[WIP] dod_bunkerdown


JossiRossi
05-16-2006, 03:08 AM
Not sure why I think "bunkerdown" is clever or something but since I came up with that dumb filler name I can;t think of anything else, I think it sabotaged my brain. =]

The map is structurally rather simple. A bunker around 3 stories undeground houses a german stronghold. The allies wish to neutralize the threat they present. The above ground holds only a single flag and is currently plain.

Underground is where the magic is. A small base exists with functioning doors, lights, and ventialtion system as well as rooms designed with nothing but comfort in mind (like some old beds and rusty laundry equipment, well ok it's seen better times).

What is stressed in the map is the interactivity. There are several working doors. To prevent people hiding closing one door will open another door nearby as all doors are paired up. There is a ventilation system that the allies and axis are able to access once the allies capture the Ventilation Control flag opening all the air ducts up. The main lighting is turned off when the Allies capture the 2nd power generator and finally the doors fail to function if the the 1st power station is taken. So capturing flags is more important as they give your side an advantage and a disadvantage to the other team, or sometimes if you are REALLY smart you can allow the other team to capture and hold a point if the effect benefits your plans.

All in all I'm not going to lie this map makes me really excited and I really hope when I complete and release it that it will be as fun to play as it is to just tinker around it when I test it.

Anyway here's my current screenshots, I hope you enjoy.

Welcome to the Bunker I hope you enjoy your stay.
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10001.jpg

Standard hallway.
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10002.jpg

Door and Door opening
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10003.jpg
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10004.jpg

Ventilation Control Systems
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10005.jpg

Sleeping Quarters, in the upper lefthand you can see a closed vent as the allies don't control the Vent Control yet.
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10006.jpg

Storage
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10007.jpg

Kitchen
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10009.jpg

Dining Hall
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10010.jpg

Vents
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10013.jpg

Power Station 2
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10008.jpg

Emergency Lights after Power Station 2 has been shut down.
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerdown10012.jpg

wickit
05-16-2006, 06:37 AM
i like the idea
unter is close in design
check out the video in this thread
http://www.dayofdefeat.com/forums/showthread.php?s=&threadid=64578

McJewels
05-16-2006, 11:48 AM
your light entities look a little jacked, try making them much less bright, and pulling them away from the walls so much

JossiRossi
05-16-2006, 12:46 PM
@wickit: Yeah I saw your map after I posted my thread. And I thought I was being all original here =] I definitly dig how yours is coming along though.

@McJewels: The thought of moving all those lights makes a little ill =p I'll definitly do some testing and see if I can't get the lighting to be a bit smoother.

Caldbeck
05-16-2006, 02:56 PM
dont wanna seem like a asshat here, but all i see there a square room, joined onto another square room, joined onto another square, etc, etc. You need to add a litlle variety to the rooms, like, curve a few convers, and roof supports, etc.

Take a look at this site, particularily the 6 tutorials referring to Architecture.

http://www.interlopers.net/index.php?page=hl2.htm

JossiRossi
05-16-2006, 02:59 PM
Yeah, it's definitly not supposed to be the most detailed structure but I'll definitly check those tutorials out and see if I can't make it a little prettier, thanks for the link =]

Ace_McGirk
05-17-2006, 02:50 AM
might want to check the mapname database in these forums, as there is already a dod_bunkerdown released......

http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=54955

JossiRossi
05-17-2006, 10:22 AM
Oh damn, well how about that.

Thanks for noticing that I'll have to think up a different name then.

GoGurt
05-19-2006, 02:12 AM
I don't want to sound like a jerk either, but a lot of your objects just seem randomly placed. Like the storage, granted it's a storage room, would be a little less disoriented. The kitchen also seems a bit off, with two racks that would do nothing but piss some cook off since theres a rack right next to his friggen oven. And the BIG box with the chair on it leading to the vents seems a bit oversized for some box that would be thrown into someones bedroom. Other than that, it seems like it would be fun to ass around with some friends in. I was honestly hoping, from your first and second pictures, that it would just be a room with tons of other rooms to mess around with knives and rockets.

McJewels
05-19-2006, 04:34 AM
I look forward to seeing all you put into the map. seems like it could be a lot of fun.

Ol' Noodle Head
05-19-2006, 05:15 AM
Jossi, also on the lights - maybe you've done this already but make sure you have the "on" skin selected. This as well as moving them further away from the wall will help a lot! Have fun!

JossiRossi
05-19-2006, 09:28 AM
@GoGurt: My intent was to make the rooms seem that once they had order and placement but that was a long time ago and that now things are not going so well and the place has been falling apart. However, if the pictures don't say that well then I am doing it wrong =]

@McJewels: Thank you, I really worry though about balancing issues because there's a lot of aspects that I personally haven't ever seen tried (although I personally doubt that things like this haven't already been done). The doors work like a charm but in the end will they suck to play with, I dunno, kinda makes me nervous.

@Noodle: Thanks for noticing the light thing, I knew there were the two models but I currently am using the "off" model due to a previous experiment that I forgot to fix.

Also in general to all the people who have told me stuff, don't worry about being a jerk. This is only my second map and the more I learn the more I realize I need to in order to make something that looks halfway decent. I need to know what looks crappy and where otherwise I just might not realize and then keep going until it's too much a hassle to fix. So thanks even if you think you were being jerks. =]

JossiRossi
05-21-2006, 12:37 PM
Been plugging away at redesigning the bunker to make it less suck. =]

I looked at some pictures of real bunkers (what kind of moron doesn't do that part FIRST? Lord what was I thinking.) and noticed some design things that I could use, so hopefully architectually this is looking a bit better. I apologize for crap texturing because I've been doing structure only not textures yet so it's not too pretty in that regard. I actually copied over only the parts I wanted to work on to a new file so I could work a bit quicker and with fewer things cluttering the screen and that has worked out awesome so far and made my life al ot easier. But yeah anyway here's my two not too too impressive shots of what I've been doing to try to make the thing look a bit nicer.

Standard hallway and standrard room.
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerredesign0001.jpg
http://img.photobucket.com/albums/v202/JossiRossi/HL2/bunkerredesign0000.jpg

nave
05-21-2006, 01:08 PM
Check out this thread in regards to your slanted walls/ceilings: http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=65416

GoGurt
05-22-2006, 06:18 PM
The new pictures are looking better. Just for good visuals you should align the textures and maybe darken rooms.

Neutrino
05-22-2006, 09:43 PM
Originally posted by JossiRossi
But yeah anyway here's my two not too too impressive shots of what I've been doing to try to make the thing look a bit nicer.

correct.
there really is nothing there.
no offence.
a few bare walls with fullbright on.
get some realistic lighting, add some props, more detail with brushwork (barriers or something) and then post again. keep working

McJewels
05-23-2006, 02:34 AM
those curved walls are on the right track.

as others have said, lights and textures.

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