[WIP] dod_subterrainia


El Capitan
02-01-2006, 04:33 PM
Well I started this map back around beta 1.2, but neglected it over the years. My hard drive corrupted so I lost the original files (although managed to recover some of it) and since source came out I decided to start the whole thing again from scratch.

The map is basically a secret hidden tunnel network occupied by the germans that leads to a u-boat pen hidden in the mountains somewhere (location to be decided!)

The objective will be to place bombs in the main storage area and inside the U-Boat (you can walk into the U-Boat.)

The theory is there is enough explosives within the facility to take the whole network down.

Sorry, I had to brighten some of the pics up in photoshop

To do list:
- Add beds to sleeping bunkers
- Add lighting (the lights in there now are just showcasing the map)
- Add entities (there are none yet except models/physboxes)
- Add minor detail such as door frames, etc
- Make changes following feedback on here
- Playtest and make changes

Anyway, enough with the blabber. On with the pics!

AlliedSpawn



Tunnel

Entrance, Tunnel, Storage


El Capitan
02-01-2006, 04:34 PM
Main Areas
U-Boat & Pen / Axis Spawn



Rooms

Kitchen/Lounge/Radio Room



Comments and ideas stongly welcomed.

El Capitan
02-01-2006, 04:34 PM
Storage, Main Connect Tunnel



Layout


Deceiver
02-01-2006, 04:45 PM
Well at first glance, the rock/mountain picture doesn't blend in contrast with the sand. The interiors don't match. one room is all nice and clean, while the other is all dirty and used. Unless it is meant to be that way (In my mind, they should look somehwat new).

What about flag placement? And is this the map you've been working on for 5 years or so?

El Capitan
02-01-2006, 04:49 PM
Originally posted by deceiver
Well at first glance, the rock/mountain picture doesn't blend in contrast with the sand. The interiors don't match. one room is all nice and clean, while the other is all dirty and used. Unless it is meant to be that way (In my mind, they should look somehwat new).

What about flag placement? And is this the map you've been working on for 5 years or so?

Yep. Although I started it again a few weeks ago.

I plan on making that sand rubble, I'm making a custom texture for it as it does look out of place, your right!

As for the clean room, I wanted to keep the lounge and bedrooms a bit tidier (there are minor cracks and wear on the walls) and leave the other rooms falling apart such as the kitchen, etc.

Flags - No flags, its an objective map!

Thanks for the comments, appreciated!

Sly Assassin
02-01-2006, 06:33 PM
Some ideas and things I've observed,


Tanks are way out of place, if its meant to be a secret U-boat pen there wouldn't be tanks, some trucks in a depot type area yes tanks no
Instead of tanks, add more crates (You can get away with those bigtime seeing its a U-boat pen type map
Add some control rooms/offices that stick out from some walls and enter into other areas.
Maybe some ventilation systems? Use the vent stuff from de_prodigy
Maybe a cargo crane inside on rails near the roof supports etc?


Just some small ideas for ya and the one gripe ;)

Deceiver
02-01-2006, 07:33 PM
Oh woops! Must of missed the objective part hah. So you're just waiting on the code and to finish your to do list? Also, didn't you say you had falls on the maps heh?

El Capitan
02-02-2006, 04:14 AM
Originally posted by deceiver
Oh woops! Must of missed the objective part hah. So you're just waiting on the code and to finish your to do list? Also, didn't you say you had falls on the maps heh?

I still need to do them, I'm going to do them with the entities :)

I agree with the tanks thing thinking about it, there just aren't that many models for DoD: Source I can use! The U-Boat is a Milkcow as well, a supply U-Boat which is why the place is so crammed with supplies.

I don't know what exactly you mean with the control rooms/offices that stick out suggestion? Its a fairly big map and theres a fair amount of tunnels, rooms etc already - I don't want people getting lost!

I have got vents in the roof, but can't put ones in like the one from de_prodigy as the whole tunnel curves round and the vents are straight :(

I like the cargo crane idea, I'm going to put one in :)

Thanks Deceiver/Sly

Black Lotus
02-02-2006, 04:20 AM
looks cool, if you need a tester to find possible exploits, pm me, lol.

skdr
02-02-2006, 04:28 AM
If you have to lighten up the screenshots in photoshop so people can see them I'd suggest you to lighten up the level too so people can play it :)

Looks like a good start to me!

russybabes
02-02-2006, 04:37 AM
looks like something fresh for dod source, keep up the good work fella!!

Kid-A
02-02-2006, 05:10 AM
As an objective map it's hard to tell but the layout looks a bit linear...

El Capitan
02-02-2006, 08:16 AM
Originally posted by skdr
If you have to lighten up the screenshots in photoshop so people can see them I'd suggest you to lighten up the level too so people can play it :)

Looks like a good start to me!

Thanks, as in my original post I just put those lights in to showcase the map. I still need to do the lighting!

Thanks for the comments!

Ginger Lord
02-02-2006, 08:22 AM
Kick Jed for a U-Boat model.

o/

El Capitan
02-02-2006, 09:23 AM
Thanks for the comments. I've decided that this map has been too rushed. I spent so much time making that main tunnel (due to the complex brushes I had to make, especially making it have to curve round!!) that I've neglected the other parts of the map.

I rushes all the smaller tunnels, I don't have enough routes for the players to take. Rooms have randomly been placed about with no actual purpose and the random placing of things such as tanks I feel just looks tacky.

I'm going to totally change the whole map although keep the main tunnel intact now.

Thanks for the suggestions, its inspired me to do this and definately needs doing!!

Bombfactory
02-02-2006, 12:26 PM
Few questions about the layout.

It seems as you have a few extra "useless" rooms. The smaller passages on the left make sense to give some alternate routes (though, they may deviate a little too much), but the rooms like the bathroom, sleeping #2, and kitchen seem to be out of place or don't even need to be there at all.

The layout also seems a little strange as everything on the left of the layout seems way too linear. All the rooms a connected by one hallway. Maybe having them connect to the main tunnel more often would add for more options to bypass the enemy.

Layout is tough, and this a cool idea, so stick with it.

El Capitan
02-02-2006, 02:24 PM
Heres the new layout. I've already made some changes, and the bits in red are changes I still need to make.

The bits in green are basically going to be a ventilation system above the tunnel, basically like an overground sewer. Theres going to be ladders leading up to this ventilation system where you see the blue squares.

http://dodnetwork.com/el/newlayout.jpg

Sly Assassin
02-02-2006, 04:44 PM
Sorry I'll explain what I mean by the offices/control rooms sticking out.

Right so you've got a straight wall ------------------- <Thats the wall.

Now you want to make the office/control room stick out from that wall, yet only part of the office/contol room is sticking out as the rest of it is behind that straight wall it'd look like below

|------|
----| |-----
\-----/


Sorry bit messed up but basically thats how it would look from above.

El Capitan
02-02-2006, 05:38 PM
Originally posted by Sly Assassin
Sorry I'll explain what I mean by the offices/control rooms sticking out.

Right so you've got a straight wall ------------------- <Thats the wall.

Now you want to make the office/control room stick out from that wall, yet only part of the office/contol room is sticking out as the rest of it is behind that straight wall it'd look like below

|------|
----| |-----
\-----/


Sorry bit messed up but basically thats how it would look from above.

Sorry, Its probably me being stupid but I'm still a little confused as to what exactly you mean! Are you able to draw something up in paint or something for me?

Thanks, much appreciated!

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.