Nature Maps!
regulatorocks
11-11-2005, 12:22 AM
remember in 1.3 there was a huge forest map, where the allies charge up that hill with the streams, forgot the name. but is this going to be modified? i liked this map because it was fun ducking in streams, and charging up hills.
im getting very tired of these european villages. WWII also had lots of nature maps, i.e. battle of the bulge, kesserine forest, the feilds of france.
we need more nature maps. however one thing i dont like about the nature maps is how the players are sort of stuck in certain routes by tall walls painted with trees. to solve this mappers should use barbwire or something short, and then create hills in the background. it would make the player feel like he is actually outside in the open, instead of in this fenced in garden like thing
(sort of like DODS anzio beach, where you can see the next beach over, but cant access it due to a short seawall)
im looking forward to more foresty grassy maps. id love to see DODS on some of the maps in brothers in arms, MOH pacific, etc.
dont you guys agree?
StreamlineData
11-11-2005, 12:27 AM
Originally posted by regulatorocks
and then create hills in the background. it would make the player feel like he is actually outside in the open, instead of in this fenced in garden like thingThis is what 3D Skyboxes are for... just about all the Source mappers have started using them / plan on using them soon.
im looking forward to more foresty grassy maps. id love to see DODS on some of the maps in brothers in arms, MOH pacific, etc. I think there are a few WIP with a more "nature" theme. Not sure. Too lazy to check the Summary thread. Although, I'm sure there will be plans for such... I know I have a few ideas kicking around in my head.
regulatorocks
11-11-2005, 12:30 AM
yea ive got so many ideas in my head. i can picture french feilds with hedgerows, and maybe a MG nest like in Saving Private Ryan.
or the rolling hills of Thin Red Line, with the tall crab grass and wooden bunkers
unfortunately i have no skills in map making
StreamlineData
11-11-2005, 01:05 AM
Originally posted by regulatorocks
unfortunately i have no skills in map making And that is an excellent reason why you should start. Like... now.
Yes right now.
Yes, you read me correctly.
go.
Go now.
Do it now!
:vader:
wickit
11-11-2005, 02:12 AM
agreed go do some mapping
i find it as fun as playing !
no honest.....
even if its a map for fun with your mates just get going.....
StreamlineData
11-11-2005, 02:50 AM
Originally posted by wickit
agreed go do some mapping
i find it as fun as playing !
no honest.....
even if its a map for fun with your mates just get going..... I agree, it *is* as fun as playing. However, TBH, it isn't as easy to pick up as just playing. It will require your time, and your patience... especially when you're just starting out.
But the satisfaction of playing a map that you created (no matter how bad of a map it may actually be) for the first time is... well... very satisfying/gratifying (although it's not something I'd do to make myself "happy" on a nightly basis ;) ).
Ol' Noodle Head
11-11-2005, 11:20 AM
Ya know, Verdun is a great new "country" map.
Then there is (how I miss it so) dod_campagne. My favorite custom map, and all country (well, campagne is french for country)
StreamlineData
11-11-2005, 01:22 PM
Another map that would be more of a "nature"y map would be dod_smallhill (just played it). It has a big open area, but it plays quite well.
Also, Rolt just released his map, dod_arras... it is a village, but more of a tiny farming-type village... so lots of open space with tress and whatnot.
There's another map, that's currently a WIP, called dod_desolation, done by Sly Assassin. Lots and lots of trees.
dod_market by johnnyboi would also be an excellent example.
As well as dod_mist...
and dod_verdun.
All these maps (aside from smallhill) you can look at in this thread:
http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=53893
Rebel10
11-11-2005, 01:23 PM
dod_verdun has a decent nature theme going on. It's not like storming through the Black Forest, but it's done well and is the first well done open, outdoor map for DoD:S.
[DoD]Agent~0
11-13-2005, 07:45 PM
http://vipmod.punkassfraggers.com/maps.shtml
Look at this map by 3d-Mike, it's definatly the most convincing forest map I've seen on the Source engine.
Definatly shows what is possible.
Trp. Jed
11-13-2005, 08:55 PM
DoD:S needs more naturist maps.
Neutrino
11-13-2005, 09:06 PM
Originally posted by Trp. Jed
DoD:S needs more maps.
i normally dont do this but...
"fixed"
:rolleyes:
Private Dyin
11-13-2005, 09:56 PM
Originally posted by Trp. Jed
DoD:S needs more naturist maps.
LMAO!! Jed going to start making a different kind of model for maps now? :D
Originally posted by StreamlineData
Also, Rolt just released his map, dod_arras... it is a village, but more of a tiny farming-type village... so lots of open space with tress and whatnot.
Rolt hey? :D
TheMiede
11-13-2005, 11:47 PM
dont take it as an insult. He was obviously rushing as he also misspelt trees. Its a forum, you can be a couple letters off of a word and people know what your talking about.
people always spell my name TheMeide. I dont care.
Maxey
11-14-2005, 07:12 AM
Originally posted by [DoD]Agent~0
http://vipmod.punkassfraggers.com/maps.shtml
Look at this map by 3d-Mike, it's definatly the most convincing forest map I've seen on the Source engine.
Definatly shows what is possible.
Valve must hire that guy. He's just too good.
I'd like to see maps with objectives instead of flags. DOD S at the moment is nothing but a flag cap/deathmatch game, and to me that equals= no fun. All these little square maps suck, but unfortunately that's what most of the players want and like.
Anyone remember dod_irgendwo? Axis being pushed back as the Allies capped and received the advanced spawns..great map, fun to play!
Dod_campagne was probably the best objective map out for 1.3, would be nice to see that style of map for Source.
Maps can be larger now..make em larger!
Anybody remember a mapper by the name of Satchel? He made a few great maps with innovative ideas...He made a map that was mainly unfinished, but the Allies had just so long to get to a bridge and plant TNT before the train got there..can't remember the name of it tho.
Our server runs the smallhill map and it would be sooo much better if the Allies had to destroy both the 88's AND steal those plans that are on the table by the radio!
To hell with deathmatch...let's get it on with some good old WW2 combat!!
Trp. Jed
11-14-2005, 10:01 AM
Originally posted by Maxey
Valve must hire that guy. He's just too good.
I think 3D Mike works for another game company now so there might be a conflict of interest.
Uvhausen
11-14-2005, 10:10 AM
I completely agree with the need for different objective style maps for DOD Source. One of my favs from the 3.xx days was dod_bridge where the allies had to blow the bridge and axis needed to retrieve documents. Another classic was seg3. Unfortunately objective maps are always frowned upon by the league players so most mappers choose to stick to the standard flag cap game play. However, I honestly believe that game type variety would be better received with the core of DODS players so maybe we'll see some of these after the final SDK is released. I've always thought that advancing spawn style maps or multi level capping like some of the old TF maps could breathe some new life into DOD but it never really happened. Hopefully with Source someone will come up with a good way to implement a battlefield advancement system. EX: mapper creates a very large map split into multiple capture areas, say 3 for this example. Both axis/allies start at center capture zone and say axis win the cap, then the allies base zone is loaded and axis have to cap it to win the round or allies can push the axis back to the center zone again. Ok.....time for more coffee, lol.
Uvhausen
I'm still in the scetching phase of dod_holland.. I have some ideas for a *big* map where allies spawn near a drop point in the agricultural areas outside of arnhem (read: market garden) and then have to advance (cap cross-roads, destroy certain key points, and eventually the bridge. There will be like 3 spawn positions for both teams and the spawning will be based on what areas are capped. (so battles will rage up and down the map).
I'm affraid my ambitions exceed my talents though, and the engine, well both combined anyway..
Big disadvantage of dutch farm fields is that they are so open. So here we have the big vspeed issue again. I'm trying to find a way to overcome this (ideas are welcome btw :) and at the same time I'm learning to create my first houses...
Anyway, if anyone found a great way to set borders in an open area that look realistic and improve gameplay, let me know!
Originally posted by TheMiede
dont take it as an insult. He was obviously rushing as he also misspelt trees. Its a forum, you can be a couple letters off of a word and people know what your talking about.
people always spell my name TheMeide. I dont care.
Wasn't taken as an insult, see the smilie? ;)
TheSurgeon
12-14-2005, 07:16 AM
you can't really make a good big outdoor map with what dod:s has. all the maps are urban settings, and that's what the content with the game suits. you can't make a map of the bocage with those neatly cut hedges and virtually leafless trees.
but it can be done on this engine, as RnL have shown in the last update:
http://www.resistanceandliberation.com/
you just need the right props and textures, which dod:s doesn't have.
right, guess I'll be reading some custom material tuts as well then.. :D
Someth|ngW|cked
12-16-2005, 03:22 PM
That mnap was dod_forest, he also made snowtown i believe, don't remember his name though
The thing that bugs me about source maps is that none of them are as good as the old dod 1.3 maps
I mean you had alot of variation in your maps instead of just all of this close combat rush and spray stuff
Now all of the maps are tight corners and close combat like CS it sort of took away the feeling that dod once had, the gameplay mechanics themself are perfect but the maps force you into playing a a confined battle
Maps like caen, hill, snowtown and jagt were what made dod back in the day and now with maps like those gone it just doesn't feel the same
Sly Assassin
12-16-2005, 04:12 PM
The maps are pretty much the same length wise as in 1.3, they just 'feel' different mostly because of all the 'clutter' in them. I mean look at Ava, its got props everywhere and I mean everywhere and in the 1.3 version how many props per room or area where there? Bugger all.
Maps have changed some yes, but only IMO through the 'clutter' feeling.
And in reply to thesurgeon's remark saying how RnL does outdoor settings, I'm on the team designing the Carentan Causeway map and out door settings (Which I specialise in, cause I hate urban settings) are easy enough to do with the right content and thoughts :)
George
12-19-2005, 04:05 AM
Maps also feel a lot smaller because of the crazy player speeds, if we widen the maps open a bit more we could help to slow it down. I'm sure most maps people are making at the moment are a lot larger than the current DoD:S maps because, hey, we've got this potential, why not use it. I know I am ;)
Sly Assassin
12-19-2005, 09:32 AM
Player speeds haven't been increased from the old version to this version at all, I'm positive I've seen a dev post that cause they where pissed about people whinning, may or been PIU.
Furyo
12-19-2005, 09:51 AM
Agreed with Sly, player speeds haven't changed AT ALL.
ColKlink
12-20-2005, 10:19 AM
Regulator: I, too, would like to see some more nature maps. One of the few things I really like about MOH:Pacific Assault matches is the effective cover that jungle vegetation provides. A player or even a group of players can really use the vegetation to make stealthy movement possible. Vegetation in most DOD maps, so far, is very "thin."
Ranson
12-20-2005, 11:27 AM
Mostly due to the limitations of the Source engine. What Source is for close quarter town maps, is the CryTek (FarCry) engine for heavy foliage nature maps. There's no perfect engine for all situations.
cheese-sarnie
12-20-2005, 11:31 AM
Originally posted by ColKlink
Regulator: I, too, would like to see some more nature maps. One of the few things I really like about MOH:Pacific Assault matches is the effective cover that jungle vegetation provides. A player or even a group of players can really use the vegetation to make stealthy movement possible. Vegetation in most DOD maps, so far, is very "thin."
hi
spookilly i've been working on a pacific, bf style dod:s map.
mainly as an experiment to see if it works as a dod map and also to see how bad the fps get with an open island map.
there are pics on my website, the link is in my sig ;)
SoopaFlyYT
12-20-2005, 02:25 PM
OK Guys,
3D-Mike posted a new screen today of de_recon (as_recon) including HDR.
check It Out Here (http://www.3d-mike.com/game/de_recon.htm)
Waldo
12-24-2005, 07:40 PM
Tease...
http://oregonstate.edu/~holtt/countryside.jpg
StreamlineData
12-24-2005, 07:42 PM
Originally posted by Waldo
Tease...
http://oregonstate.edu/~holtt/countryside.jpg HOLY **** THAT'S NICE!!!!!
Keep up the GREAT work, Waldo!!!!!!
Sly Assassin
12-24-2005, 09:38 PM
Originally posted by Waldo
Tease...
http://oregonstate.edu/~holtt/countryside.jpg
Nice waldo, in a way thats similar to something I'm working on for RnL. I'm making a map based on the Carentan causeway battle, or mostly known as Purple Heart Lane.
You can't really see from this angle but the maps really open and I get great fps on my older system. It ranges from 20-60fps in most wide open areas.
http://www.resistanceandliberation.com/images/potw/43.jpg
George
12-25-2005, 11:30 AM
lol Waldo... that's just made my project just feel/look poo :sheep:
Steiner
12-25-2005, 12:27 PM
Wow you never cease to amaze me. Thumbs up
Waldo
12-26-2005, 02:01 PM
Originally posted by Sly Assassin
Nice waldo, in a way thats similar to something I'm working on for RnL. I'm making a map based on the Carentan causeway battle, or mostly known as Purple Heart Lane.
You can't really see from this angle but the maps really open and I get great fps on my older system. It ranges from 20-60fps in most wide open areas.
http://www.resistanceandliberation.com/images/potw/43.jpg
Sly, I've seen that pic before - you really have a nice look going there. I am asking myself if there's something I could trade you for a copy of those hedge models - they are top notch and not the "dead trees" look of HL2.
I agree w/you about FPS and outdoor maps. I can get astoundingly good FPS as displacements are hugely efficient at rendering. I've only got a few buildings (a farm) so there's no big VIS work required, mostly just optimizing draw/fade distances for all the prop models (trees, bushes, etc.) of which there are many.
Sly Assassin
12-26-2005, 06:58 PM
Unfortuantly I can't swap the hedgerow model with you Waldo, cause its part of the content we've developed for Resistance and Liberation :( I would like to but yer I'd get hung by my nuts.
My map takes about 3/4 length of the hammer grid and will be roughly the same width wise (This is accessable area), I'm using fog and the zclip plane to my advantage along with model rendering distances. I've got atm 5 or so houses which doesn't create much of a vis blocking issue, though I'm going to be using func_occluders aswell in most areas to cut down on rendering models you don't want to see behind hedgerows which you can't see through.
BTW Waldo join our mod team :p
Ca-Chicken-Soup
12-27-2005, 01:00 AM
Originally posted by cheese-sarnie
hi
spookilly i've been working on a pacific, bf style dod:s map.
mainly as an experiment to see if it works as a dod map and also to see how bad the fps get with an open island map.
there are pics on my website, the link is in my sig ;)
Where'd ya get those palms? I'd like to get my hands on 'em
Waldo, this screenshots rocks!
Just made this out of it, trying to make it a wallpaper ;)
http://i6.photobucket.com/albums/y227/dead86/waldo.gif
Maybe you like it
StreamlineData
12-27-2005, 01:31 AM
I already made it a wallpaper... yesterday ;)
http://link.kinetikproze.com/random3/20051226-desktop.jpg
cheese-sarnie
12-27-2005, 02:28 AM
Originally posted by Ca-Chicken-Soup
Where'd ya get those palms? I'd like to get my hands on 'em
hi
i got them here (http://www.cheroketeam.savana.cz/)
they've got quite a lot of models on that site.
be warned, the palm trees have real bad clipping and since the last update i get stuck on them. the shrub sized stuff is ok.
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