[WIP] dod_stquentin
Welp, my second attempt at a DoD map, its slowly getting there...
http://www.rolkdesigns.com/images/temp_images/dod_stquentin0002.jpg
http://www.rolkdesigns.com/images/temp_images/dod_stquentin0003.jpg
Streets are looking a little bare, I know, my main goal hopefully today is to get all the main terrain and houses up and going.
I took a few house designs from donner, and messed around with them a bit, ther is one that is exactly the same though as it fits in perfectly...
Sly Assassin
11-16-2005, 11:32 PM
Looks like a good start you've made :)
One comment in the second picture theres a texture error on the forefront house, the piece of wood in the middle doesn't line up correctly, you'll want to fix it :)
Other then that for your second map its looking dam nice.
mahhag
11-16-2005, 11:36 PM
maybe make some back alleys and the such, and some rubble. also, use some decals on the long bland textures. it helps a little.
Originally posted by Sly Assassin
Looks like a good start you've made :)
One comment in the second picture theres a texture error on the forefront house, the piece of wood in the middle doesn't line up correctly, you'll want to fix it :)
Other then that for your second map its looking dam nice.
Second DoD map that is ;)
I didn't even notice that error, thanks for that lol..
Apologies, website is down. Will get it back up as soon as I know whats going on.
Uvhausen
11-17-2005, 08:17 AM
Rolk,
I must say that looks quite good for just your 2nd map attempt. Once your main structures and remaining elevations are completed you get to add the fun detail stuff. Keep up the good work.
Uvhausen
Steiner
11-17-2005, 08:32 AM
Keep up the good work. It looks like a fast paced map already so just make sure its balanced too :D
http://www.rolkdesigns.com/images/temp_images/dod_stquentin0004.jpg
http://www.rolkdesigns.com/images/temp_images/dod_stquentin0007.jpg
Gettin there slowly, still working on the area under the bridge.
looks very cool for the beginning.
but too clean and too lifeless.
add something to the streets etc
I can garentee you the streets will not look like that...
I'm still doing the main layout and surrounding buildings, almost done with this then I start on the closer detail.
At the rate I'm going, probably done by next Wednesday, but don't quote me on that.
StreamlineData
11-17-2005, 10:56 AM
VERY impressive work for your second DOD map! AND it looks good at the rate you're going at! (altho... ultranew_b did large chunks of sora in 3 days...)
I'll probably post your screenshots on the summary later tonight.... so give us more! hehe.
DjBourgeoisie
11-17-2005, 10:59 AM
lookin really good so far, will save my crits for when you need/request them ;)
KominAaa
11-17-2005, 03:34 PM
looks cool :D
aside of being quite empty for the moment there are weird things on these house designs.
some windows are just standing through of the chimney's exhaust way.
on these 2 pics
http://www.rolkdesigns.com/images/temp_images/dod_stquentin0003.jpg
http://www.rolkdesigns.com/images/temp_images/dod_stquentin0007.jpg
Hey Rolk, what kind of FPS are you getting on the 3rd picture, of the bridge/waterway.
I had something similer to what you got going there but had to dump it due to high fps.
Getting pretty high FPS, as I fade the hidden bushes the father you get away from them, I'm tryign to do that on all models so I can keep the FPS up...
Ca-Chicken-Soup
11-18-2005, 10:42 PM
Chuck some wide sidewalks in there and it'll make it a lot nicr, atm the buildings are coming out of the street :p The bridge foliage looks nice, just rotate the textures on the bridge so that they angle up with the bridge.
Looking good now wheres the rest :D ?
Map has been delayed a little bit, probably tomorrow...
http://www.rolkdesigns.com/files/dod_stquentin01.jpg
http://www.rolkdesigns.com/files/dod_stquentin02.jpg
So close, you can lick it.
wickit
11-23-2005, 06:07 AM
looking foward to seeing this.
but dont be disapointed if there are bugs though mate....
Don't mean to brag or anything, but i haven't found any real noticable ones.
I'm taking my time with it and I've encountered a small problem with the skybox, but thats the only problem I can notice on the map, will see with the release, which is either tomorrow or Friday!
Ginger Lord
11-23-2005, 07:42 AM
Blatent sharp 90degree turns make my eyes hurt, at least curve the pavements.
Steiner
11-23-2005, 08:22 AM
Believe it or not but there are cities that have "sharp 90degree turns". For me itīs now big thing but I have also to admit that curved pavements would fit better ;)
Okay here are some updated screenshots. I have had extreme trouble getting the daytime light to work so in the end I threw it all out and made it night. Personally I think it gives the map atmosphere, and looks pretty good. But unfortunetly there is no HDR on the map, guess you'll just have to put up with high frames, oh no!
http://www.rolkdesigns.com/files/dod_stquentin_b2_01.jpg
http://www.rolkdesigns.com/files/dod_stquentin_b2_02.jpg
http://www.rolkdesigns.com/files/dod_stquentin_b2_03.jpg
http://www.rolkdesigns.com/files/dod_stquentin_b2_04.jpg
Very soon, provided Hammer doesn't die on me.. again..
Neutrino
11-30-2005, 11:29 AM
yah, try out the dark lighting. see if its accepted by the players. hopefully it will be a nice change from daylight. if you do get a lot of complaints about it (for any reason) you can always change it.
Bocasean
11-30-2005, 12:21 PM
Night maps are hit-or-miss. Just make sure it's not TOO dark, like dod_berret tends to be. The night remake of dod_kalt is pretty good, as there is plenty of ambient light and the skybox doesn't give glare.
I hope it comes out soon! Everyone's excited for the influx of new maps.
Steiner
11-30-2005, 05:25 PM
Looks pretty good and I like the atmosphere. Maybe you could put in a full-moon. Oh and btw could you post next time an overview of the map pls?
Neutrino
11-30-2005, 08:16 PM
ive noticed that a lot of the buildings are direct copies from those of dod_donner. at least 4 of the buildings that i can spot just from those screenshots.
Direct copies hey? So you've seen them in game have you? Negatory.
More insight: I borrowed designs and credited valve in the read me, and there are only 3 house designs I've used...
Neutrino
11-30-2005, 10:08 PM
Originally posted by Rolk
Direct copies hey? So you've seen them in game have you? Negatory.
More insight: I borrowed designs and credited valve in the read me, and there are only 3 house designs I've used...
uhuh.
you say you did not copy, yet you credited valve for copying.
maybe you are taking this a little too literally when i said "direct"
did you change a texture or something?
ok, so you credited them. but it seems that mostly what u have there are copied houses, blocks, and ground.
Originally posted by Neutrino
uhuh.
you say you did not copy, yet you credited valve for copying.
maybe you are taking this a little too literally when i said "direct"
did you change a texture or something?
ok, so you credited them. but it seems that mostly what u have there are copied houses, blocks, and ground.
I credited Valve for the designs, read what I wrote.
I don't realyl care what you have to say or wether you like the map, I made the map how I wanted too and it turned out how I wanted it too, boycott the map if you wish, no loss to me.
bazooka
12-01-2005, 01:38 AM
If it's going to be night, which would be neat, try to throw some extra lighting in there. Set up more street lamps and illuminate them. Full moon, light-colored textures, etc. Too dark, and it's no fun.
Ruroni
12-01-2005, 01:44 AM
Nice so far. :D
misterunspoken
12-01-2005, 02:22 AM
nice work so far. I like those city maps, as long as the riflemen kick some butt on it I'm happy ;)
[SAS]==Colster==
12-01-2005, 10:34 AM
I am a big fan of arras, which gave nice open areas without the map getting locked down by snipes and mgs.
I think the night idea is great, I had to lighten dod_berret on our server and now ppl love it, dod_dracula is popular too
I do find dod a bit sunny at times so a night or low light map could be a real breath of fresh air.
Keep up the good work mate although having worked in construction for a number of years having a window under the end of the roof that has a chimney just couldnt happen.
Hehe thanks Colster and everyone else... I fixed that Window in the chimney problem, I almost left it in there...
As for Arras, in the process of updating it very soon... And doing my best to optimize it...
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