dod_ramelle update
[MikeB]
05-27-2006, 03:17 PM
http://img135.imageshack.us/my.php?
image=ramellea200100100200391qx.jpg (http://img135.imageshack.us/my.php?image=ramellea200100100200391qx.jpg)
http://img135.imageshack.us/my.php?image=ramellea200100100200373bp.jpg
http://img131.imageshack.us/my.php?image=ramellea200100100200354tz.jpg
http://img151.imageshack.us/my.php?image=ramellea200100100200236ti.jpg
http://img151.imageshack.us/my.php?image=ramellea200100100200201iv.jpg
more updates in a week or so.
McJewels
05-27-2006, 03:25 PM
it looks like it could be nice.
i think it could be all pulled in a little more. like the buildings could be brought closer together, as well as making more simple buildings right up against others.
Dustin Diamond
05-27-2006, 03:34 PM
I'm sure he's still got a lot more to add, but this looks very promising. Great work so far!
SilentSteps
05-27-2006, 04:04 PM
I get the impression that you're trying to create a destroyed map, and it looks very nice. My only comment is that you should try adding some height to the map, because it looks really flat right now.
GoGurt
05-27-2006, 07:49 PM
It looks very nice, but I can only find a few things that look familiar. Also, unless it is brought closer together it would probably be a graveyard for automatic guns.
Someth|ngW|cked
05-27-2006, 08:23 PM
The layout looks like it should be pretty good but the textures are to bright and clean for the setting, the brushwork is a tad to blocky and as someone else posted it needs more vertical build
MrGrubby
05-27-2006, 08:47 PM
I think it's looking great so far.
The brush work on the left building from the second picture awesome. I can't wait to see this map when it is released.
Check out the dod-federation.com for play testers who also map. There is a lot of helpful feedback about the game play and other suggestions.
Pvt. Stephenson
05-27-2006, 09:09 PM
add some years in the building, walls chipped, bullet holes.
Agent Smith
05-28-2006, 05:28 PM
Looking good. I'm interested to see what kind of performance your getting. When I looked at building this a couple of years ago and actually planned out the town by watching the movie, as you've obviously done, I found the layout wasn't that great. Then again that was for 1.1 so the engine couldn't really handle anything of this size. Well done.
Tom Covenant
05-28-2006, 05:48 PM
Looking good man, It looks to be different than alot of other maps. GJ so far and cant wait to see some more progress.
[MikeB]
06-04-2006, 09:08 PM
I switched the dirt texture for a darker one.
http://img89.imageshack.us/my.php?image=ramellea2new25fw.jpg
http://img89.imageshack.us/my.php?image=ramellea2new7cs.jpg
Deceiver
06-04-2006, 09:27 PM
Might I say that the green in the skybox for the first pic really clashes with the map. It seems really out of place, what with all the war-torn buildings and all. Maybe make it darker or put small craters or the likes to it? But in any case, even though ou do that, it still seems out of place for an urban area like that. Maybe you could have more war-torn building in the distance instead?
McJewels
06-04-2006, 09:33 PM
Add some nice thick(not toooo thick) fog. then you'll be looking a lot better.
trueblue
06-04-2006, 09:57 PM
Hey, um...
The screenie are REALLY looking sweet bro awesome work!
Keep it up and good luck with the optimising!
You're a champ.
I would say that this is a good start. However if you really want this map to be able to compare to other good customs (as far as visuals go) then it needs quite a bit of work.
The brushwork, while being slightly better than 1.3 is in great need of more realistic look.
Your best bet is to take a look at more reference photos and even architecture in your own city.
Notice how buildings are created. Take a look at all of the current official maps and customs such as anvil, sora_b3, etc.
Scale, placement, lighting, and texturing should all be taken into account.
How large are your windows and doors to your player models?
Do they look believable (aka realistic)?
Like I said though, it is a good start. The main gripes that I have so far is that everything just looks too basic.
Generally cities are not going to have trees, woods, etc on the immediate outside edges. If you take a look at Ramelle in saving private ryan you will notice that it is a large city. I would think that you could get a much more immersive feeling from the game by instead of using tree brushes, etc for the outer edges of the city, go for 3d skyboxes of more outside city area. Take anzio for example. Its got the city skyboxes and it makes the city much more believable.
(I'm not trying to trash your work at all, just give some constructive criticism so you can hopefully turn this map into an even greater piece.)
Hendy
06-05-2006, 11:41 AM
You do still have a lot of work but I must say though it is looking much better than the previous version of nmramelle unless that was done by someone else.
[MikeB]
06-06-2006, 02:23 AM
http://img107.imageshack.us/my.php?image=ramellea2nice6vf.jpg
.http://img113.imageshack.us/my.php?image=ramelle06large5mj.jpg
http://img107.imageshack.us/my.php?image=ramellea2nice38ct.jpg
I will be adding a 3d skybox here shortly. Things are going to start looking alot better soon.
crzycnuk
06-06-2006, 02:31 AM
Looks great. Any chance of showing a before and after pic?
To look real good, there'd have to be alot of environment effects going on in the sky. I'm not too familiar with them, but I could imagine with all the stuff thats done in HL2 that something could simulate that thick black in the sky. That'd be sweet.
Colonel_Krust
06-06-2006, 06:19 AM
Many of us immediately think of the original dod_ramelle of Beta 2.0 fame. So we compare without realizing it. It was a dark map. The buidlings were taller with the huge church tower on the axis side. all the key SPR references were in that one. You of course need to add the phonograph!!
so far this looks nice will be on the look out!!
Hendy
06-06-2006, 09:38 AM
Originally posted by Colonel_Krust
Many of us immediately think of the original dod_ramelle of Beta 2.0 fame. So we compare without realizing it. It was a dark map. The buidlings were taller with the huge church tower on the axis side. all the key SPR references were in that one. You of course need to add the phonograph!!
so far this looks nice will be on the look out!!
Don't make me go russle up my old DoD cd's with the old betas on them :D but yes I would love to see that old version back on source.
Colonel_Krust
06-07-2006, 08:48 AM
had fun playing on the 28ths server the other day....kept looking for you..lol. neat realism mod. takes some getting used to. But the garand seemed appropriately balanced to the kar....the tommies a little too good.
Hendy
06-08-2006, 11:22 AM
lol good to hear Krust... The realism mod actually doesn't do anything to the Thompson as far as I'm aware, However I could be wrong, the default health setting for the realism mod is 90 (I think) and we lowered it to 80 so I guess I'm just use to it. But yes I think it balances the garand out really well with the k98. It's not a complete rail gun (only to chest and head) and it still requires some accuracy to shoot. Keep poppin by and bring some friends :P
Edit: Back to the map... at least you are using screenshots from the movie. In that second shot of the map That road looks to straight compared to the shot from the movie. I'd try to put some more bends and kinks in the road to keep snipers from sitting in their spawn and shooting down that entire road.
Dr. Crawford
06-08-2006, 02:22 PM
I think it looks great and a lot more realistic than any of the official DoD:S maps just because it actually looks like a broken down town, like it should.
DoD:S maps are too clean.
GoGurt
06-08-2006, 03:44 PM
that's true, but making something look real doesn't always make it play well. It does look nice though, like a real town would have.
Dr. Crawford
06-08-2006, 03:46 PM
Haha are you saying the game plays well now? :rolleyes:
otF yetihw
07-08-2006, 02:49 PM
Any news/updates for us mike?
Guyver
07-12-2006, 02:39 AM
Oh Man..I don't know how I missed this topic. Ramelle was the first DoD map I ever played. (Beta 3.0)
Such a great map.
I can't wait for this. :D
Originally posted by Dr. Crawford
I think it looks great and a lot more realistic than any of the official DoD:S maps just because it actually looks like a broken down town, like it should.
DoD:S maps are too clean. Sadly...this is true...DoD:S needs more grittyness.
Please include the music from the original too:
http://www.sproe.com/p/edith-piaf.html
Because all French/Italian towns during WWII were completely bombed out, and you could never see the sun.
:rolleyes:
Guyver
07-12-2006, 02:12 PM
Originally posted by Dwin
Because all French/Italian towns during WWII were completely bombed out, and you could never see the sun.
:rolleyes: Even so, you can't deny that DoD:S is nowhere near as gritty and dirty as 1.3 was...which is the point Crawford and I are trying to make.
So, :rolleyes: right back at ya.
:p
ic0n612
07-12-2006, 04:58 PM
can you make the sky more overcast? and add some fighters in the sky, have them bomb the bridge every so often
looks good, i like the bridge and water especially :cool:
ultranew_b
07-12-2006, 05:01 PM
Looks nice !!
How's the performance on it? It looks quite open.
:)
mn9500
07-12-2006, 06:35 PM
when can we expect a beta release?
Fog start distance is way too far away.
Technically it would start at 0 (your eyes) whenever you are in the fog - outside. But, it rarely makes sense to make it 0 because there shouldn't be fog indoors and you can notice dark corners in rooms start to lighten up as you walk away from them. Fog indoors can look funky in general.. so I'd say MOST maps should have a start distance in the low hundreds.
HCdeathroll
07-17-2006, 01:07 AM
imo, fog distance is perfect. almost as if it were smoke from small arms/armor fire. me likes it. lol. although, the lighting needs to be tweeked a bit. there shouldnt be any sunlight, more overcast and dreary. also, water needs to be a greenish brown tint, as it was pretty damn dirty in the film. As I said before, I was around for dod_suze (as well as its demise lol) so I'm sure you know what you're doing, mike.
Guyver
07-21-2006, 09:54 PM
I hope this hasn't died...:(
Mexikilla_15
07-24-2006, 11:15 PM
Hey Mike, been a while since I posted/played in the Dod universe. Anywho, I just wanted to say this looks incredible, and I will install Dod onto my old computer (i have mac now) just to play it when it comes out. It's been a long time coming, so many WIPs of ramelle maps between you, Watchtower (have you talked to him lately btw?) and myself, and several others, hopefully there will finally be a [REL] soon of this promising map.
As for suggestions, I'd say turn down the fog a tad, and possibly the brighness. If you are trying to portray the film, as I'm assuming you are, you have to remember there are two different skies. You'll of course decide which one you want to mimic, or you always have artistic licence to create your own atmosphere. When they are preparing for battle, it is much more gray/overcast. When the germans come into the town, it is sunny, however, Spielberg's use of desaturation takes a lot of the blue out of the shot so it doesn't look too different from the first sky/lighting.
Hope to see update pics soon, keep up the good work!
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