[WIP]: DoD_Luebeck


[AoS]Albatros
09-07-2006, 12:19 PM
Hey,

While travelling Middle-Europe with two clanmates of my DoD Clan, I was fed very well with much inspiration for mapmaking (and beer).

So thanks to the inspiration (and the beer), I'm able to come up with a new project: DoD_Lübeck (going to be released without the Umlaut).

http://www.albatros44.de/luebeck/lbg2.jpg



The city of Lübeck has in fact seen some fighting, though not too much since it was held by the axis forces until May 1945. It's been bombed in 1942, but later on spared, since it was marked a safe harbour for the International Red Cross.

Enough of the boring random facts, here come the pics...





One of the two main combat zones will be the so-called Drehbrücke, a bridge that could be lifted and turned to allow access to the city for larger ships.

Both teams can lift and lower the bridge to gain an advantage.

There are two control panels for that purpose. The next three screenshots show the bridge's motion from "up" into "down" position:









As soon as the bridge is lowered, allies will have easy access to the first Axis flag, which is - like all five flags - a makeshift bunker named Gefechtsstand A.



This is a view down to the bridge and the type VII c submarine from the Flenderwerft (which I renamed Flanderswerft... of course only to avoid any kind of copyright issues ;P), which is also Gefechtsstand B, flag #2.

Another thing that crossed my mind is shown in the next two pictures.

There's a building on the axis side of the Drehbrücke, which is giving shelter to MGs or snipers.

By using heavy MG fire, rifle grenades or bazookas, allies can destroy that point and once again get easier access to the first axis flag.







I hope I can still release it in this month, however I've only finished about 1 third of the map (and I hope Piu Piu will be able to make another stunning sky).

I'll make it smaller than the previous one, DoD_Nuernberg, so that it still can be played with lots of players, but on the other hand a small group won't get bored.

That'd be it - I thank you in advance for any comments, critics and suggestions (and, of course, more beer).



- Albatros

Cranbarry
09-07-2006, 12:33 PM
Looks Awful Purty!!!

Please check your PM inbox!

SilentSteps
09-07-2006, 01:03 PM
I think it look tons better if you improved the geometry, or as some people say, "sourcify." :p But in terms of layout, it looks good, and I like the ambience and lighting.

Dash
09-07-2006, 01:08 PM
That last SS is kinda weird considering the buildings in the background that look like western-style decoration :rolleyes:

It reminds me of nurymberg! very nice, the lighting in the main SS is awesome.

JoNoLuFc
09-07-2006, 02:30 PM
Wow that looks awesome, can't wait

Dwin
09-07-2006, 02:38 PM
Texturing needs a lot of work. I see many misaligned textures and inappropriate textures.

McJewels
09-07-2006, 03:28 PM
As others have said, it could definately use some sourcification and some texture work, but the style is awesome! the lighting and sky look rad.

I cant wait to see it with more detail...

Also can't wait to see this thing in a test.

Sword
09-07-2006, 07:02 PM
Köln?

[AoS]Albatros
09-07-2006, 07:19 PM
- Edit - dang, seems I screwed this one up.

Never mind. I forgot editing an old post wouldn't actualize the thread... argh.

[AoS]Albatros
10-04-2006, 05:44 PM
---- Update ----

http://www.albatros44.de/lbneu/lbg.jpg

It's taking shape... though I yet have to really start working on it!

Actually, allies will be pretty busy in this one - at least they have to use their AA-halftrack-gun every once in a while to take down the Bf109 strafing their bridge... ;)

Or lower the mechanical bridge on the axis side for getting faster access to the axis #1 flag, or... well, there'll be some interesting focusses... concerning tanks and an armored train... but well, I'll just get working before I forget to shut up. ^^



As I said, there's going to be some real airstrike support, delivered by a Bf 109 (hey ransom - neat one, hope you've been able to read your PMs!) and her two 30mm cannons.



Yeah, this bird is really getting airborne - I'm thinking about a wave-styled time trigger system, probably influenced by the allied success in shooting down single planes, and then of course the chance of the plane either shooting hell out of it's cannons or smashing into the river as a ball of fire.

As a glimpse into the plane's movement, there are two series of Screenshots:





... seen from the other side of the river:











Well yeah, this would be it for the update, though until now, only about one third of the map is built.

What do you folks think? I'm longing for comments and critics... !

Cheers,

Albatros

RA7
10-05-2006, 03:39 AM
Very nice, altough the sky has too much orange.. maybe add sum clouds to make it look more like a sky?

Maxey
10-05-2006, 04:00 AM
You really like that lighting, don't you?

[AoS]Albatros
10-05-2006, 07:07 AM
Well what shall I say... it's the one i liked most in the last four years of DoD Mapping, and it comes closest to what I would like to play, so I'll go on using it. :p

But as for the sky, there's going to be a different one...






This is only a provisory solution, too...

R0ke
10-06-2006, 03:28 AM
the map looks great, as y see it seems to be in the bridge part, or it remembers me to dod_escape.

PD: good job, the bf109 is really good

RA7
10-07-2006, 04:20 AM
New Sky :crown: :D

ultranew_b
10-07-2006, 05:39 AM
Looking nice !

Do I see a submarine model in the first pic?

If so, where did it come from and who made it?

:)

[AoS]Albatros
10-07-2006, 08:09 AM
Hiya,

I noticed my light_environment was totally messed up, actually it was pitched in a -90 degree angle making lighting factically nonexistent.

Also I think it's time for a change in lighting, so I went for a more foggy-autumn-style feeling in the map.

Well, what do you people think?

Is this any better?

http://www.albatros44.de/lbgrau/lbgrau.jpg

















Cheers,

Albatros

P.S.: hey ultranew_b, it's not a model but rather a brush-based submarine. It used to consist of 14 brushes only making it lowest-budget for the performance of the map, now it's up to 30 something since I went for more details overall.

I can send you some close-up screenshots - it's far away from perfect, but by now I do really like it. :D

piu piu
10-07-2006, 09:35 AM
:)

the new lightning, skybox and fog make it almost look photo-realistic!
keep it up! :cool:

pedroleum
10-07-2006, 09:52 AM
i like it a lot more with the new lighting.

=A82A=WhataMack
10-07-2006, 10:48 AM
The new lighting looks excellent! Great job! :cool:

TheMiede
10-07-2006, 11:33 AM
Yeah the lighting looks good now. One thing tho. Is that 88mm inside a house?

RA7
10-08-2006, 06:03 AM
Those towers seem to have sum strange alligning textures to me

http://www.albatros44.de/lbgrau/lbgrau1.jpg

[AoS]Albatros
10-08-2006, 07:16 PM
:)

I'm glad you people like it. And THANKS! for your comments & critics, they are elementary for every step!

Well, I've been working on it like a madman for the last couple of days (been fixing the texture alignments I hope, at least I tried to) and I'm really making some progress.

I like the element of "vertical combat", so there'll be a bit of subterranean environment.

Also, the system is now changed - from the old way of capturing flags to one of taking (aka destroying) keypositions or checkpoints, mostly bunkers and small improvised fortifications marked by flags, sandbags, bunker-structure and writings.

Instead of capturing (or losing) five flags for winning (or losing) the match, there will be five or six (once) destructible bunkers or keypositions for either side - I'm not definately sure yet on that point, at first the brushwork will have to be done.

Might sound complicated, but it's pretty simple really.

http://www.albatros44.de/lbgrau/lbgrau15.jpg

Anyway, I've already included one of Lard's excellent Stug-models which is in a semi-dynamic way opening a passage into the railway depot of the map (shown above) by shooting a hole into the wall of it.

Entering the railway depot...



.. and hopefully I can finish that one by tomorrow. It's going to be a very large hall with a lot of close-combat.

Now fixed stairs, re-positioned streetlights, and the bridge in "lowered" state.




Close up of the submarine for ultranew_b.




And the hopefully fixed texturing issue on the towers... plus some more content for my 3d-skybox.



Well, thanks again - please keep providing me with your critics and comments. Sometimes it's hard to spot obvious errors when you're too close to the object while from some distance it's much easier to see them.

Cheers,

Albatros

ultranew_b
10-08-2006, 07:44 PM
Nice sub !

:cool:

piu piu
10-09-2006, 01:24 AM
the architecture of the railway depot just looks awesome!

Colonel_Krust
10-09-2006, 05:43 AM
Looks neat. That plane looks like it is flying a bit low though...as if it was going to land in a smoking heap on the bridge.....

CorPoraL KiLLa
10-11-2006, 07:59 AM
lol i wonder how the axis got that 88 gun up in the second floor story house. :eek:

http://www.albatros44.de/lbneu/lbg.jpg

your map look good tho, but in the last SS u posted, was that a sandbag on the stairs?

[AoS]Albatros
10-11-2006, 03:12 PM
Hi there,

Yeah ^^, those sandbags were just improvised for a training map. They're of course taken away by now.

About the eighy-eight - it was indeed very common in the last six month of the war to place those in ruins or even higher-story buildings.

On the one hand this gave the AA-gun a better firing-angle which is obvious since by placing this gun within a street it could in no way act against incoming planes without shooting into the surrounding houses.

On the other hand it could be used with a bit of rudimentary defense against advancing ground troops, since the height advantage and the remaining walls offered some shelter.

I actually saw a situation comparable to this very one years ago on pictures my grandpa took during WW2 in the east of Germany, so I don't know what actually is weird about that layout. In fact, the AA-guns were simply lifted up onto higher positions using cranes and on some occasions even cranes.

But... I'll replace it with a twin-gun anyways, probably a PAK 36 or something similar.

Thanks again,

Alb

[AoS]Albatros
10-13-2006, 04:55 AM
Last update for a while :[, real life is keeping me extremely busy for the next week.

Oh and - heh, sorry for the typo in the last posting. Replace the second "cranes" with "tractors".







I'm not satisfied yet with the lighting and the fog... I'll have to put more work into that later.

Cheers,

Albatros

straybullet
10-13-2006, 08:26 AM
Looks very nice there Albatros. I think the lighting is a step in the right direction, I wouldn't change it too much. A darker, gloomy map would be welcome IMO. And the damaged factory is looking brilliant. Can't wait to see this finished! :D Best of luck for the upcoming week.

Colonel_Krust
10-16-2006, 07:13 AM
I just want to say. I had never got aroun to playing nuerenburg until this weekend. With a full server it is a absolute great map. It really brings in the feel of some of the larger per-source awesome maps that I have always loved.

It is perfect map for larger clan wars or for pub servers...or a setting like Victory in Europe.

My only complaints:

1) it tends to crash the server on map change...but once everyone reconnects it then works fine.

2) the 3 man caps are a bit much if you don't have a full server on. Turning them into 2 man caps might be better.

3) I have purple water...but its probably a setup problem on my side as most of the people I was playing with didn't have that problem.

Otherwise a super fun map. Can't wait to see this new one,

[AoS]Albatros
10-16-2006, 01:00 PM
Hey again,

first of all thanks @straybullet for the good wishes, I really do need some luck I guess :D.

@Colonel_Krust:

Heh, I'm glad you like Nuernberg.

Well, yesterday I was just too annoyed from my laws stuff so I took the time to almost finish a smaller, more compact version of Nuernberg.

I'm also trying to increase the optics and performance further and to add some more vertical-combat (and to fix bugs like those you mentioned).

Screener:

http://www.albatros44.de/nbgsmall10000k.jpg (www.albatros44.de/nbgsmall10000.jpg)

Colonel_Krust
10-16-2006, 01:05 PM
even though its a large map, it gets great fps.

So many source maps are so small that they feel crowded with more than ahandful of players. This one is perfect for most 24-32 pub servers.

really fun. thanks for making it.

[AoS]Albatros
10-22-2006, 05:49 AM
Hey guys,

another update.

I think the lighting aswell as the rain is OK by now.

Animated ground rain texture emits a muddy sound by now, while the rain has become faster, thinner and lighter.

Now I just have to finish all that brushwork... :(


















Cheers,

Albatros

piu piu
10-22-2006, 07:25 AM
i hope the gameplay is going to be as outstanding as the architecture & visuals :cool:

Dash
10-22-2006, 10:51 AM
Try rotating the trees a bit on themselves, it looks repetitive the way it is now.

Formologic23
10-22-2006, 01:12 PM
There's the Doom and Gloom I was looking for. Looks awesome man. I like the sky much better than the orange sky IMHO.

[AoS]Albatros
10-26-2006, 08:15 AM
@Dash:

Aye, good idea. Trees are looking better now.

@Formologic: ty :) hope I'll get it done within octobre.

I've decided to rename this one to DoD_Valhalla_b1 by the way, so I'll have some more freedom on the way system and buildings etc.

Cheers,

Alb

Colonel_Krust
10-26-2006, 08:22 AM
well I like the variety in sky. The orange sky in nuernberg was great IMHO...but not good for every map. My friend that was stationed in germany and gone to nuerenberg was like.....hmmmm thats exactly what the sky is like for most of the year..

[AoS]Albatros
10-29-2006, 05:24 AM
:)

Well, I've been working on custom flag icons for a while... 4 of the 5 (or 6) are already completed.

http://www.albatros44.de/lbgrau/obicons1.jpg

I made a set for allies, axis and neutral state... and a little hommage to Rosie the Riveter. ;)

Got the factory / railway depot polished up with some sparks and further eyecandy...




Also the second bridge is almost done...



... as well as the Holsten-Gate.



Of course all this will be polished up a lot before the release - which will hopefully be within the next week.

Cheers,

Albatros

P.S.: I'm not all certain yet whether to use DoD_Walhalla or DoD_1945 as the new name, with the latter sounding best to me.

Also, both names still appear to be free.

RA7
10-30-2006, 03:11 AM
very nice, keep up the good work :D

Jackass101
10-30-2006, 03:54 AM
wow nice map!!! Can't wait for this one!!

ultranew_b
10-30-2006, 06:16 AM
I like the atmosphere !

:)

[AoS]Albatros
10-30-2006, 03:45 PM
ty :)

Another update... I've been working like a donkey today (concerning the quantity, hopefully not the quality). I'll have to pause for a few days, but the map is almost done.

View towards the brand new area behind the former "Holsten" city gate...

http://www.albatros44.de/lbgrau/dod_1945_bild0.jpg

Streetcar stuck in a pile of rubble on the exit of a curved tunnel, on top the fictional Café "Metropolis" (will be one of the flags).



Building of the also fictional "Kommerz- u. Kapitalbank"



View across the river Trave...



... and a (more or less close) close-up of the street car.



Oh well... quite some work for a day :(.


Brushwork: 95% completed

Athmosphere and lighting: 85%

Models and detail brushes: 90%

Optimization: 85%

Balancing: 0% or less. :p

Thanks to all of you who offered me a playtest - I'll check back with you within the next two weeks!


Cheers,

Albatros

piu piu
10-31-2006, 12:57 PM
http://www.albatros44.de/lbgrau/dod_1945_bild1k.jpg

[without words]

_MB_
10-31-2006, 02:00 PM
This map looks bloody amazing.

[AoS]Albatros
11-06-2006, 03:02 PM
ty :)

Hopefully it will work the way it is supposed to ;)...

Okay, thursday evening european time I'll release a pre-release-version for balancing purposes to those who offered me a playtest (thanks Furyo, Cranbarry & the others :) ).

Until then, I have a request to you people out there capable of hosting a server... I'd like to run through the map with a couple of players, probably not more than four or five at one time, to fix the most obvious errors and test some of the ideas I implemented.

Maybe some of the experimental stuff won't work at all and I'd really like to know that in advance before the balancing release on thursday... I'll just mention tanks shooting holes into walls, planes being called by radio to strafe and destroy bunkers, useable elevators and liftable bridges, so you know what my worries are when I'm talking about experimental stuff... :D

Also this would help me to find out whether packing the map with MAN will include all of the custom stuff I made for this one.

Could whoever is interested in helping me out there just contact me via PM or ICQ, please? Thank you.

Now for the last set of pictures...













The only things missing on the to-do-list: some brushwork on the sewers, further optimizing of the performance and the overview.

Cheers,

Albatros

Dr. Crawford
11-10-2006, 09:55 AM
While I understand the purpose of the moving bridge, both of those bridges look out of place.

The atmosphere looks great though, love the fog.

RA7
11-11-2006, 05:25 AM
I cant wait for a release, very nice work.

[AoS]Albatros
11-11-2006, 05:59 AM
:)

Release of the balancing version will be today, hopefully my internet connection won't die again... I fear the DSL modem is fighting it's last battle. :p

Green/Boyscout from FdJ will help me with the packing issues I have, so yeah.. :) looking forward to getting some feedback soon.

Cheers,


Albatros

P.S. @Crawford: well yeah, I didn't plan that city with it's weird bridges, I just bring it into DoD... ;)

[AoS]Albatros
11-11-2006, 06:32 PM
Here we go.

For the release please see the release-forums!

http://www.albatros44.de/lbgrau/lboverview.jpg

Once again, thanks to piu piu for this one :).











-Albatros

Formologic23
11-11-2006, 07:42 PM
Got it up and running!

209.144.225.183:27015 TheGamerPlanet.com Team Oriented FF:ON

Roostergold
11-12-2006, 12:32 AM
where did u find those cool models, especially the battleship and trolly? very nice, i love this map :D

Someth|ngW|cked
11-12-2006, 11:28 AM
The brushwork and texturing are kind of weak but the atmosphere and layout look good

[AoS]Albatros
11-13-2006, 05:17 PM
No models there m8 :D, all hand-made in a performance saving way.

The sub used to consist of 16 brushes and two models ;D until I decided to make the turret hollow, but it still hardly affects the fps.


Same goes for the Trolleys, though they've been quite a lot of work and I tried to make sure not to have more than two of them within one vis-area.

Concerning brushwork and texturing - well, I tried to hit the middle between looks and performance, having in account that there are quite a few effects I had to compensate like fog, rain, fire, sound and sparks.

I should be able to deliver the next beta as soon as tomorrow - then completely playable and, as I mentioned in the release thread, hopefully a bit smaller.

Update screenshots:

Reworked axis bridge area... controls are now in the railway depot as you can see on screenshot 4.

Axis can leave their spawn by swimming (without taking damage) or jumping on the bridge over the crates (also without damage) while allies can get the first axis flag by swimming (taking some damge) or lowering the bridge (without taking damage).




Newly added secondary passage for allies to eliminate the chokepoint mentioned by Wile E Coyote...





As mentioned above: new location of the bridge controls.



P.S.:

Filesize has been cut down from 84.600 KB to 71.900 KB in the current version. Yay!

Bartacus
11-21-2006, 12:18 PM
WOW! I came across this thread in my dire search for a sub model to use in DOD:S. Looks fantastic man!!

Bart

Rommels
11-21-2006, 01:58 PM
Watch out on how you add those flag icons I was testing this and it overwrote my custom ones for the bridge because you named it the same as the default instead of a new custom name for yours.

piu piu
11-21-2006, 02:20 PM
overwrote my custom ones
has been discussed in the release-thread (http://www.dayofdefeat.net/forums/showthread.php?s=&threadid=69619&perpage=15&pagenumber=3) :)

Sword
11-24-2006, 02:45 PM
I love the Architecture. Looks like the real Lübeck (http://de.wikipedia.org/wiki/L%C3%BCbeck)

[AoS]Albatros
01-15-2007, 08:00 AM
Hey guys,

after the release candidate of Lübeck had a number of major issues,
I've decided to take the map back into beta stadium.

I also took the chance to redo lighting by using HDR.

The map is going to need some more changes concerning the lighting and removing lots of fog, but all in all it should contain the following changes:

- increased fps by 15 - 25 %
- resized capture zones, some are about four times as big now
- relocated first allied capture zone towards ground level
- changed lighting to HDR-styled variation
- cut down filesize by a couple of Megabytes

I'm going to ask for some playtesting with the OFABs later today - the playtests will decide about a release date. =]



http://www.albatros44.de/luebhdr/luebhdrb.jpg







Cheers,

Albatros

Flashy[-NL-]
01-15-2007, 10:03 AM
Very nice work!

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