Work in Progress: brit_controlled_town


Dances w Wolves
04-28-2003, 12:35 PM
i still need a few answers to a few questions from any kind people :)

1) whats a good draw distance?

2) how do i make it attack and defend like shwetz

3) how do i put in map models like cars, sandbags

4) can it be made so JUST the allies defend and JUST the axis attack? (if not thats fine but preferable)

2 pics going to be attached.

please be kind only my fourth map and only second one thats gonna get compiled.

Dances w Wolves
04-28-2003, 12:36 PM
pic 2

04-28-2003, 12:41 PM
Originally posted by Dances w Wolves
pic 2

Looks like you need to make sure everything is centered right. Those windows don't look very centered.

Dances w Wolves
04-28-2003, 01:06 PM
thanks lynx will do. another pic being posted soon

Dances w Wolves
04-28-2003, 01:08 PM
3rd

Dances w Wolves
04-28-2003, 01:09 PM
church tower

Dances w Wolves
04-28-2003, 01:10 PM
loft space view.

Dances w Wolves
04-28-2003, 01:13 PM
plans for the other side of the map

skdr
04-28-2003, 01:20 PM
People don't usually post pics from Hammer ;/

Quakah
04-28-2003, 01:22 PM
this looks way to flat, use your vertex manipulation tool and be creative with textures

1) don't understand but hey

2) trigger a timer to a score_ent for the allies and a control_dod_point_master to a score ent for the axis

3) use the env_model

4) yes that's possible

Dances w Wolves
04-28-2003, 01:22 PM
well I do, because i dont want to keep compiling it, plus its for 1.0, can i still run that using dod 3.1?

Quakah
04-28-2003, 01:22 PM
Originally posted by skdr
People don't usually post pics from Hammer ;/

true

skdr
04-28-2003, 01:23 PM
Map small like this doesnt take long to compile. It's worth it u know. You can see your brushwork much better when you compile. Also lighting and sky really gives map more looks.

Dances w Wolves
04-28-2003, 01:31 PM
thank you quakah, ok ill try and compile it.. once im finished i intend to skew the floor to make it so the axis attack uphill

the axis start at the church, and have to capture the loft space , the road leading PAST the house and the back garden of the house in the far right hand corner (not started building that house yet.

Quakah
04-28-2003, 01:35 PM
call me quaker ;) seems like i can't use the nick quaker on these boards, couldn't on the previous as well :/

Kamikazi!
04-28-2003, 01:42 PM
Please only post ingame shots of a map that is more than 85% done. Most maps under this percent never get finished and it becomes spam if allowed.

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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.