changed styles so many times I've lost count. Now the Source version will keep the name and the rough objectives but its gonna be pretty "new". As such I think it's a good idea to see if people have any ideas for the middle section which in the current 1.3 version is the canal. Some of the older ideas:


Top Pic, A Train line. Circa Beta 2.0


Canal in 1.1/1.2 with the dirty grey textures


The current 1.3 version, still a canal.


The first Source incarnation which was a straight port from 1.3. The one that caused all that fuss.


The DoD Source Beta version, had a funny little stream/fountain combo.

So I'm completely redoing Density from the ground up again as I've learnt a lot of new stuff since then and was not happy with the level of detail in the map so far.


The new Allied spawn area.


So, any interesting ideas for the middle area?

Sword
10-02-2005, 09:02 AM
is you are refering to the middle area (last screen before the new source one) why not keep the canal, make it more straight in the water way, and add a crashed glider/ tank that has fallen off the bridge/ jeep with plans... (some sort of vehicle that needs capture.

Edit: i looked at you new source screenshot. wonderful, thats valve quality

Bocasean
10-02-2005, 11:30 AM
This is my favorite map, but unfortunately, I'm drawing a blank today as far as being creative goes. Here's one idea:

You already have the big bridge on the left, and with an authentic perspective, that bridge could be tactically important in order to get artillery and large vehicles into the town. So I personally would leave that bridge alone.

So what you're asking is, what to do with the canal and the right side/small bridge area? Well, I do like the canal idea better than the fountain, though perhaps you could make the canal much wider? If you made the river wider and had it appear to continue much farther on both sides of the map (have it start way to the right of the small bridge and continue underneath and way left of the large bridge) and make it appear to be a much larger waterway. Then, you can make the small bridge a lock instead, with the Axis having rigged the lock shut in order to prevent Allied navy ships from entering the city's waterway to deliver supplies upriver or whatever. So if possible, make the smaller bridge look like a steel lock or gate, with the Allied having to secure it and block the Axis rigging to open the lock's functionality.

If you like that idea, but not the execution, then perhaps you can make the Axis side of the small bridge the mechanical office for the Lock instead. Then, the Allies have to reach it and secure it in order to control and open the lock.

Finally, you could always go with a simple radio room design on the small bridge side, with the Allies needing to knock it out to prevent Axis reinforcements. From an authentic perspective, it would make more sense to clear one bridge for entering the city, and then having a secondary objective that's a priority before preceding into the city.

-=PHX=- WW2-WARDOG
10-02-2005, 12:58 PM
I like the photo of "The first Source incarnation", perhaps put cracks in the walls, broken rubble ect.

I like the Idea of a crashed tank or plane in the water, but here is my spin. Why not make the bridge flag caps, objectives instead.

See the drain tunnel underneath the bridges? a nice setting of dynamite, with a long set to time it so not to easy to destroy the bridges would be nice, with special effects of course, blow the bridges to hell, hehe.

Make a gate and stairway from the axis side of the canal to escape once blown, or the usuall ladders,or an airplane wing fallen into the water after explosions, perhaps adjust the axis side to defend these spots better. ;)

Bocasean
10-02-2005, 01:36 PM
The only problem I can see with putting an objective actually in the water or at the gate is that the Axis would have a hard time pinning it down. Right now, while narrow, the Axis have a pretty good chance at pinning down the small bridge, since it's an elevated objective. Making it lower forces the Axis to expose themselves to Allied fire.

However, as you said, he can always choose to tweak the Axis approach to make it more level. I guess it all depends on how much he wants to change.

Loco
10-02-2005, 02:41 PM
Look forward to it, GL m8. :)

Maybe we could do a little playtesting on it as it progresses, on the FpS TMH server?

Speak to Vandal or Vapok, I'm sure they would be interested? :cool:

travis
10-02-2005, 06:39 PM
nice :)

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