Mystery Map (WIP)

01-24-2006, 12:43 AM
Come on then dodders, name the map.

OK so not too taxing, I have stayed at the moment to the original layout but I still have a long way to go, this is my first attempt at Hammer and the learning curve is a big one.

Generally it still needs lots of sourcifying, I have just started on displacing around axis first and adding detail to the buildings. I also think the light is wrong and needs dropping to a more "dawn raid" kind of feel but bright helps me see problems ;)

01-24-2006, 01:10 AM
looks to sturmish to be merderet.

01-24-2006, 01:21 AM
Nice start for a first time. But you're right... needs to be sourcified.

01-24-2006, 01:35 AM
It's Romell obviously

01-24-2006, 02:50 AM
merderet/sturm were my favorite map, so please don't ruin it with yellow buildings! try to keep the grim and gloom

01-24-2006, 04:17 AM
dod_ramelle_blocky :D

01-24-2006, 05:27 AM
Sturm ... definately needs a stormy skybox. Yes Im aware that this wasnt in the original but I think it would fit.

01-24-2006, 05:55 AM
Originally posted by Defpotec
merderet/sturm were my favorite map, so please don't ruin it with yellow buildings! try to keep the grim and gloom

Yeh think ur right, I think I should put the light level back now to how I feel it should be, darker/more gloomy and change the skybox to borealis or similar and work from there rather than just plan to do it at the end.

Already decided to certainly use less plastered walls and more brick, probably more brick than in the original cos that was mainly stone but its hard to resist the urge to pretty it up sometimes but that I find strange as one of my gripes with the stock source maps is they are a bit too cute-sy in places.

Oddly enough as I have been working on this lately quite solidly most evenings I havent played that much but had a game on tiger and kraftstoff last night in 1.3 and got my arse handed to me as I was too busy looking at the map with new eyes!

This mapping lark aint good for yah skillz is it?

01-24-2006, 06:36 AM
I believe it should be renamed dod_Lubbock due to those screenshots. Come on! Add some hills or something! The flatness of the land ruins it for me. Also, your textures look too fake. Its like each building was made out of the same colored lego brick and the ground just looks bad.

I realize that it is a WIP, but if you want to release one of my favorite maps, you better make it good.

Ginger Lord
01-24-2006, 07:18 AM
Originally posted by Furyo
dod_ramelle_blocky :D be correct it should be:


01-24-2006, 08:26 AM
Originally posted by Ginger Lord be correct it should be:



Nice "welcome" for a guy learning mapping. :(

01-24-2006, 08:39 AM
Sturm and stable fps ftw
Good choice for a new map Colster!

01-24-2006, 08:47 AM
My advice is to never post your first map. Also, if you do make a release, do not spam servers with 6 different internal betas or release candidates. Post them on this forum for review, take the advice and criticisms, and move on from there.

I believe that you might come up with a really nice remake for Merderet, but right now you have a lot of work to do.

Try to give the map a little more character...right now it is just flat and boring.

Good luck with your efforts, and I look forward to your work on this map.

Ginger Lord
01-24-2006, 09:39 AM
Originally posted by Dead

Nice "welcome" for a guy learning mapping. :(

Well If I posted the original thing I was going to do the guy would be scarred for life and never map again.

That was the nice option I posted.

01-24-2006, 09:41 AM
nice one Colster :)

good to see you take the plunge with hammer.

btw if you're going to have hdr in your map you'll need an hdr skybox or you'll get unwanted purple stuff (tech term) in the map.

01-24-2006, 02:20 PM
I'd say it looks fine so far. The layout is solid and you can always improve the ambience as you go.

I'd like to see the under-canal of Sturm combined with the building layout and gloom of original Ramelle. And maybe some more vertical firing positions......

Good start and good luck!

01-28-2006, 07:55 AM
Well its still got some way to go but have used more stone for the buildings and less plaster, not happy with the light at the moment, I can drop the level down and use borealis as the sky texture but then the skybox itself looks kinda foggy, is this because borealis is a non HDR skybox texture?

Also interested to hear ppl's views on naming, it is at the moment more or less a direct copy of sturm's layout but should i name it dods_sturm or something unique. I'm not sure about the unique name as then ppl accuse you of ripping off the map and just renaming it which isn't true as I have got no problems with ppl knowing its intended as a source version of sturm.

Cant use dod_sturm in case Valve ever do release it themselves

01-28-2006, 07:41 PM
name its sturm with some sort of sufix


that way people just randomly browsing servers will know its sturm but you won't have any problems if/when sturm comes out

Wile E Coyote
01-28-2006, 09:49 PM

I say Meredet! :D :D :D

(some of you will get this)

01-29-2006, 12:41 AM
I say Rommel!:D :D :D

(that's its name right?)

01-29-2006, 02:47 AM
iirc Rammelle (minus an m or l probably)

01-29-2006, 04:39 AM
Hehe, trust me its def sturm

05-17-2006, 07:19 AM
dod_merderet has already been Source-ified by me months ago. It's been renamed dod _deglopper in honour of Pvt Chas. DeGlopper who single-handedly saved his squad drawing German fire to himself while his buds made it to safety. My clan server and a few others host the Source

I'm actually in the process of updating it, adding a 3-d skybox and a few fps improvements. Should be re-released under a similar name shortly.

05-17-2006, 08:46 AM
Here are a few ideas




dod_omfg_man_could_you_make_it_any_more_f******_bl ocky?

05-17-2006, 08:59 AM
Thanks for your positive suggestions/ideas Wicked. Considering it took me 3+ months and probably 200 hours of my time (mostly learning how to map using Source as it was my first attempt), the effort seems worthwhile.

05-17-2006, 10:17 AM
Originally posted by Someth|ngW|cked
Here are a few ideas




dod_omfg_man_could_you_make_it_any_more_f******_bl ocky?
you kidding me? :rolleyes:

looks like a good start Colster :thumbs up

05-17-2006, 10:49 AM
I would recommend one thing...just build the map as is w/o the fancy stuff yet and get it playtested. Once you are satisfied w/way it plays go for the detail. Stop worrying about this lighting and that texture and the other blah, blah, blah...that's what art passes are for later on. Better to test the map in a concept phase like this to get the gameplay right...then go for the pretty.

05-17-2006, 02:32 PM
Yes FD, ur right, when I started this I kinda took the gameplay as sorted as its already an established dod map, however I ported marijuana! to source and that does play very differently.

It did make a good experiment thought to play the 2 back to back and the lack of accuracy over distance in source is one factor, rifle nades being the other.

tbh given some of the less than positive feedback to these early shots I havent done much on it lately (plus I got into mattie scripting in a big way -

05-17-2006, 04:05 PM
Dont give up the mapping Col, a man of your talents ... ;)

05-17-2006, 06:45 PM
Originally posted by [SAS]==Colster==

tbh given some of the less than positive feedback to these early shots I havent done much on it lately (plus I got into mattie scripting in a big way -

Don't let mapper opinion stop you. We all need to start somewhere and learn from it. Mappers can be your best friend or worse enemy, it really depend how you take the comments.

When ppl say it's too blocky, they are right but on a alpha map that is nothing bad really. what this means is that you need to work it more. Be more ceative on choice of textures, add ellement like diplacement ground instead of brush.

Also remember that some map that many mapper think it's complete garbage are some of the most played map. Why because player have a different view of map then mappers have.

Mapper want map that come out of the ordinary and with skill similar or greater then the one they have. I guess that is human nature. Also some mapper really think it's better to make your own map then re-creating valve map. But player like to see those remake. Remember what I said about mapper can be your best friend or worse enenmy. If you take each comment and understand that you need to work more on it, then you would be surpised on how they can change opinion if you do adress the problem.

For Instance, Furyo is know as Mr. Map is too blocky :D

This is actually because he is advocating for more real life map. The comment in itself is not a bad one. He his actually saying that you can make it so much better by breaking the linear aspect of the map.

So if you take in a positive matter it just mean you can make it better. If you don't know how, just ask for tips and they will flow your way. Have it test of DOD-federation and we can come up with good adivise on what could be done.

As a mapper asking for feedback, you need to be able to take the response. If you can manage this, then you will learn much faster.

So don't let a few person stop you from doing what you like. It's take time and skill before person start telling how great your work is because it take time to become a good mapper.

But we all have to start somewhere. ;)

otF yetihw
05-19-2006, 02:23 PM
Originally posted by Dead

Nice "welcome" for a guy learning mapping. :(

Yes I agree, no need for this sort of thing. Politely pointing it out and perhaps advising against it would have been the better option.

05-19-2006, 02:29 PM
Hmmm, please don't use indoor wall textures for outside walls, it's kinda amateur-ish. Like everybody else said, this needs to be sourcified, looks too much like a 1.3 map for me anyway!

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