[WIP] dod_brevands


Formologic23
10-12-2006, 06:24 PM
**UPDATED SCREENSHOTS**NOT 56K FRIENDLY**

I have been pluggin away at this for over a month now since the original post, and I have some updated screen shots. I hope you guys like what you see. (BTW, these are at my default 16x12 res...just a heads up.)

I still need to:

- Optimize the crap out of it (if possible)
- 3d Skybox
- Do some final touches/clipping, etc...
- Details will come after some playtesting
- Make some custom textures for roads/etc...

I hope you guys like what you see and am hoping for an early beta release (to playtest) sometime in the middle of December.

AXIS SPAWN (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130016.jpg)
AXIS FIRST (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130015.jpg)
ON TO AXIS 2ND (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130014.jpg)
MIDDLE FLAG FROM 2ND AXIS (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130013.jpg)
MIDDLE FLAG (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130012.jpg)
MIDDLE AND ALLIES SECOND (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130011.jpg)
ALLIED SECOND AND FIRST (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130010.jpg)
ALLIED FIRST (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130008.jpg)
ALLIES SPAWN (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_130007.jpg)
STREAM (http://www.thegamerplanet.com/formologic23/Images/dod_brevands_a_140000.jpg)

Roostergold
10-12-2006, 06:52 PM
fiesty
:crown:
:vader:

ultranew_b
10-12-2006, 08:05 PM
Looks cool !!

Disable the shadows cast from the trees, use a much lighter overlay instead. The stream looks nice. Add a shoreline overlay and it would look amazing.

:)

=A82A=WhataMack
10-12-2006, 08:46 PM
Very cool! Just what the foliage doctor ordered. Looking forward to it. :cool:

Formologic23
10-28-2006, 02:35 AM
Well, if anyone cares, this may take longer than expected. I am pretty much doing a complete tear down of the map, basically taking what I have and going backwards. The map building originally was kind of thrown together, causing me problems now. So.....I am reworking everything. It is still going to be the same thing, just more optimised.

CorPoraL KiLLa
10-28-2006, 10:14 AM
looks great. keep up the go0d work.

Formologic23
11-27-2006, 10:50 AM
I have posted some updated screenshots and info in my original post. Hope you guys enjoy.

piu piu
11-27-2006, 11:19 AM
Originally posted by Formologic23
Hope you guys enjoy.
i do :)

[AoS]Albatros
11-27-2006, 01:06 PM
Yay for nature... :D

The trees in combination with the grass give it a pretty realistic feeling.

Nice!

Ca-Chicken-Soup
11-27-2006, 02:36 PM
Looks like those Hedges could kill fps a little, I hear alpha layer textures on models are quite heavy sometimes. You could stick a nodraw wall inbetween the hedges too for VIS blocking, give that a go, it could really help. (With a horizontal hint over the top and area_portals of course...)

Other than that looks quite scenic, there's not many hedgerow maps around (if any)

JakeParlay
11-27-2006, 03:22 PM
yah they can be murder on framerate with any sort of AA enabled

@ formologic: looks great, very lush. cant wait to see more

Bolteh
11-27-2006, 04:00 PM
The ground could use some blending to dirt/sand where there's a lot of activity, like around those flack-cannons, or between them houses.

The rest is looking good.

Formologic23
11-27-2006, 06:44 PM
Originally posted by Ca-Chicken-Soup
Looks like those Hedges could kill fps a little, I hear alpha layer textures on models are quite heavy sometimes. You could stick a nodraw wall inbetween the hedges too for VIS blocking, give that a go, it could really help. (With a horizontal hint over the top and area_portals of course...)
Now since I am pretty much a noob mapper, I have a brush with a fence texture inbetween them. Does that do the same thing? The reason for the fence texture is that you can see through the hedges, and having the nodraw texture would still allow you to do the same thing.

I don't know what kind of difference it would make to just use one thickness worth of hedges with the fence brush inbetween (or grass texture) vs. double thickness. The other thing that I was playing around with was there are 2 types of hedges. One is the size that you see, and one is double the length with the same height, but it just looks funky because the bottom of the double hedge has some funky greenery added, as the single doesn't. Hope that makes some sense.

Thanks for the input so far guys. Glad it's mostly good so far!

Ca-Chicken-Soup
11-28-2006, 05:02 AM
A 1 unit wall will do as much vis blocking as any thickness, as long as it's set up properly. (And as long as it's a propper texture, not a skip for example)

For the hedges, I'm pretty sure you are much well off using the largest model you can that will fit nicely, saves on rendering a bunch of models when one will do the trick.

Also another thing that will chew FPS is the grass sprites. Either try using a different material, or edit the properties of the exisiting one to lessen the %detail parameters. Search the Valve wiki for more info.

Formologic23
12-07-2006, 01:17 AM
Well, good news so far. I finally paid attention to my errors from my compile log, and fixed all the errors (there were 4 area cluster and 4 nodraw on displacement errors).

My Area Cluster error was from (I believe) a displacement roof that look like they overlapped with each other where they met on each side.

My "No draw on Displacement" error was from 2 displacement roofs that I had drawn out of nodraw and textured later and neglected to texture where they meet.

Hope these help if anyone if they are looking for errors like this, and maybe they were caused by silly overlooks like these two.

Watevaman
12-07-2006, 04:51 AM
Can't wait for this map, looks very nice. :D

Sword
12-13-2006, 02:07 PM
Looks good, just need a nice 3D skybox and it will be all good!

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