[WiP] dod_orleans
This is the allied side. This is just the begining of the layout, I know the ground is kinda vanilla, that'll change. Believe it or not, this is a partial bridge map, based on some pics that I've observed.
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_1.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_2.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_3.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_4.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_5.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_6.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_7.jpg
That rubble standing almost vertically is a bit... exagerated? :P
Yes, as such it doesn't quite yet capture the caved in roof of the bombed building in which it resides,but thatnks for the comment, corporal.
Furyo
06-16-2006, 05:28 PM
Good start, now get working :)
Ol' Noodle Head
06-16-2006, 06:57 PM
I love the rounded tower bit. Also, you have a very original bridge!
Bolteh
06-16-2006, 07:08 PM
*stupid joke*
Where is the water?
*/stupid joke*
Anyway, looks like an ok start.. Lacks detail and sourcefeel though.. And some parts just make me go "wtf?" like the almost vertical wall of rubble..
Has potential I guess, allthough it's not much you're showing here :)
Thanks for the comments. As stated previously, it's just the beginning of the layout. The bridge is actually loosely modelled after some pictures I've seen of the bridge over the Loiret River in Orleans, France. Water may not actually make it in yet, I'm undecided about that. Most of the buildings/area are/is modelled from my own photos from my travel through Europe.
Watchtower
06-16-2006, 08:23 PM
Your heading in the right direction, keep it up.
Deceiver
06-16-2006, 08:26 PM
You should playtest the gameplay with that layout, then if it's a-ok, sourcify that <3<3<3<3<3 up.
I find it sort of amusing that I've just released a few screenies, identify it's early in the project, and some of the feedback posted (without anyone having actually seen the map except from these few screenshots) goes on the assumption that it's not "sourcified" or waterless or won't be playtested before releasing. I, and every mapper, appreciate constructive comments, fellas. It'll be interesting to see what the next volley of screenies generates.
summit
06-16-2006, 09:44 PM
Feels like the bridge should probably extend more onto and past the beach - looks like if that thing filled up with water now, the bridge would get swamped (parts of it anyway).
Looks gooood!
Ca-Chicken-Soup
06-16-2006, 10:06 PM
I love the bridge, It's really cool, just make sure it's not too easy to fall off of, that'd be really annoying. That red brick texture is way out of place. And the stairs are a bit odd, just copy the ones out of the flash sdk :rolleyes:
But I'd play it just for the bridge, I really like it, just make it a bit wider or something as it's so long and high.
I invite you to google images of Orleans. There are a lot of red brick buildings.
But keep up the comments fellas, it's very interesting to read, thanks all!
here are a few more pics:
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_10.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_11.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/wip_orleans_12.jpg
I'd decrease the lightmap scale a bit if I were you, some shadows look unbelieably sharp.
Ca-Chicken-Soup
06-18-2006, 05:27 PM
Could just be seperate brushes.. but it looks nice (don't forget to do cubemaps). Have a look through the debree models, there are a lot in there you could use instead of those brushes, and do a model search for 'rail' or 'balcony' or something like that, there are a few models which would do well in there.
PanFrie
06-18-2006, 05:42 PM
looks pretty good, but that caved in roof looks.... odd? i dont think a roof would bend like that :-/
Thanks for the comments -
Dash - I'm playing with that now. It's pretty neat.
Ca-chicken-soup - the entities are present, but I'll wait to do that until I'm going to playtest it.
Panfrie -well, yes and no, I've seen a few caved in roofs that looked very similar, but those were due to just plain delapidation and not being bombed.
Cheers fellas. :)
Yea, wood tends to snap and break rather than bend.
Anyways, it's looking pretty good so far. Keep it up.
CorPoraL KiLLa
06-19-2006, 11:28 AM
your map is coming out very good. im liking it. keep it the good work. o0o is tha bridge a double cap flag? if it is, is unprotected
Originally posted by Dwin
Yea, wood tends to snap and break rather than bend.
Anyways, it's looking pretty good so far. Keep it up.
Actually you'd be surprised how wood can respond when the regualr phsics around it changes, like does to extreme sudden heat and pressure.
I have seen roofs that have caved in due to fire, and some of them get pretty rounded.
Getting there . . .
http://i76.photobucket.com/albums/j4/kriobles1263/orleans_a_15.jpg
http://i76.photobucket.com/albums/j4/kriobles1263/orleans_a_15b.jpg
The real one . . .
http://i76.photobucket.com/albums/j4/kriobles1263/orelans_building.jpg
outlive
06-25-2006, 02:44 AM
seems a bit horizontally streched...
Yes, I can't really make everything to scale. If I did, then the bridge would be around a mile long . . .
It occurs to me since I haven't shown in a while, and I changed my underlying concept, I should show a new preview. The bottom two in this composite pic are: on the left is Gar du Orleans, adn on the right is the building influenced by it. PS. It's the first building of the axis side.
http://i76.photobucket.com/albums/j4/kriobles1263/orleans_wip_comp5.jpg
teflon{the_truth}
07-04-2006, 08:17 AM
Looking better and better moe!!
Your nighttime shots look really great; the 2d skybox is epic. I think that adjust some of those outdoor light entities - turn down the brightness a little so they aren't as noticeable there and turn up the distance so they're more affective. It would create a more realistic vibe, too.
In my opinion, alot of custom mappers underestimate how far light typically extends.
Just a small bumpage until the playtesting stage is further along -
85% completion - Reworked the bridge, partially because a reformatted harddirve pointed out to me a hole in my backup system, partially for a blalnce issue.
Hello KiTchMe.
Shane
07-19-2006, 06:10 PM
Moe, that looks great! :)
KiTchMe
07-19-2006, 06:29 PM
Hey Moe,
good to see you here as well....:p
Someth|ngW|cked
07-19-2006, 07:14 PM
Looks pretty nice so far, the nightlight looks much better than the daytime, hope to see a playable soon
Gorbachev
07-19-2006, 11:24 PM
I suggest in the nighttime setting to add some more subtle light sources...little lamps in places with very soft light, lit windows, etc.
Holy crap, He lives!
Gorby! What up, man!?
I was just asking about you last week!
Gorbachev
07-21-2006, 10:05 PM
Took a much needed break, been playing since 1.2/1.3b. Figured I needed a little breather. But yeah, I'm around now for some wise, or rather, wise-ass suggestions. :)
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