Preview: DoD_Nürnberg'45
[AoS]Albatros
04-24-2006, 11:04 AM
Hey guys,
Finally got myself registered again after my old account didn't survive the change to them new forums back in 2003 or so... >D
Well, as the title says, this is a preview of my present mapping project - the city of Nuremberg in 1945.
In contrary to the historical situation, I've chosen a damage-degree of approximately 25%, while it actually was closer to 90%.
The setup is comparable to DoD_Schwetzingen - a round timer will force one team to take the flags, while the other team has to find a way to prevent them from doing so =P.
Anyways, these are the Screenshots...
http://www.albatros44.de/nuernberg/n2/n11.jpg
http://www.albatros44.de/nuernberg/n2/n12.jpg
http://www.albatros44.de/nuernberg/n2/n14.jpg
http://www.albatros44.de/nuernberg/n2/n7.jpg
http://www.albatros44.de/nuernberg/n2/n8.jpg
http://www.albatros44.de/nuernberg/n2/n1.jpg
http://www.albatros44.de/nuernberg/n2/n2.jpg
http://www.albatros44.de/nuernberg/n2/n3.jpg
http://www.albatros44.de/nuernberg/n2/n4.jpg
http://www.albatros44.de/nuernberg/n2/n5.jpg
http://www.albatros44.de/nuernberg/n2/n6.jpg
http://www.albatros44.de/nuernberg/n2/n15.jpg
http://www.albatros44.de/nuernberg/n2/n9.jpg
http://www.albatros44.de/nuernberg/n2/n10.jpg
http://www.albatros44.de/nuernberg/n2/n13.jpg
http://www.albatros44.de/nuernberg/n2/n15.jpg
http://www.albatros44.de/nuernberg/n2/n17.jpg
http://www.albatros44.de/nuernberg/n2/n16.jpg
I'm currently working at the scenery of Pic 2 - 4, afterwards I'm going to install the subterranean level parts - cellars, a subway tunnel, historically correct canalisation and such.
Concerning the speed - I get between 35 and 55 fps throughout the entire map, compared to 14 - 28 on Anzio or Kalt.
COMMENTS!!!!! =]
Cheers,
Albatros
Maxey
04-24-2006, 11:13 AM
Wow, looks huge and epic. However it looks like an early ported 1.3 map. It's very angular, lacks curved surfaces and displacements.
Other than that, the lighting is spot on and it seems to be a quality map.
Edit: ok, after giving it a second look, i can say it's really huge, maybe the scale is even off, like if the player was a midget.
Atomic Robot
04-24-2006, 12:49 PM
Oh man, epic is definitely the word. Looks like one of those maps that could host a war, not just a skirmish.
But that seems to be its problem, too. Everywhere the map needs polish, and I can imagine it's gonna take you forever to neaten it up on your own.
If you know what I'm talking about, then I'll just leave it at that. If you want me to spot for you all the little nick-knacks that look questionable, I'd be happy to catalogue them. :)
FuzzDad
04-24-2006, 03:30 PM
Go for it! I was stationed in Nurnberg from 88-90 (Fuecht AAF) and the pictures of the utter devastation compared to the post-WW2 rebuild are amazing. Most folks in the DoD world don't really understand how tall cities like Nurnberg were in terms of building height. If you built a city like Cologne and put a real-scale cathedral in the map people would not believe it.
Looks good so far. Don't worry so much about looks yet though...concentrate on gameplay. Good luck.
Atomic Robot
04-24-2006, 03:41 PM
Fuzzdad got me thinking about gameplay. I'd love to go play on this map with its feeling of bigness and endless ruin, but then I realized: snipers!
A map so big and sometimes long should have enough cover to ensure that snipers aren't too godly. Are you going to add more cover, or have I just not seen the existing cover opportunities?
Almost forgot to mention, I LOVE that you're putting names on many of the buildings. Not many mappers realize, places have identities, too!
[AoS]Albatros
04-24-2006, 03:50 PM
Well,
It's not too huge. As a matter of fact, I took the original measures.
I hope this isn't too uncommon among mappers =P.
The effect of undersized players might be caused by me taking photos preferably while being in prone position.
About the rectangular looks... well, I'm working on this, although I must admit that I like the idea of an old fashioned map in the style of dod_schwetz or dod_ramelle combined with just a bit of source's abilities. Displacements will follow later for the streets and some walls, for I don't know how much of the 3D-Skybox is going to follow and thus the performance could suffer a bit.
What I wanted to optimize until now was both the athmosphere and the lighting of the map.
Took me weeks to finally get a fog blend of blue and yellow to make it appear authentic and plausible 4 that matter...
Well, as for the nick-knacks - please point some out and give me some hints how I can optimize these. I will do that since I really want to make that map a good one.
One last point - the map is _small_.
It's no bigger than DoD_Kalt.
In fact, running through it from one end to the other in less than 90 seconds is no problem at all, while it _is_ a problem on Kalt.
I wonder why it looks so huge? :confused:
Well, thanks for you critizism, has helped me a lot already =)
€dit: missed the last two posts while I was typing, heh...
@ FuzzDad: I was already doubting my measurements... but they're accurate. Actually, I even took a scale a tiny bit smaller than 1 : 1 compared to the city itself.
Thanks for the motivation =)
@ Atomic Robot:
Yep. I tried to picture myself back into the old long-range maps like Dog1, Schwetz or Heutau, and there's actually three ways to prevent the map from being camped dead:
1) Add subterranean passages (cellars, subway & canalisation in my case) or passages through roofs and rooftops (will also appear).
2) Make sure to include anti-spots for every decent sniper spot (do you remember that crack in the wall overlooking the plaza in avalanche from axis side? It's hardly ever used, since there's a wonderful spot behind that window on the allies side).
3) As you said, cover - I think that's the hardest-to-map but most fun-to-play part of a map.
Just finished (failed =P) my laws exams today, so I have lots of time. Glad to spend it mapping... >D
Cheers,
Albatros
Maxey
04-24-2006, 03:52 PM
No bigger than Kalt? wow, you really made this map looking huge. Keep the good work! :)
Pvt. Stephenson
04-24-2006, 03:54 PM
Very nice, love how it looks.
teflon{the_truth}
04-24-2006, 04:11 PM
Looks good or should i say grand!!
How before release or playtest?
Narkotic
04-24-2006, 04:11 PM
Just a suggestion, but you may want to simplify the name a bit or not use the umlaut u in the map name (I don't know if you're using Nürnberg'45 or nuernberg). I understand you are from Germany, but most DoD players are not-- and likely don't have the ASCII code memorized for such characters.
[AoS]Albatros
04-24-2006, 04:58 PM
@Teflon: Hopefully there will be a release of a very early version in may =).
@Narkotic:
Sure, the release name will be either dod_nuremberg or dod_nuremberg45.
greets,
Albatros
theozzmancometh
04-24-2006, 06:23 PM
This is a 1.3 map?
Pvt. Stephenson
04-24-2006, 06:35 PM
Originally posted by theozzmancometh
This is a 1.3 map?
No, hence the hud, Mp40 and graphics.
Hmm, here's some good tips/changes:
- Please change the fog color of the skybox! It totally ruins some spots in the map with spots that weirdly stick out.
- Use more models, the windows on the building roofs could be models instead of boring flat textures, go wild, source can handle it.
- Some walls stick out unrealistically, like the side of the roof which is quite thin and just stands there while the whole roof has been ripped off, its been said before, make more gradation in your destruction (I did on my maps with simple displacements and got little to none impact on performance, but greatly enhanced esthetics)
- Some of the store shop overlays look out of place, and they're placed on big walls with no windows (somehow all your windows start appearing on the 3rd floor?) Also, some blow-up/destruction overlays are repetitive, and they're actually tree roots :p (i could be wrong)
- These cables look a bit too thick IMO
The shape is here, I LOVE the level's verticality and atmosphere/color. You just seem to need to leave the 1.3 mapping days behind ;)
Atomic Robot
04-24-2006, 08:25 PM
Originally posted by [AoS]Albatros
Well,
It's not too huge. As a matter of fact, I took the original measures.
I wonder why it looks so huge? :confused:
Because we assume the plaza we glimpse beyond the nearest row of buildings isn't, like, the end of the level! :eek:
Whatevs, though. So long as the map provides a wide-open play style and feel on some level, it'll be refreshing. ;)
Originally posted by [AoS]Albatros
passages through roofs and rooftops (will also appear).
Oh man, that sounds sweet, making a map so three dimensional! On one hand, I cringe at the thought of inexplicable death-from-above à la Caen. On the other hand, I can't help imagining myself traversing a street via suspended, fallen clock-tower-turned-corridor, jumping across rooftops, ducking through the third floors of gutted buildings, and looking down at all the pathetic ground-crawlers, muaha! :vader:
I dunno, it seems to me like you're still running the risk of frustration, though. It's good that you mitigate the power of snipers by giving the map some separation: Subterranean, Ground and High paths. But if Ground itself if still a flatland it'll ALSO become a no-man's land real quick, AND the other pathways will get overstuffed with mobile players.
What am I saying? You're probably considering this already.
I'd love to help spot! I'll take the screencaps you've provided and mark up the questionable spots, and also write suggestions. Then I'll e-mail them to you as JPEG attachments.
Pfarrer
04-25-2006, 12:55 AM
This looks like one of the most interesting designs of a custom I've seen lately. GJ and go ahead.
[AoS]Albatros
06-17-2006, 06:08 AM
Update:
I'll visit Nuremberg this weekend with my Digi-Cam and take a few hundred pictures (+ get a final feeling for the city, though it's not 100% like it was before the war).
Afterwards I'll finish the subterraenean and higher-level-combat parts, and I'll get you two or three IPs of our [AoS] servers where I'll try to get some balancing done.
I'd be glad if some of you folks could volounteer for the balancing... =)
Greets,
Albatros
Furyo
06-17-2006, 06:55 AM
I agree with Fuzz, it appears most people think that the stock maps have the proper heights of European buildings, but it clearly isn't the case. 8-10 storey buildings were extremely common in all major cities. DoD focuses on small villages, so we only get to see 2-3 storey buildings at the most, but maps that depict huge cities should have those buildings.
Now whether or not the gameplay is actually good across a 10 storey vertical line is a whole other matter....
Lyter
06-17-2006, 09:03 AM
I missed this post initially, but jeez for what it lacks in Source visuals it certainly makes up in it's uniqueness! I'd love to try this one out.
Ca-Chicken-Soup
06-17-2006, 05:04 PM
Well as I recall jadg had some massive buildings but only had low-level accesable parts (save the church).
Few comments:
-change fog colour to match skybox, look for the sky list in valves wiki for appropriate fog colours
-the rooves look way to steep
-textures look a bit low quality, are they custom? or even ported from a wad?
Auctualy this looks like a really well made 1.3 map and I think it would be fun in source for memories sake. Though not many people like the ol' chunkyness of dod:g
Apollo
06-17-2006, 08:21 PM
It looks bland, but not by any fault but by choice of color pallet to use. Looks nice.
Neutrino
06-17-2006, 09:50 PM
great mood set up, gives an old dod feeling back to me.
however, increase the fog distance, as well as maybe darken it a little bit. the purple buildings in the back are awkward
Very nice, it has a good atmosphere. keep it up.
CorPoraL KiLLa
06-19-2006, 11:36 AM
whoa this map look really good, very realistic. never seen a good custom map as this one. keep up the good work man.
smashingpunk007
06-19-2006, 04:07 PM
nice to see that you are using your own textures as well. I'm getting bored of seeing stock textures on all the maps. Makes it feel like they are all taking place around the corner from one another.
Toby Wong
06-19-2006, 07:22 PM
This probably falls out of the scope of the current discussion, but while you mentioned custom textures, it reopened a concern I had. It seems that the end user can change textures that are distributed with the level. So if they used a certain material alot, then you could change the texture for a transparent one and be able to see through walls.
This maybe accounts for the lack of custom textures being used on levels. I dont know why Valve didn't place a checksum for each material used within the bsp file, as we know this can't be altered without the server throwing up a mismatch error.
Originally posted by Toby Wong
This probably falls out of the scope of the current discussion, but while you mentioned custom textures, it reopened a concern I had. It seems that the end user can change textures that are distributed with the level. So if they used a certain material alot, then you could change the texture for a transparent one and be able to see through walls.
This maybe accounts for the lack of custom textures being used on levels. I dont know why Valve didn't place a checksum for each material used within the bsp file, as we know this can't be altered without the server throwing up a mismatch error.
The best way is to include all textures in the .bsp, this way there's little chance this can happen (I think)
Toby Wong
06-20-2006, 05:53 AM
Ah, these are probably bz2 package files? Makes sense. That's a relief.
[AoS]Albatros
06-20-2006, 12:00 PM
http://www.albatros44.de/nirnn1.jpg
http://www.albatros44.de/nirnn2.jpg
Meh again... ^^
Well, my VW Bug broke down yesterday, so that weekend for the Nuremberg trip will be spent rather for installing a new gearbox and engine... I'm really into changing plans =)... sh*t.
Anyways, two new screenshots.
I did in fact redo most parts of the map in order to close on to what I could gather from your ideas.
The map is way more "compact" now, it's a circle instead of a soccer field, to give you a notion of the redo's dimensions.. ^^
Also, I tried to make a couple of darker, better custom textures and decals. I hope the additional work left some visual traces... oh, and please ignore the sky - I forgot to change it. First screenshots after compile, that's why...
I'll let an overview follow later tonight.
Greets,
Albatros
Edit:
Since Toby Wong wanted this, I'll leave the image-include to linking from now on.
He's certainly right on my screenshot-solution jamming the forum's dimensions. I can't get any lower, since source won't actually allow me to play below 1024 x 768 (considering a minimum level of actual "playability"), but then again... ^^.
It'll sure save me some traffic xD.
Concerning the burnout of the buildings: believe me, it's correct.
Walls don't neccessarily tumble, they stabilize themselves, thats what they're designed for.
The ceilings and wooden interiour simply "burned out", and so they did in WW2.
According to this fact, there are intact and wasted blocks in my map (please don't get me wrong - it's just *been* like that.)
Houses hit by a bomb therefore didn't turn into dust, they usually had at least two intact walls after a direct bomb-hit.
I think my recherche concerning this point is adequate, so I won't chance anything about the standalone-walls.
Thanks though for the ideas,
-Albatros
P.S.: if you want to do me a favour, please only critizise things you're certain about (like, for instance, athmosphere stuff... or your thoughts about any gameplay trouble in that map :) )
Toby Wong
06-20-2006, 04:03 PM
Could you just post links to the images please? It's clear that the dimensions are far greater than the forum layout.
I would say that those building look rather strange with every roof gone and no trace of destruction there. Maybe some of the roof with beams should remain.
[AoS]Albatros
06-21-2006, 10:14 AM
Another set of screenshots.
I'd have loved to give you an overview, but i couldn't manage it... somehow my skybox in the leveloverview-command-thingey didn't disappear with fog_skybox 0 or whatever.
Maybe anybody can help me with this... ;p
Well, I hope I can release a b1-version next Wednesday - I'm making a lot of progress at the moment.
I'll also do some "Sourcifying" until then...
Any furthergoing suggestions? :))
- Alb
[SAS]==Dirty_Harry
06-21-2006, 10:43 AM
I had the same problem with my overview, in that the skybox didn't disappear. We got over the problem by making the overview then removed the skybox in Paint or another similar programme.
[AoS]Albatros
06-21-2006, 03:20 PM
Hi Dirty Harry,
Well thanks for the idea, but only deleting the skybox won't do for me.
Actually, the skybox is hiding or covering parts of my map, so the overview screenshots are worthless.
Is there any way to gather an overview from the BSP?
Greets,
Albatros
P.S.: for now I'll give you an overview from Hammer... not good, but the best I can do :(
www.albatros44.de/nn/novr.jpg
www.albatros44.de/nn/novl.jpg
There's still a hell of a lot of stuff missing... argh. ^^
ultranew_b
06-21-2006, 04:01 PM
The purple-ish fog color doesn't look very good. Maybe turn off fog blending and stick with just the orangish color?
:)
[AoS]Albatros
06-21-2006, 07:44 PM
Thanks for the tip, ultranew_b - I just did that, and I gotta admit... it looks better now.
Some of the Screenshots show the MAN - works in Nuremberg. It only came to my mind today to add these to the map layout, since they just fit in perfectly. They're looking a bit naked, cause they're only one day's work up to now.
That improvised bridge made of wooden planks can be destroyed by the Axis forces (func_breakables with a high value) by using a panzerschreck or grenades.
It's a shortcut for the allies, who should protect it therefore (but can then again use their own bazookas to open two other passages throughout the map).
Ah... concerning the fps... I said it in another place, my machine sucks a bit. I never drop below 31, 32 fps on my map, though I hardly get more than 20 on Anzio or Kalt, so I suppose dod_nuremberg45 will run pretty smooth on most systems.
Damn... half past three AM... xD
Greets,
Albatros
P.S.: the hovering rubble and less than perfect texture alignment have been noticed already (shame on meh). ^o^
ultranew_b
06-21-2006, 07:49 PM
The fog does look better indeed. In the first and last screen shots, the fog is too dense. Looks odd. If possible, try to extend the fog end distance (not sure if this is possible with your farz clip distance).
Maybe try increasing the fog density in the skybox as well, to make the world/skybox transition not so noticeable.
You may want to also consider adding a custom skybox texture, one with less contrast (orange/purple).
You can find some here, just adjust the color in P.S. (the author, Hipshot, permits this)
http://www.quake3world.com/forum/viewtopic.php?p=195094
Looking better for sure !
:)
Neutrino
06-21-2006, 08:27 PM
Originally posted by ultranew_b
The fog does look better indeed. In the first and last screen shots, the fog is too dense. Looks odd. If possible, try to extend the fog end distance (not sure if this is possible with your farz clip distance).
If I were you, I would take the screenshots in all Visuals Maxed, because the textures look kinda bad with your config (I'm basing myself on your k98 view textures, theyre set on low I think?)
[AoS]Albatros
06-22-2006, 04:05 AM
Originally posted by ultranew_b
The fog does look better indeed. In the first and last screen shots, the fog is too dense. Looks odd. If possible, try to extend the fog end distance (not sure if this is possible with your farz clip distance).
Maybe try increasing the fog density in the skybox as well, to make the world/skybox transition not so noticeable.
You may want to also consider adding a custom skybox texture, one with less contrast (orange/purple).
You can find some here, just adjust the color in P.S. (the author, Hipshot, permits this)
http://www.quake3world.com/forum/viewtopic.php?p=195094
Looking better for sure !
:)
Aye.
Hm, I still do need some tweaking on that fog/lighting issue.
On the one hand, it's a nice setting, but then again there's always a disturbing point.
Big thanks for the skyboxes - I'll take a look at them right now.
@Dash:
Oh, that's so true... problem is, I'll have a diashow in full details, since my machine here just had it's cenite a couple of years ago.
I'm running DoD:S on lowest details - might explain the odd look of some parts. I'll change to medium or high for the next set of Screenies.
Thanks for the comments, you guys really help me making some progress =)
- Albatros
smashingpunk007
06-22-2006, 07:59 AM
WOW, gotta tell you it looks awesome, can't wait to get my hands on it.....wait a sec, do i have that choice? :D
piu piu
06-22-2006, 05:29 PM
this map looks very promising. congrats so far.
but theres one thing i dont get (and ive wondered while playing other maps):
why are people using bright fog when theres kind of a dark sky? to me it looks totally unrealisitc. i have never seen an (unlit) building that is brighter than the sky which is surrounding it.
i dont know if its possible to use dark fog, but look at the pic i posted, especially the buildings in the far background look more realistic that way. (THOUGH the "sunny" feeling gets lost and i like sunny maps :D )
http://www.p2kio.com/dod/dod_nurnberg.jpg
piu piu
06-22-2006, 05:59 PM
well if you'd like to stick to that sunny or "city in flames" - style maybe just keep the bright orange fog but find a better fitting sky texture. i played around with some more brighter, orange coloured ones:
http://www.p2kio.com/dod/dod_nurnberg_sunny.jpg
Neutrino
06-22-2006, 06:09 PM
piu piu gets it :cool:
those last two with the custom skies are beautiful
[AoS]Albatros
06-22-2006, 06:31 PM
Hey piu piu,
you must be some kind of sorcerer ^^, this looks pretty incredible.
I tried a couple of other skies, but none that satisfied me (violent... xxx, forgot the name, is way too red on the front and left side).
What sky did you use, if I may ask?
I actually gave up on experimenting with the skies (cause I actually was too stupid to find any, except from those ultranew_b linked meh to) and decided to go without fog and use a standard sky, which looks a lot better than my previous way (though not as splendid as your combination):
I'm going to brighten the athmosphere up a bit, of course. Looked brighter ingame than one can tell from the screenshots.
Oh well, I'd really love to give it a go with your refinements, piu piu =).
I'll try to get a pre-release out by saturday, so you guys can run around in it a bit.
Greets,
Albatros
P.S.: as I said above, the fps in those three screenshots are lower than before cause I increased the level of details and activated anti aliasing + more reflections.
piu piu
06-22-2006, 06:43 PM
glad you guys like it :)
i used random sky photos from google picture search. i guess standard photos of a sky can't be used as a skybox texture, right?
so... if someone would show me a .jpg of an existing/ working dods skybox texture i could edit the photos i just used so they'd fit your needs, albatros.
regards
[AoS]Albatros
06-23-2006, 04:54 AM
Hey piu piu,
thanks, that would rawk indeed... =)
This link ultranew_b posted contains a couple of skies in the almost right shape: http://www.quake3world.com/forum/viewtopic.php?p=195094
A skybox requires six parts of the sky - up, down, left, right, front, back.
I think
http://www.planetside.co.uk/terragen/
terragen can be used to render them skies correctly.
Here's a tut http://fps.brainerd.net/terragen.htm on that.
Hell that sky of yours would be cool... ^^
Thanks in advance,
-Alb
piu piu
06-23-2006, 09:58 AM
okay, i'm done with the first one.
its quite huge, each of the six parts is 1024² pixel in size.
if thats too big just scale it down (or let me know and i'll do that).
maybe some parts of the pic still need some fine-tuning but we'll have a look at that when its up & working ;)
now i'm quite curious how it might actually look inside your map together with that orange fog. :cool:
download
skybox for dod_nürnberg'45 (4096*3072) (http://www.p2kio.com/dod/skybox-1.jpg)
preview
http://www.p2kio.com/dod/skybox-1-preview.jpg
Neutrino
06-23-2006, 10:03 AM
Originally posted by piu piu
okay, i'm done with the first one.
its quite huge, each of the six parts is 1024² pixel in size.
1024 is great. now get those ingame quick and show it off :)
SilentSteps
06-23-2006, 10:07 AM
That's a great sky. Did you use terragen?
piu piu
06-23-2006, 10:19 AM
http://www.mayang.com/textures/Nature/html/Clouds/dramatic_clouds_sunset_180093.JPG
i started with this skyphoto
and edited it in photoshop.
SilentSteps
06-23-2006, 10:34 AM
Is it distorted due to the nature of a box?
Neutrino
06-23-2006, 10:44 AM
hey piu, how large was the original photo? did you have to supersize it? and if so, how did you keep it so clear
piu piu
06-23-2006, 11:08 AM
Originally posted by Neutrino
hey piu, how large was the original photo? did you have to supersize it? and if so, how did you keep it so clear
the original photo was already quite big (2560*1920) but as you can see i only used about 40% of that pic. also the source-image had some disturbing noise.
have a look here (http://www.mayang.com/textures/Nature/html/Clouds/index.html)
so i scaled it up to that huge size i needed and then airbrushed over most of the parts. finally i duplicated the whole thing, smoothed it and chose brighten as layer mode.
that would have worked for even smaller source-images.
[AoS]Albatros
06-23-2006, 12:55 PM
Welll...... damnit... ^^ very nice sky indeed.
There's a hardly visible line still on the skyboxes edges, but I suppose noone will notice in the game.
That's incredible work... at last someone in my credits who really contributed to the map! =))
Damn, I gotta run...
Cheers,
Alb
P.S.: ignore the fps, please... I ran the game at a resolution + level of detail more than deadly for my machine, so... ^^
piu piu
06-23-2006, 01:10 PM
those lines are the issues i was talking about when i mentioned that some parts still need some fine tuning.
some more contrast may be a good idea.
i dont like the fact that half of the clouds are hidden behind the houses. i think i should move them up a bit (the clouds of course ;) )
i'm going to work on that soon.
maybe you can slightly change the fog colour to a yellow/ brown/ orange tone, right now its looking a bit pinkish (have a look at the very first pics with the custom sky i posted)
anyway, yet i like the result :)
WOW the atmosphere is AMAZING!!
Good job man! I love it.
piu piu
06-23-2006, 07:27 PM
now on a second look i'm wondering if the skybox is used in the right shape.
i made sure that the left border of the texture fits with its right border.
so why does the box texture in the 6th pic you posted not fit at its vertical edges?
also in pic no 4 the sky looks a bit pixelated or s t r e t c h e d, that would explain why it doesnt fit at its edges.
we may talk about that via icq/ skype or just keep on flooding your thread ;)
Lyter
06-24-2006, 10:56 AM
The changes are looking sooo good! Keep it up!
[AoS]Albatros
06-25-2006, 06:57 PM
Last set of Screenshots - I hope I could eliminate most problems already.
Been working on it like an idiot, I think I can keep the release date on wednesday.
I'm currently working on a sewers system, refinements for the spawns and increasing the performance. Right now, the lowest fps are about 20% better than on anzio in the worst parts, and about 35 - 60 % better in the average.
That's only 5 fps to 18 fps, though. My aim is to reach about 30% higher fps-rate in the main combat parts than there is on some stock maps, but that's going to be real hard to do.
Well... looking forward to wednesday... :)
Cheers,
Alb
P.S.: concerning the fps on the screeners, it's basically the same problem i described above. Full detail pwns my machine... xD
Ol' Noodle Head
06-25-2006, 07:40 PM
It'd be nice to see this paired with ultra_newb's upcoming map, what with their tonal similarities.
Cool stuff!!
piu piu
07-01-2006, 09:15 PM
i am currently working on a PAK40 model.
albatros and me are looking forward to implement this into his map soon :)
here's a preview pic of the model:
http://www.p2kio.com/dod/pak_prev04.jpg
Neutrino
07-01-2006, 09:21 PM
its nice to see a mapper and a modeler working together
[AoS]Albatros
07-02-2006, 04:48 AM
There's going to be a balancing test on at least one server tonight (probably up to three for better evaluation).
I've redone more than half of the map in the last week, and now I'm working at the last bits of sewers and lighting.
The balancing test will be at 21.00 CET, which would be noon LA-time, 3 pm New York, 8 pm GMT and so on.
Everybody is invited to parcitipate. I'll be in #aos on gamesurge then and give out the IPs as well as a direct download link of the balancing version.
I'm afraid this is not a realease yet, since I can't expect the balancing to be satisfying yet (not to mention some optical bugs or things i simply couldn't finish yet, for i need to know about the balance first).
Well, that's about it... =)
Thanks again to piu piu, his skills as a render/model artist are really outstanding.
See ya,
Albatros
This map reminds me of WWIIOL.
[AoS]Albatros
07-02-2006, 02:48 PM
Well you won't have to be afraid of figher planes, I can get you a handwritten warantee for that.
Other than that - can anybody offer me a server for betatesting?
The people I hoped to get me one seem to be on a suboptimal level concerning the point of "reliability"....... :[
Rifle_King
07-02-2006, 03:26 PM
Originally posted by piu piu
i am currently working on a PAK40 model.
albatros and me are looking forward to implement this into his map soon :)
put this awesome looking model into an awesome looking map, this is going to be awesome...
[AoS]Albatros
07-02-2006, 03:35 PM
Well for those who still are interested in the forthcome of my map, here's a direct download link of a playable, working, unbalanced an still empty map, which should run _very_ fast on your PCs cause it's pretty well optimized (still got potential).
Have fun, I'm tired and a bit disappointed... lack of motivation due to lack of luck ante portas...
http://www.albatros44.de/nuernberg.zip
Albatros
P.S.: closing download due to traffic... i only gots a small amount of GB for the month, and there's not much left... :/
[AoS]Albatros
07-05-2006, 06:52 AM
Test run today and for the next week on 85.14.217.133:27090
[AoS] Europe!
Everybody's welcome to have a look and help balancing this stuff out...
Greets,
Albatros :D
P.S.:
There's going to be a betatest at 20.00 GMT (3 PM EST).
Hope to see many of you folks there then... =)
[AoS]Albatros
07-05-2006, 01:30 PM
Map is loading up to the Server.
30 minutes till we can start... IP is still 85.14.217.133:27090.
http://www.albatros44.de/nbgbeta1.jpg
Thanks a lot in advance to those who'll show up =)
Albatros
[AoS]Albatros
07-05-2006, 03:16 PM
Is _anybody_ getting an error?
Just seems like.
Can you tell me specifically what it says???
piu piu
07-05-2006, 03:19 PM
well for those of you who missed this balancing test-play i can tell you this is just awesome. i was in a hurry so a was only able to play a quick 2 on 3 for 15 minutes. as it is a quite large map it should be played with way more players but yet i can tell you that this map creates a very unique feeling :kitty:
[AoS]Albatros
07-05-2006, 03:34 PM
Okay,
I fixed it.
The problem was caused by the interface of our server - ftp, that is..
It has been uploading an _old_ version instead of the new one.
Please hang on - i'll give you another IP of a different server with *more* free slots.
It's going to start real soon, i estimate about 30 minutes from now.
The file you have is missing about 400 KB due to a crash i had while uploading the old version - instead of renaming it, i used the same name again for the new file and then FTP interface resumed the upload without noticing it.
Damn computers, they smell... :(((
Tonedef
07-05-2006, 03:39 PM
Well, I tried to be in on that...but I got that error about a world model or something, the game crashed and now I try and load the game and all that happens is it will play the Valve intro and then close with no prompt. Restarded steam defraged the game and checked it for errors...nothing. :(
[AoS]Albatros
07-05-2006, 03:49 PM
yeah the problem was on my side... actually it's like i said, the ftp interface of our server uploaded the irregular version and _distributed_ it to everyone of you, but _played_ the new version right after that.
This is totally weird and i don't know how it could happen...
New server will be running in a few minutes.
[AoS]Albatros
07-05-2006, 04:25 PM
Okay, you just have to connect to the IP I gave to you in the beginning.
Fast download and all works now.
BUT PLEASE DO DELETE THE OLD MAP FROM YOUR MAPS FOLDER!
Anything else _won't_ work!
[AoS]Albatros
07-05-2006, 04:52 PM
Please delete your old dod_nuernberg45_v1 maps.
Then you can go straight to www.albatros44.de/nuernberg.zip and download this 45.702 KB version.
It's the correct one. Size refering to when unzipped.
Greets,
Albatros
[AoS]Albatros
07-05-2006, 06:29 PM
Okay,
Server is up and running smoothly.
204.14.244.34:27016 <--- US-server
85.14.217.133:27090 <--- EU-server
Sorry again for the waste of time - now it works perfectly...
I'm going to die. lol.
Edit: for everybody who participated in that disastre today ^^ still important: please delete those versions of the map that do _not_ have exactly 45.702 KB (44,6 MB (46.798.253 Bytes)).
Hope you're having fun on it, please get me some feedback on the balancing.
3 am now... i missed one of the best parties of the year, and its been 6 hours since i wanted to release it, but it was worth it... argh ^^.
Albatros
For those who are interested... I'm going to get another balancing startet tonight at about 5 pm EST on the EU-server.
I hope you're not going to kill me, I really tried everything, but sometimes things just don't go as they're supposed to... bit SORRY again. Give me one more chance.. =)
[AoS]Albatros
07-06-2006, 02:51 PM
Okay, we're in it and playing now.
Everybody is invited to play along!!
85.14.217.133:27090
Greetings,
Albatros
[AoS]Albatros
07-10-2006, 04:00 AM
Update:
Release of b1 has been posted in the release-forums.
The map will be available in about one hour!
http://www.p2kio.com/dod/promo.jpg
Cheers,
Albatros
P.S.: post comments and suggestions into this thread please, if you can.
http://www.albatros44.de/overview7.jpg
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.