[WIP]dod_epicentre


Kid-A
01-29-2006, 04:18 PM
DL: http://www.****2.co.uk/dods-maps/dod_epicentre_b2d.rar

Work is progressing quite well on my prome re-make, I'm calling it epicentre. I'm re-naming it as some people disliked the old name! And this one has more....'zip'.

I thought I'd post a WIP thread to get a bit of feedback and it's relatively quiet on these forums.

I hope to get a play-testable map in a week or two.

I'll update the main post with any updates.

To do list:

- Window/door frames: 75%
- Round pavements: 50%
- Spawns unenterable: 100%
- Add rubble: 25%
- Change layout of centre area: 80%
- 2 back routes, one near each spawn: 0%
- Open up spawns a bit: 30%

Preview shots:













http://img438.imageshack.us/img438/9849/epicentrea5g00006qu.th.jpg (http://img397.imageshack.us/my.ph

Help Please Pics:

[URL=http://img438.imageshack.us/my.php?image=epicentrea5g00006qu.jpg)

Lessons learnt:
Don't func_detail displacement surfaces.
Making pavements func_detail halves your(mine) compile time...

theozzmancometh
01-29-2006, 04:34 PM
OMG I loved prome, can't wait for this one!!

Tom Covenant
01-29-2006, 04:52 PM
That looks really good Kid-A. Cant wait till we get to try it out! ;)

El Capitan
01-29-2006, 07:45 PM
Looking very smart mate! If you need any suggestions, I'd say put some frames around the window/door in pic 2.

Keep up the good work!

ultranew_b
01-29-2006, 07:58 PM
Pic#3, you may want to consider rounding the sidewalk/road corners a bit. Not sure if a vehicle could actually turn that corner, seems sharp.

If this is a footpath only, disregard this suggestion !

:)

otF yetihw
01-30-2006, 02:15 AM
Definately got potential, but it needs to be, dare I say it, *sourcified*. So as mentioned already, add window/door models etc. and round off corners on roads.

Kid-A
01-30-2006, 05:31 AM
Thanks for the feedback, however my priority is getting a playable (can't walk in spawns, balanced, all the routes I want, not dark indoors) map without any glaring errors. And bear in mind these are the best looking bits of the map, some are still very flat.

Rounding the corners is something I think would change the look of the map alot. But I'll be reworking all the footpaths soon.

Although it means people have to play a poorer looking map for a while I think playtesting is so important it should be done in parallel with the rest of the development, so I want to get it started.

I have to say mapping in source is alot more punishing of laziness.

Kid-A
01-31-2006, 12:28 PM
Hmm, had a go at rounding the pavements and they don't look very good, I used an arch primitive cut in half but aligning the textures is random anyone have any tips?

Also what are the avatar heights in dod? I assumed they were the same as HL2 but made a hole 41x40 and can't fit through it...

Furyo
01-31-2006, 03:16 PM
You can try using displacements and using the subdivide tool.

-=SS=- Kurt
02-01-2006, 11:43 AM
Hi Kid-A,

Awesome, very nice!!!

Did you receive my E-mail?

Cheers, Kurt

Kid-A
02-01-2006, 12:06 PM
Originally posted by -=SS=- Kurt
Hi Kid-A,

Awesome, very nice!!!

Did you receive my E-mail?

Cheers, Kurt Yeah, I just responded. drafted the e-mail but forgot to send it.

I found this article on the subdivide tool (I never knew what it did till Furyo pointed me in that direction): http://www.snarkpit.net/editing.php?page=tutorials&game=HL2&id=123

unfortunately it's no immeadiatly suitable for pavement corners, but it might help.

Kid-A
02-02-2006, 02:05 PM
I've updated a couple of areas:

Axis second, the Fountain.




Also I'd like some advice on a particular area:



I think it looks very 'unsourcy' but don't know what to do other than use a displacement for the floor.

Also my trees don't have any leaves!

El Capitan
02-02-2006, 02:39 PM
Ok, for the curved road corners using the clip tool cut the pathways up like this:

http://dodnetwork.com/el/curved road.jpg

Ok Its a crap diagram, I only did it in a minute but you get the idea :)

Its looking good mate!

Kid-A
03-01-2006, 05:27 AM
OK my maps almost playable now, some questions though:

My tree's have no leaves, what am I doing wrong?

Are they any static flower models?

Do HL2 dimensions (http://developer.valvesoftware.com/wiki/Half-life_2_Dimensions) apply to dod? I set my spawn barrier heights to 57 and can still jump in, I also can't walk through a hole that is 41hx40w.

ultranew_b
03-01-2006, 06:12 AM
This may help with dimensions(could be the same):

http://www.akilling.org/akg/tutorials/wiseDim.asp

For the trees, in the properties try adjusting the "skin" field (eg add a 1 or 2 or 3), to apply different skins.

:)

Kid-A
03-02-2006, 05:13 AM
Thanks I managed to get some leaves!

Regarding the dimension question, I think the information in your link is the same as the information in my link. I built a test structure and you can definately jump onto blocks 57 units high...

Kid-A
03-04-2006, 10:46 AM
I've got a compiled version ready for some public testing.

This is still very much a work in progress. However I think it should work for 32 players if nessecary. I haven't been able to play online so don't know what FPS will be like, it's OK offline.

If someone want to organize a playtest I'd be happy to participate. I'm in GMT timezone though.

Download it here:
http://mapmonger.com/files/dod_epicentre_preb1.rar

I don't want to put this in the releases forum as I really am looking for mapper feedback.

Bocasean
03-04-2006, 01:35 PM
I'll set one up for you if you'd like. Or you can get in touch with Shane at CoJ.

But on my end, I will play the map at 3:45pm Eastern time today (Saturday), and again at 8pm Eastern time.

That way, people from the mapping forum here will know when to get a good look at the map.


EDIT: We will use our main Pub for the 8pm Eastern test:

8.9.5.30:27015 -|UPA|- Gaming Network

Defpotec
03-04-2006, 10:39 PM
Enjoyed this map with you fellows. When we tried playing it on the {P.O.W} server, we found out it didn't have 32 spawn points, even though you told me it had, so might wanna look into that... we had to switch the map because about only 20 people could spawn. :(

Kid-A
03-05-2006, 02:03 AM
Originally posted by Defpotec
Enjoyed this map with you fellows. When we tried playing it on the {P.O.W} server, we found out it didn't have 32 spawn points, even though you told me it had, so might wanna look into that... we had to switch the map because about only 20 people could spawn. :( Fixed this in the latest version, sorry about that I think I did one spawn but not the other.

Devils Rear
03-05-2006, 10:04 AM
I'll whizz the pre-beta on the server - see what reaction people give.

Bocasean
03-05-2006, 11:58 AM
Based on the replies I received on my forums, here's the general consensus from yesterday's 2 playtests:

- Roof access was a total hit. The only thing that was a problem is that from certain points (usually on the edge) you could see through to parts of the map that shouldn't be visible from that vantage point. However, having the roof's accessible for both sides was a HUGE factor into adding a 3rd dimension into gameplay, and it also made the blown out 2nd-story holes accessible for MGs and Sentries. Please don't remove the access......just remove the visibility issues on the rear edges. People loved the challenges of finding new attack routes, especially when they're not the easiest to figure out or access. Things like that give a map replay-value beyond the norm.

- Performance, especially for an unpolished map, was through the roof. Very few maps run great for me in Source, but this one does. There is another guy in my clan who is almost always under 20fps, and he ran great, too. Nice work!

- The flow/feel of the map was complimented universally, even if people do want to see more cut-throughs and building access.

- The center area was the one thing that people couldn't agree on. Some liked the fact that it was wide-open, unlike the building concept from Gold. Others hated the tables, as they kept getting "trapped" inside and couldn't move comfortably. Others liked the Gold-era building, if simply for realism. One grenade would destroy a canopy area like that, but it took rocket after rocket and never changed. Haha. Oh well....it's a video game, people. Personally, I kinda liked being able to fire into the center area at all times, whereas a building protects the cappers from more shots excepts rockets or nades. I'd first try tweaking the table concept before abandoning it entirely.

- The brightness of the map was commented on as a plus. It had good lighting.

- I had purple textures throughout the map, which is likely something with HDR.

- A few "detail" things, like crates, blown up vehicles, or rubble might go a long way. However, I am aware that small details are things that you will add later....this was just a rush release to get a feel for public opinion.




That's pretty much it. Nice job, and thanks for releasing it for testing!

Kid-A
03-05-2006, 01:12 PM
Well from the playtest and feedback I've derived a 'task list':

For next release:
- Make 'hole' access easier.
- Change layout of centre area.
- 32 spawn support.

For longer term:
- 2 back routes, one near each spawn.
- Add details.
- Open up spawns a bit.

Whether this can all be done in time for the map contest I don't know. The next (probably beta) release should be later this week.

Roof access was unintentional, as such your not supposed to get there and it may be a difficult task to stop the unfair advantages you get from it. But I'll see.

The open middle is because in dod:s rifles need the open space to be useful. In dodgold it was autos that needed the terrain to close the range to rifles.

Bocasean
03-05-2006, 02:50 PM
Yeah, I figured that the center was open for a reason, and it is nice for rifles and MGs. The autos can do damage if they're in the holes, or if they leap out from a window. Maybe just clean up a table or two.

As for the roof access, I didnt' feel that it was that unfair, as I was only able to fire into area where I could ALSO take damage from. I wasn't able to shoot people who couldn't also see me and shoot me back.

So I guess if you can't fix it for the Final-Final, I do ask that you leave roof access alone until the very last beta for those of us who really do enjoy it.

Great map and I'll be glad to help out with another scheduled playtime for the next beta.

Kid-A
03-10-2006, 06:28 AM
I have Nodraw on displacement surface error. How important is this error?

El Capitan
03-10-2006, 07:05 AM
Originally posted by Kid-A
I have Nodraw on displacement surface error. How important is this error?

No biggy. It just means you won't see the displacement that the no-draw texture is on!

Kid-A
03-12-2006, 08:25 AM
Originally posted by El Capitan
No biggy. It just means you won't see the displacement that the no-draw texture is on! That's what I thought but it doesn't. A no draw on a displacement shows as yellow, that must be why it gives a warning...

Also I have a question about intersecting brushes. I know it's bad but presumably it doesn't count for displacements and hint brushes?

Kid-A
03-13-2006, 05:40 PM
beta 2 release for map competition. Download here: DL down
Still lots I'd like to do with this map though, but then again there's never enough time.

Development will continue after the competition results.

Picture of middle:


Picture of fountain:

Defpotec
03-13-2006, 07:11 PM
just downloaded it and ran around, the only flag i could cap was the axis first. Cap's aren't working.

cLouTieR
03-13-2006, 08:45 PM
in my opinion the textures especially on the streets look a bit bland ... too much like 1.3 .... i know textures arent the end of the world but with what source can produce i would think that we would always see high quality gfx and textures

Darkwing
03-13-2006, 10:13 PM
Got a good base, now just need to sourcify it up with more details.

I've said it before and i'll say it again.

flat grass textures just dont cut it in source. (pun intended)

so yeah, lets get some displacements happening.

Kid-A
03-13-2006, 11:57 PM
Originally posted by Darkwing so yeah, lets get some displacements happening. [/B] Started this but didn't fini<3<3<3<3 all in time.

Thanks to the people that rapidly found the flag error, I hope to get it fixed asap.

Kid-A
03-14-2006, 03:59 PM
download is back up: http://www.****2.co.uk/dods-maps/dod_epicentre_b2d.rar

Kid-A
03-18-2006, 07:53 AM
I'm having some problems. I'm trying to place these bushes in some flower beds but it keeps looking like this:



You can see the bushes but what looks like skybox trees have appeared next to them...

Also when I create a server it doesn't seem to work properly. I can't spectate and (also seen in SS) I get the IS view by default but it's not zoomed. Anyone else get anything similar?

otF yetihw
03-18-2006, 08:15 AM
Having the mini trees is usually something to do with the texture. Check out that dirt texture you have there and make sure it doesnt end in _skybox or something similar.

Also this has probably been mentioned but smoothen out the grass a bit coming out of allied spawn, feels like going over speed bumps! :P

Kid-A
03-18-2006, 09:54 AM
Originally posted by otF yetihw
Also this has probably been mentioned but smoothen out the grass a bit coming out of allied spawn, feels like going over speed bumps! :P I'm working on that now.

I've also just dicovered blend textures, yummy.

Next release will be after the map competition results are through, might be confusing otherwise.

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