DOD:S Sketch Review


aarongreenlee
12-17-2005, 03:01 PM
Before I jump into my next map, I wanted to get some community feedback on my sketch.

http://www.elevatedgaming.com/v2/?p=projects&project=10

Your feedback is appreciated as this is the most crucial step.

Thanks for your help in shaping my next project everyone!

-Aaron

Neutrino
12-17-2005, 03:29 PM
i cant really judge drawings. i mean, its really hard to predict. sure, it looks nice, but the only real way to see how gameplay works is by playing it. i guess the advantages of planning an overview is the way to connect paths in certain ways. all my plannning is done in my head.

josh_u[RR]
12-17-2005, 06:25 PM
generally, it looks ok, but like neutrion said, its hard to say.

give us some more detail on what is going on. for instance, how does that flag down by the beach work?

it seems like its a long way away from the rest of the action, plus all of the action is coming from just 1 direction. seems like once you got it, you could just plant an mg there and hold it the rest of the map.

you may have already thought all that out, but its hard to tell from just an overview.

eddi.
12-18-2005, 02:22 AM
i'm not sure if i fully understand your sketch, but i see 2 possible problems.
I think you might have a problem with people just running the short route on both teams and just spawn camping.
Secondly, When you're trying to retake the middle flag you have to watch for enemies behind you and in front of you. Actually the whole map looks like there's going to be alot of people getting shot from behind, which people generally don't like

eddi.
12-18-2005, 02:25 AM
nice site though

aarongreenlee
02-18-2006, 01:15 PM
After much consideration and feedback from you and others, I've finally settled on a new layout and have begun mapping.

Please let me know what you think.

http://www.elevatedgaming.com/v2/img/projects/greenlee_dods/DOD8_s.jpg

Click here for a bigger version: http://www.elevatedgaming.com

eddi.
02-18-2006, 02:43 PM
wow, that's quite a detailed sketch you have there. looks good

Dwin
02-18-2006, 03:48 PM
The sketch looks nice. But like others have said, it's hard to tell. The best way is to playtest.

However, my best guess judging from the sketch is that it will be chokepointy, and close quarters oriented, due to the tightness of the routes and the small amount of them. My suggestion for reducing the "chokepointiness" would be to add more enterable houses near road turns.

ratty
02-18-2006, 08:19 PM
That is an amazing sketch, what did you use to create it?

FuzzDad
02-19-2006, 01:58 AM
Layout is solid "S" turn so you'll be helping fps, watch the water...very expensive in Source, try to have roads that are not pure flat...have a downhill at each spawn so they start high and move down slope to their respective number one flags (like Kalt). Great looking plan.

Furyo
02-19-2006, 04:39 AM
It sure is a great looking plan, but my initial reaction looking at it was

" Too many open buildings"

If all these yellow blocks are buildings with interiors, one is going to get really lost in the map (even worse if they have multiple storeys).

I know you weren't testing it then, but dijon started off like that, and every single tester told me to block off some buildings. The way I think of buildings, they should be alternate routes to getting to the same place the main route takes you.

Following this you can simplify the map that way while still delivering on that aspect, and save some FPS too

Chelban
02-19-2006, 05:27 AM
I see three open buildings.... is that too many?

Furyo
02-19-2006, 06:03 AM
Ah right me = stupid, I got blinded by all the orange ;)

teflon{the_truth}
02-19-2006, 06:55 AM
I have 1 question.

Will this map have advance spawn points?

Please say yes!

Brooker
02-19-2006, 10:04 AM
Well, I'd like to say it's a very nicely done plan!

I'm not a mapper so not so sure about trying to read the gameplay implications from it, but it does seem to be slightly Allied biased, if only because the axis 2nd flag is on a bridge, and therefore more open to distance shots / grenades. But it really depends on how you model the bridge or its surroundings ... ?

@ teflon - I don't think this map looks big enough to need advancing spawn points, and of course they bring their own problems - you need spawn protection for all spawn points, and that's hard enough to get right (seemingly) for just two of 'em!

aarongreenlee
02-22-2006, 10:45 PM
http://www.elevatedgaming.com/v2/img/projects/greenlee_dods/DOD9_s.jpg

For a larger version, please visit http://www.elevatedgaming.com

This version addresses feedback from this forum along with some friendly discussions I have had. I have also revised the sketch to show elevation changes between different sections.

The document was made in Adobe Illustrator.

Please let me know what you guys think.

StreamlineData
02-22-2006, 10:49 PM
wow... that looks really excellent!

Can't wait for this map!

...now I have a map idea. ;)

Defpotec
02-22-2006, 11:27 PM
it looks like Allies spawn is considerably higher than Axis spawn? You might want to be careful about how far the view goes, if Allies can see the Axis spawn from their high vantage point, it could be costly to fps.

aarongreenlee
03-12-2006, 04:32 PM
Next weekend, I'd like to throw my first build out to get others oppinions on the scale and basic gameplay balance of the map. It is still very far from being complete and it might not make sense to one who did not stufy the sketch, but I'd like some initial feedback.

Any one up for a run?

cLouTieR
03-12-2006, 04:35 PM
very nice and detailed sketch ... one thing you should keep in mind ... DONT MAKE IT LINEAR .. make atleast 1 alternate route to each cap zone .... alley's or houses are great ways to do this. cant way to see it in action tho

Steiner
03-13-2006, 03:43 AM
Originally posted by aarongreenlee
Next weekend, I'd like to throw my first build out to get others oppinions on the scale and basic gameplay balance of the map. It is still very far from being complete and it might not make sense to one who did not stufy the sketch, but I'd like some initial feedback.

Any one up for a run?

I donīt think itīs a problem to get some testers - maybe itīs just the other way around that there are too many ;)

Darkwing
03-13-2006, 07:16 PM
Really detailed plan, but dont think you have to stick directly to this plan when it comes to building architecture. I think that comes when you get into hammer itself.


add some angles, it doesnt have to be whole buildings (say at 45 degrees) but even just a garden wall, or part of a building, even just running the road with a slight curve as it runs up the street. would be good to break up the right angled feel. have buildings that aren't just square. Slightly L shaped, or T shaped etc. You've got some buildings sitting slightly ahead of others... thats definately a good thing. Pillars that stick out, the entry room to the building where the front door is, normally sticks out. All that adds depth to the map, but it all comes later on. So be open with that.

Looking forward to it.

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