[REL] dod_flurry_b1 (snow forest)


ultranew_b
10-12-2006, 08:43 PM
Hey guys,

My latest map dod_flurry_b1 is now available for public testing.

Setting : a snowy forest with a bridge in the middle. It has 5 capture points. Use the mortars to reign chaos !

Screenshot (http://img206.imageshack.us/img206/5056/dodflurryb1byultranewb01wz1.jpg)

More Screenshots (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=368&cid=2)


Number of Spawn Points: 48


Very Special Thanks: Ranson, TheSurgeon, Dustin Diamond,
Team Cherokee, KominAaa and Sunlit Games (http://www.sunlitgames.net/index.php) for their help testing


Other Maps by Author:

dod_sora (http://dayofdefeat.net/forums/showthread.php?s=&threadid=59839&highlight=sora)
dod_pier (http://dayofdefeat.net/forums/showthread.php?s=&threadid=63758&highlight=dodpier)
dm_district33 (http://www.lanmaniax.com/maps/html/hl2dm_district33.htm)



Download (12.3 Mb rar):

Download Location # 1 : MegaUpload.com (http://www.megaupload.com/?d=OQHHYZIE)
Download Location # 2 : Sunlit Games (reg. required) (http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=368&cid=2)
Download Location # 3 : Hoganshoes.net (http://www.hoganshoes.net/downloads/dod_flurry_b1.rar)
Download Location # 4 : eurosquad.net (http://www.eurosquad.net/vwar/downloads.php?gameid=0&orderby=Date%20DESC)
Download Location # 5 : landofoz.net (http://landofozz.net/pafiledb/pafiledb.php?action=file&id=333)
Download Location # 6 : oneworldsyndicate.com (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=226)


Big thanks to all the guys hosting this file !


:)

=A82A=WhataMack
10-12-2006, 08:53 PM
DL'ing now from the MegaUpload site. btw, the dl link on the SunLit page, here:

http://www.sunlitgames.net/index.php?module=ExDownloads&func=details&fid=368&cid=2

has a broken link to the file download (404 Not Found)

ultranew_b
10-12-2006, 08:55 PM
Regarding sunlits download. I imagine they are still setting that page up, we just finished playtesting an hour ago !

Patience ! :p

FMPONE
10-12-2006, 08:57 PM
Just ran around it, great stuff. Very original look as far as Source is concerned.

You've got some minor visual oddities and the 3dsky to brushwork blends aren't ideal, but those are pretty small issues. Will keep an eye out for servers.

Prowler
10-12-2006, 09:14 PM
Is there another place where I can download this map?

ultranew_b
10-12-2006, 09:23 PM
Just wanted to mention that I think this map would be a good canidate for the new tank escort gametype created by inkit. If there is any interest, I will make a version for that gametype.

:)

Bocasean
10-12-2006, 11:14 PM
Absolutely, but if you can, don't put the TNT in the spawn so that all of the battling doesn't take place in the final part of the map.

]ES[ Mr Feelgood
10-13-2006, 12:04 AM
Need more links. The Sunlit you need an account just to download, and the Megaupload thing wasnt working.

Prowler
10-13-2006, 12:22 AM
Download:

http://www.hoganshoes.net/downloads/dod_flurry_b1.rar

Servers:

Stalag 13 (Seattle) - 66.150.164.117:27015

Stalag 17 (Los Angeles) - 66.150.155.123:27015

ESD|Preston
10-13-2006, 03:05 AM
for server admins:
http://www.eurosquad.net/downloads/maps/dod_flurry_b1.bsp.bz2

for windows-clients:
ESD|Download section (http://www.eurosquad.net/vwar/downloads.php?gameid=0&orderby=Date%20DESC)

we ve installed the map on the following servers:
server4: 88.198.218.220:27015 (20slots)
server6: 88.198.218.222:27015 (12slots)

ultranew_b
10-13-2006, 05:09 AM
Thanks for the mirrors !

:)

skdr
10-13-2006, 05:44 AM
I like the bridge area, well designed.

I was hoping to see alot more cover in the forest tho.

Good work, specially with the fog/cull optimize-process!

RosietheRiveter
10-13-2006, 06:04 AM
Need more links. The Sunlit you need an account just to download
Yes you do. It takes all of 20 seconds. You dont have to wait for passwords or activations. No standing in line , no popups. We are a nonprofit gaming community that supports custom mappers and content.

Once you are at the Download section, you also have access to over 90 other DODS custom maps, pictures and reviews. There are also downloads to custom huds, crosshairs, less painful victory music and utilities.

Seems like a good trade for 20 seconds :)

It was fun playtesting the map last night Ultranewb, Your map is running on Futurama from the map cycle today.

</HMT\>Paintrain
10-13-2006, 07:52 AM
Looks great, uploaded to Home of the Testicle!!!

Colonel_Krust
10-13-2006, 08:20 AM
yeah the sunlits link works if you register.

THe hAXis
10-13-2006, 09:15 AM
:D :D :D :D :D

Yayy!!!

Thx new_b I will be playing any server I can find with this. Thx for giving me something to play this weekend.

Prowler
10-13-2006, 01:07 PM
Minor Graphics Issue:

http://www.HogansHoes.net/images/dod_flurry_b10000.jpg
http://www.HogansHoes.net/images/dod_flurry_b10001.jpg

From one view the bridge is clear and then with a slight turn it is completely masked.

River:

http://www.HogansHoes.net/images/dod_flurry_b10002.jpg

I think you could find a better ice texture. It would be nice to make the river not so linear as well. Maybe throw in some boulders, fallen trees, or make the bank jagged.

Fallen Tree:

http://www.HogansHoes.net/images/dod_flurry_b10003.jpg

Maybe you could add 1-3 more of these throughout the map? Create a section blasted out by the 88 and have craters as well.

88 Net:

http://www.HogansHoes.net/images/dod_flurry_b10004.jpg

Nice work!

DjBourgeoisie
10-13-2006, 01:41 PM
looks really good, if i still played dods I would definitely load it up

]ES[ Mr Feelgood
10-13-2006, 01:43 PM
Originally posted by Colonel_Krust
yeah the sunlits link works if you register.

Yes, Im sure it works fine. However, it gets a little old registering all over the place for files. Either offer a link or dont. I refuse to register anymore for downloads, regardless of the time involved to do so. Thats just me . :rolleyes: Thanks for the additional links guys.

FG-

RosietheRiveter
10-13-2006, 01:51 PM
Yes, Im sure it works fine. However, it gets a little old registering all over the place for files.
Thats the point. You don't have to register "all over the place" for files. We have been supplying the links to custom content since the HLDM days and have revamped the download system to offer more than just the files :) But its your choice

Deceiver
10-13-2006, 02:01 PM
Oh dang, you changed the it to of a kinda day map. I liked the night snowy atmosphere, oh well, it's sure to still be a quality map!

theozzmancometh
10-13-2006, 04:12 PM
Woot!! Another map from Ultranew_b!!


Added free mirror: http://landofozz.net/pafiledb/pafiledb.php?action=file&id=333

Formologic23
10-13-2006, 04:18 PM
Originally posted by theozzmancometh
Woot!! Another map from Ultra_newb!! Ditto!!!

BTW, this map is running on theGamerplanet.com's DoD:S server. We have fast downloads, so if you don't have the map, you can get it quickly.

209.144.225.183:27015

It's running the map as we speak, so if you didn't get a chance to playtest last night, now is a good time!

coldair
10-13-2006, 05:14 PM
great map man looks very good
hier a nother mirror

DOWNLOAD HEAR (http://www.oneworldsyndicate.com/owsdownloads/index.php?act=view&id=226)

Scooby
10-14-2006, 02:02 PM
Played this map a couple of times today and had a great time. It seems fairly well balanced and requires some good co-ordination to win. Lots of surprise encounter moments in the forest as well!

I liked the use of fog and the tree stands were a neat addition. Some good places for rifle work as well.

I did run into some issues of aiming for gaps in stands of the smaller tree models and getting bounced off, even though they looked big enough to pass through.

All in all a great addition to the map catalogue.

Congratulations new_b!

Colonel_Krust
10-15-2006, 08:25 AM
Nice map. I love ones like this that have a real ww2 feel.


great job newbie.

McJewels
10-15-2006, 03:21 PM
I played last night for a while, and i have to say it was a lot more fun than i expected. The layout works great, and the cover provided is perfect. The visuals are great too.

couple things:

I definately think your fog start could be changed to zero or even a negative number. it looks like you have a magical orb of foglessness around you.

I know its good to turn off physics of models on rooftops and stuff that you cant get to, but its a bad idea to do it to models on rooftops with ladders up to them. :) you can hide in a chimney near the axis spawn.

=A82A=WhataMack
10-15-2006, 05:14 PM
Was checking out the map this afternoon on our server, and was seeing a lot of objects (trees, vehicles) just popping up as you'd get closer to them, instead of fading in slowly from the mist as you approached them. Is that what's supposed to be happening? It was as if the draw distance on most of the objects was really really short.

ultranew_b
10-15-2006, 07:05 PM
Glad you guys like the map !! It is beta 1 so there are going
to be some issues. I appreciate people giving feedback and reporting bugs !

There are some minor model clipping issues and model "popping" issues that will be resolved in b2. Popping is not intentional, I'm working to minimize as it much as possible in b2.


:)

=A82A=WhataMack
10-15-2006, 08:53 PM
No sweat, ultra. Actually, the map plays really well. Got onto another server running it, with about 8 players per side, and it was immediately a very tense mood (in a good way). ;) You knew you could be spotted easily if you weren't careful and there was this "should I stay or should I go" feeling no matter where you went. Not quite like any other DoD map I can think of. Great job!

Prowler
10-16-2006, 05:41 PM
This is quickly becoming one the server's most played custom maps.

It's in the ranks of Strand and Vigilance.

Good work!

Ideas for improvement:

1. Any chance you can throw in a trench line, bunker or building on the bank of the upper portion of the river?

2. It's wierd that the allies have an 88 gun. Is there something else that could be put there? Maybe a tank?

3. Ice textures on the river need a bit of work. At first I thought it was a concrete road. Maybe I just need to turn my reflections up!?!?

THe hAXis
10-17-2006, 06:42 AM
Got a good round on it last night. Very scary map in the sense that fire fights can emerge suddenly, and I always feel like a sniper is going to see me coming out of the fog so I have a hard time wanting sit somewhere for very long. Very good WW2 feel, and look. The river bed looks like an ice covered river with snow over the ice to me, but I have lived in some northern states so it looks normal to me. Over all good play new_b you've got a very good map here I can't wait to see dod_push:D

There were some comments on tree models suddenly popping up. I didn't see any of that, and I think it doesn't happen on high end machines with the settings turned up, because I didn't see it.

ultranew_b
10-17-2006, 08:01 AM
Prowler: this is the ice look I was going for:

http://economads.com/evolulog/20021101-20030110/saraf/46_frozen-pond_momo_20021231.jpg

:)

=A82A=WhataMack
10-17-2006, 11:07 AM
Originally posted by THe hAXis
There were some comments on tree models suddenly popping up. I didn't see any of that, and I think it doesn't happen on high end machines with the settings turned up, because I didn't see it.I took some screenshots to illustrate what I was referring to in my earlier post above, and what some of your users were probably seeing.

First, here are my system specs and DoD:S video settings. As you can see, it's not a low-end system (I also have the display settings in Windows set to "let the application decide" for things like AA, AF, etc.):

Specs
CPU: AMD 64 3800+ 2.4GHz
RAM: 2GB
Video: (2) GeForce 6800's in SLI mode

DoD:S video settings
Model detail: High *
Texture detail: High *
Shader detail: High *
Water detail: Simple reflections
Shadow detail: High *
Color Correction: Disabled *
Antialiasing mode: 2X *
Filtering mode: Anistropic 4X *
Wait for vertical sync: Disabled *
High Dynamic Range: None

Resolution: 1280 x 1024
Display mode: Full screen
Aspect Ratio: Normal (4:3)

* Setting recommended for your system
And here are the screenshots. The tree outlined in blue is used as a marker to show how far forward I've moved between screenshots (only a few steps each time). The objects in red are things that suddenly popped into view at each position. Hope this helps to clarify things.

http://www.82ndallamericans.com/images/temp/dod_flurry_b1/dod_flurry_b10001.jpg
http://www.82ndallamericans.com/images/temp/dod_flurry_b1/dod_flurry_b10002.jpg
http://www.82ndallamericans.com/images/temp/dod_flurry_b1/dod_flurry_b10003.jpg

ultranew_b
10-17-2006, 11:31 AM
Thanks for posting those sshots mack.

There is something weird in your pics, you should not see sky at all. (ie. moon, clouds). The sky should be a solid light grey color. (http://img206.imageshack.us/img206/5056/dodflurryb1byultranewb01wz1.jpg) I'm not sure why you see the sky at all, this will make the model popping 10X more noticeable.

Does anyone else see the moonlit sky?

:)

Colonel_Krust
10-17-2006, 11:53 AM
I do not see the sky like that. I only have a clump of pink trees on the axis side. and bright red stove in the allies house.

AMD 64 4800+ X2
DFI Lanparty SLI
2 gigs RAM
BFG 7800 GTX OC
X-Fi extreme music

res: 1280x1024
AA, and AF off
direct X 8
all video settings low
reflection simple
HDR off
Cal FPS config

=A82A=WhataMack
10-17-2006, 12:14 PM
Ultra, I wonder if the .bsp file I have is missing something? The filesize I have for "dod_flurry_b1.bsp" is 36,632,985 bytes.

And the text info that came with the dod_flurry_b1.rar file says:
dod_flurry_b1

Map and Custom Textures created by Dave "ultranew_b" M.

Released: October 11, 2006

Special Thanks: Ranson, TheSurgeon, Dustin Diamond,
Team Cherokee, KominAaa and Sunlit Servers


Email: ultranew_b@yahoo.ca
Also, here's a combo screenshot using the one you just posted and one I took from the same spot, just to show an apples-to-apples comparison:
http://www.82ndallamericans.com/images/temp/dod_flurry_b1/dod_flurry_b1_skies.jpg

Furyo
10-17-2006, 12:50 PM
That very much looks and sounds like a directX issue, where people playing with DX 7/8 aren't seeing what it should look like (DX9)

=A82A=WhataMack
10-17-2006, 01:03 PM
Furyo, I doubt that's the issue on my side. I'm running DX9.0c and DX9 video drivers (just now double-checked).

ultranew_b
10-17-2006, 01:06 PM
Good gosh, whatamack, that is absolutely horrrendous looking and very odd!

The original .bsp file size is the exact same as your .bsp file size.

I'm running on dx8.

The odd part is that dx# shouldn't even matter. The solid light grey sky is actually a func_brush in the skybox not a video setting. Not to mention you should see terrain, trees and houses in the skybox as well. You're not seeing the skybox at all.

I would suggest deleting the dod_flurry_b1 you currently have and re-downloading it.

Other than that I'm baffled. No one else has yet reported this issue.


@ Colonel_Krust re: pink trees

Could this possibly be a low memory issue? I see your running at 1280x1024 at low settings.

=A82A=WhataMack
10-17-2006, 01:30 PM
Originally posted by ultranew_b
The odd part is that dx# shouldn't even matter. The solid light grey sky is actually a func_brush in the skybox not a video setting. Not to mention you should see terrain, trees and houses in the skybox as well. You're not seeing the skybox at all.

I would suggest deleting the dod_flurry_b1 you currently have and re-downloading it.OK, just now re-downloaded the .bsp from SunLit (different source than I used before) and have the same problem.

I'm wondering, though...as our clan's primary server admin, I do check out a lot of custom maps so my client PC does have a bunch of custom map files installed. Do you think there may be some conflict with a custom map file or files already in my DoD:S installation? I know you released dod_flurry_b1 as a single .bsp file, but not really knowing all the map file dependencies, I thought it'd be worth asking.

piu piu
10-17-2006, 02:00 PM
maybe you already know (and maybe dont even bother)
but since no one else has posted that here yet:
blood remains on a transparent texture between some trees:

http://www.p2kio.com/dod/dod_flurry_blood.jpg



just to let you know: my skybox looks the way its supposed to look like.

Originally posted by ultranew_b
Prowler: this is the ice look I was going for:
http://economads.com/evolulog/20021101-20030110/saraf/46_frozen-pond_momo_20021231.jpg

is that you? :p

Jimmy Crack Corn
10-17-2006, 02:06 PM
=A82A=WhataMack,

One of our guys was running 2 vidoecards in sli mode and he was having problems with DODS. When he went back to 1 video card his problems were solved.

Also what video card driver do you currently have? If you have the latest one for your card try going back a few, and if you don't have the latest one try the latest one.

Don't know if this will help but if you try them please post your findings.

JCC

pedroleum
10-17-2006, 02:08 PM
ok, this is what it looks on my rig if i use dx7, sv_cheats 1 and r_3dsky 0

http://pedroleum.dod-federation.com/bugs/dod_flurry_bg10000m.jpg
http://pedroleum.dod-federation.com/bugs/dod_flurry_bg10001m.jpg

=A82A=WhataMack
10-17-2006, 02:13 PM
Jimmy, I'm running the Forceware drivers ver.81.98 (have been using them for several months). Current version from the Nvidia site is 91.47. I'll probably give those a try and see what happens, although after years of updating drivers I've come to the conclusion that driver updates usually cause more problems than they fix. ;)

I've been using SLI with DoD:S and HL2 since I got this system from Falcon Northwest in Sept. '05 and haven't had any problems with it at all, really.

ultranew_b
10-17-2006, 02:18 PM
Holy hell that looks awful pedro !! :p

@Pedro: I see your using the "r_3dsky 0" command.

@Whatamack: Could this be your problem? Do you have an optimization config file that has the command "r_3dsky 0" in it?

@Piu Piu : This is a known issue with the collision on that particular tree cluster. Thanks for reporting it though, it will be repaired in b2.

... and lol, no that is not me in that pic, the camera wasn't yet invented back when I was that young !

=A82A=WhataMack
10-17-2006, 02:27 PM
Originally posted by pedroleum
ok, this is what it looks on my rig if i use dx7, sv_cheats 1 and r_3dskyW00T-AGE!!! That was it! I must have messed something up from a couple days back, when I was taking a bunch of map screenshots in Spectate mode, to submit to the ServerSpy Monitor site. We have their server monitor software running on our homepage and they'd fallen behind on screenshots for custom maps, so I took a bunch and submitted them. I remember trying to get rid of the HUD info on the screen and read that you could turn a lot of that off by using "sv_cheats 1" on your client.

So, just now reset "r_3dsky" to "1" and boom, problem solved. :D :D :D

Thanks to everyone for posting suggestions, especially to pedroleum for the solution, and special thanks to ultranew_b for making such a fun map. Putting dod_flurry_b1 on our map vote list right now. :cool: :cool: :cool:

pedroleum
10-17-2006, 02:31 PM
lol? how have you been able to play online with r_3dsky 0 ? isn't it necessary to have sv_cheats on for that command???

but good to know that the problem is solved :P

=A82A=WhataMack
10-17-2006, 02:33 PM
Actually, I haven't been playing online for the past couple days. I was taking those ServerSpy screenshots and the screenshots posted in this thread just on my client/listenserver, not on our regular clan server.

(EDIT: btw, I've set up a feedback thread for the map here (http://www.82ndallamericans.com/phpBB2/viewtopic.php?t=4646) on our clan forums, if you're interested in reading any posts there).

</HMT\>Paintrain
10-17-2006, 07:26 PM
We have run into problems with the allies spawing too close and getting stuck together.

RosietheRiveter
10-17-2006, 07:47 PM
ok, this is what it looks on my rig if i use dx7, sv_cheats 1 and r_3dsky 0 Bad boy! ;)

Prowler
10-17-2006, 07:53 PM
Originally posted by </HMT\>Paintrain
We have run into problems with the allies spawing too close and getting stuck together.

This has happened several times on my server as well.

=A82A=WhataMack
10-17-2006, 08:46 PM
Originally posted by </HMT\>Paintrain
We have run into problems with the allies spawing too close and getting stuck together.I've seen this too. You can at least crouch or prone to move away, but it does happen quite a bit.

Ol' Noodle Head
10-17-2006, 08:49 PM
Wow, Ultra this is your best map yet. Not sure, but I think that was you playing it on FNF tonight (also whatamack was there).

The custom stuff really makes the map. Well done.

ultranew_b
10-17-2006, 08:50 PM
Thanks for the heads up, will be fixed in b2 !


edit: ...it was me on the server, Dane Jeruss

:p

bone450
10-17-2006, 08:55 PM
Great map! It looks amazing. I just loved the woods / snowy feel of it.

Ol' Noodle Head
10-17-2006, 09:00 PM
edit: ...it was me on the server, Dane Jeruss

:eek: Come back anytime. I'm sure we'll be running it often.

=A82A=WhataMack
10-17-2006, 09:43 PM
Originally posted by ultranew_b
...it was me on the server, Dane Jeruss

:pD'oh! Sorry ultra, I saw your chat message but I was so into that map and having a great time that I didn't even make the connection. ;)

I realized too that I kept finding myself crouching down in my chair, trying to stay behind cover while advancing. That's immersion, baby! :cool:

pedroleum
10-18-2006, 01:53 AM
Originally posted by RosietheRiveter
Bad boy! ;)


hey, i was only trying to help...
you don't know what risk that is!! last time i tried to switch dx, the "steam-regime™©®" messed itself up and refused to let me play! ;)

Hintzmann
10-18-2006, 02:44 AM
This is a great map ultranew_b :-D

You realy get the feeling of being in a battle in a real snowy forrest.

The gameplay is very good, and you need team-work and "stick together" to overcome the enemy.
I like that it is an open map and the intense feeling of allways looking for cover while moving.

One anoying thing is the tree cluster with the blood, as allready described here, but also that you can not shoot an enemy behind it.

I think you did a great job on the sound.
But IMHO I do no think that you should play the sound of the train so often. For me it sound to much repeated.

Looking forward to the next beta release.

Keep up the good work c",)

piu piu
10-18-2006, 07:10 AM
Originally posted by Hintzmann
But IMHO I do no think that you should play the sound of the train so often. For me it sound to much repeated.
i like that sound alot, so imho it cant be played often enough :cool:

Wile E Coyote
10-18-2006, 09:38 AM
first sora, then pier, now this.
Dude, you have to start work on a crappy map, so I can find things wrong with it, otherwise people are gonna think you're paying me to give you praise. I got this map on a server download. I said WOW! I came here to find out who did it. I shoulda guessed ;) About the only things I can say are:

Give the river ice SOME reflectivity (like Kalt). If possible make the bullet smoke puffs off it white instead of black.

Many of the "pile of logs" models are not showing faces on both sides because they were nevr designed to.

Aufo
10-18-2006, 12:54 PM
I really like the map, reminds me of the open snowy maps in the first CoD.

My suggestion is that you make the sandbags and the 88mm guns non solid, then custom define the clipping with your clip brushes because sometiems the bunkers are hard to get into or out of and the 88mm vphysics clips dont feel right for the model. Just my 2 cents.

Beta~Thanatos
10-19-2006, 01:08 AM
Not sure if this was posted already, but in the shack near the axis spawn, the pile of wood log that is sitting next to the shack are actually making it's way inside:

ultranew_b
10-19-2006, 05:59 AM
@ Beta~Thanatos - Thanks for pointing that out !

@ Aufo - I agree, clipping brushes will be added on/near flak

@ piu piu and Hintzmann - I will decrease the amount the train sound is played

@ Wile E Coyote - The ice actually does have an alpha channel already, to add shininess, but it still needs more shininess yet.

Thanks for pointing these bugs out guys.

:)

Colonel_Krust
10-19-2006, 06:28 AM
Not sure how its a memory issue...I am dumb. But I have 2 gigs of ram.

Furthermore I did try it out on high settings, still dx8 and still had the pink trees. I think its a config issue as I do use a league legal fps config and i suspect there is something there that results in the clump of pink trees (given that you run dx8 fine, and I have tried all the different settings combinations and deleted and reloaded the map).

wickit
10-19-2006, 02:50 PM
m8 u done it again
im loving this

Dustin Diamond
10-19-2006, 03:24 PM
I can also notice some clumps of trees whose view distance is a bit too close. I'm not sure if this is what's being discussed here as I'm too lazy to read back in the thread :)

As a side note, I want to point out that the Source engine seems to consider the fog/z-clip distance as a straight plane in front of the player, NOT radially around the player like you would think. So if you have the z-clip set to, I dunno, 1000 units, then the engine appears to go out 1000 units directly in front of you, and then clips on a plane orthogonal to the line extending from the player. See the illustration i made below:

Source does it like this (http://img49.imageshack.us/img49/5701/sourcezclipxo1.jpg)

NOT like this (http://img49.imageshack.us/img49/2945/sourcezclip2fg8.jpg)

The problem with drawing the fog and z-clip as a straight line is that some objects may be visible on the sides of the screen, but as you turn to look at them, they disappear or are enveloped in the fog. You can notice this on my map as well, dod_strand. If on the axis team, when you look out to the beach, it's too foggy and you cant see anything, but if you turn to the side, you can clearly see the beach in the sides of the monitor.

So all I'm saying is that this is a pretty common problem, and I'm sure ultranew_b will be tweaking many of the props to compentate for this.

PS - the map is still kickass! Nothing like sneaky knife attacks out of the fog... Oh, dont forget to adjust some of those clipping things I showed you :)

piu piu
10-19-2006, 03:43 PM
i just played it 1,5 hours in a row (hi wickit & albatros)
and it didnt get old by any means. i found 2 things i'd
like to tell you about:


1)
- there is a tree flying above the ground (axis spawn, left side)
screenshot - flying tree (http://www.p2kio.com/dod/flurry_sky0.jpg)


2)
- and then i realized what bugged me about the colour.
the fog / sky is all grey but the snow is kind of blueish.
where does the blue come from if not from the sky?
screenshot - original colours (http://www.p2kio.com/dod/flurry_sky1.jpg)

so i propose to make the fog a little more blue-looking too
screenshot - edit - blueish fog (http://www.p2kio.com/dod/flurry_sky2.jpg)

then one last idea would be to brighten up the snow a lil bit
(which would add some contrast, though i'm not sure if thats necessary)
screenshot - edit - blueish fog + brightened snow (http://www.p2kio.com/dod/flurry_sky3.jpg)


but thats all fine-tuning, its already an awesome map! thx again, newbie!

Formologic23
10-19-2006, 07:32 PM
Originally posted by piu piu
i just played it 1,5 hours in a row (hi wickit & albatros)
and it didnt get old by any means. i found 2 things i'd
like to tell you about:


1)
- there is a tree flying above the ground (axis spawn, left side)
screenshot - flying tree (http://www.p2kio.com/dod/flurry_sky0.jpg)


2)
- and then i realized what bugged me about the colour.
the fog / sky is all grey but the snow is kind of blueish.
where does the blue come from if not from the sky?
screenshot - original colours (http://www.p2kio.com/dod/flurry_sky1.jpg)

so i propose to make the fog a little more blue-looking too
screenshot - edit - blueish fog (http://www.p2kio.com/dod/flurry_sky2.jpg)

then one last idea would be to brighten up the snow a lil bit
(which would add some contrast, though i'm not sure if thats necessary)
screenshot - edit - blueish fog + brightened snow (http://www.p2kio.com/dod/flurry_sky3.jpg)


but thats all fine-tuning, its already an awesome map! thx again, newbie! Piu Piu, not trying to be a smart a** or anything, but from where I come from (Seattle), the sky is grey and the snow is white. I don't really think that the snow needs to match the color of the sky. Plus, can you adjust the color of the snow in hammer? I wouldn't believe that you could, but then again, I'm a n00b.

Aufo
10-20-2006, 04:29 AM
If you used a custom snow sprite you could :)

piu piu
10-20-2006, 06:17 AM
Originally posted by Formologic23
Piu Piu, not trying to be a smart a** or anything, but from where I come from (Seattle), the sky is grey and the snow is white.
I don't really think that the snow needs to match the color of the sky. well, i guess if you want to make it look real it does have to match.
as you just said, in seattle the sky is grey - the snow is white. that makes sense, but i wanted to point out that in flurryforest the sky is grey and the snow is (exaggeration) blue.
one could also change the colour of the snow to a greyish white, instead of changing the skycolour to a blueish grey.
Plus, can you adjust the color of the snow in hammer? I wouldn't believe that you could, but then again, I'm a n00b. if one could extract the existing textures it would be quite easy to modify them.


ultranew_b, if the colours already look the way you intended them to look like then i'll shut up at once. i'm just trying to help where i can :)

Hintzmann
10-20-2006, 06:20 AM
I think piu piu's idea about a bluish fog is great. It will give a feeling of a more cold map, just like they did in dod_colmar.

http://upload.wikimedia.org/wikipedia/en/b/b6/Dod_colmar.jpg

For me the gray fog seems dirty, like car exhaust.

ultranew_b maybe you could play around with warm light (yellow/orange) in some areas of the map to give a more warm cossie feeling.

For example a warm light from a gas lamp near the two cannons... but then again, the soldiers would properly have turned it off, if they were expecting an attack.
...hmmm... what about a warm red glow from a turned out campfire, with some smoke over it. And a "fun" feature could be that you got 1% heat damage when you walked over it.

... or just use some warm light from fire in wrecked vehicles.

=A82A=WhataMack
10-20-2006, 06:33 AM
Originally posted by Hintzmann
I think piu piu's idea about a bluish fog is great. It will give a feeling of a more cold map, just like they did in dod_colmar.

http://upload.wikimedia.org/wikipedia/en/b/b6/Dod_colmar.jpg

For me the gray fog seems dirty, like car exhaust.The thing is, you don't get fog when it's cold; you get fog when the air temperature rises. Having lived in the northeastern U.S. all my life, I've seen plenty of foggy days and Flurry looks closer to a truly foggy day than Colmar does. Also, Colmar is a night map; Flurry is a day map and the tint of the fog both are using makes sense for that difference.

ultranew_b
10-20-2006, 11:18 AM
I suppose I could adjust the fog color to a be slightly more blue. I'm not gonna change the snow textures, those are stock textures. I don't want to increase the bsp file size.

Thanks for the suggestions !

:)

Prowler
10-20-2006, 01:48 PM
The fog is perfect!

Fix the ice!

Formologic23
10-20-2006, 08:56 PM
Originally posted by piu piu
well, i guess if you want to make it look real it does have to match.
as you just said, in seattle the sky is grey - the snow is white. that makes sense, but i wanted to point out that in flurryforest the sky is grey and the snow is (exaggeration) blue.
one could also change the colour of the snow to a greyish white, instead of changing the skycolour to a blueish grey.
if one could extract the existing textures it would be quite easy to modify them.I must have misunderstood what you posted. Sorry about that Piu Piu. I read it totally wrong, not thinking about the snow on the ground having a blue shade to it, and if the snow is bluish, and the snow is white (I haven't noticed, just love the map to death), then it would make total sence to make the snowflakes more blue than adjusting the snow texture. Good call. I need glasses I think.:(

piu piu
10-21-2006, 02:24 AM
then don't :( but :cool:

;)

Beta~Thanatos
10-24-2006, 12:49 PM
so is b2 coming out anytime soon ? :D

Ol' Noodle Head
10-24-2006, 04:34 PM
Please, don't distract the man from finishing his two other brilliant maps. :D

ShootMe
10-24-2006, 07:58 PM
Uploaded it to WQ1 Server - looks realy great from screenshots.

I hope it'll make fun on full 32 slot server :D

NotAgOat
10-27-2006, 05:32 PM
I'm dropping in to say I had a blast playing this map on cs last night. I like the non linear style, a much needed changed. Though many maps of this style often become to heck tick this is just superb in my opinion. One thing admins running this map need to note is class limits are a must have.

Ol' Noodle Head
10-27-2006, 06:06 PM
Map of the Year, running neck and neck with Vigilance. Getting better every time I play it!

I've loved Newb's previous maps (Sora and Pier) but at times they were so large and non-linear it was frustrating (though without a doubt great atmosphere and looks for both).

This one seems to have a happy medium, a sort of quasi-linearity.



If that makes any sense...:p

oxygencube
11-01-2006, 01:10 PM
Originally posted by piu piu
i just played it 1,5 hours in a row (hi wickit & albatros)
and it didnt get old by any means. i found 2 things i'd
like to tell you about:


1)
- there is a tree flying above the ground (axis spawn, left side)
screenshot - flying tree (http://www.p2kio.com/dod/flurry_sky0.jpg)


2)
- and then i realized what bugged me about the colour.
the fog / sky is all grey but the snow is kind of blueish.
where does the blue come from if not from the sky?
screenshot - original colours (http://www.p2kio.com/dod/flurry_sky1.jpg)

so i propose to make the fog a little more blue-looking too
screenshot - edit - blueish fog (http://www.p2kio.com/dod/flurry_sky2.jpg)

then one last idea would be to brighten up the snow a lil bit
(which would add some contrast, though i'm not sure if thats necessary)
screenshot - edit - blueish fog + brightened snow (http://www.p2kio.com/dod/flurry_sky3.jpg)


but thats all fine-tuning, its already an awesome map! thx again, newbie!


First off, I love playing this map! Thanks for making it.

Being a 3d artist and taking a lighting and rendering class I think he has this about right. I understand if you don't want to edit the texture to save on file size, but you are pretty large right now, what is another 600kb. :-D

But matching the 'color' of the sky, fog, and ground would help.

I love the custom ambient sounds and textures, keep up the great work.

-oxy

ultranew_b
11-02-2006, 03:35 PM
Almost have b2 ready for release:

Change log :

- fixed all tree collisions (majorly annoying bug)
- fixed allied spawn bug
- changed snowfall effect, heavier now (thanks something wicked)
- fixed floating trees
- changed fog/sky color slightly to better match ground snow as per suggestion
- tweaked 3d skybox
- lots of small graphical fixes
- added clipping on telephone poles tops and flak areas


Thanks for all the input and feedback everyone !

:)

Beta~Thanatos
11-02-2006, 04:01 PM
Originally posted by ultranew_b
Almost have b2 ready for release:

Change log :

- fixed all tree collisions (majorly annoying bug)
- fixed allied spawn bug
- changed snowfall effect, heavier now (thanks something wicked)
- fixed floating trees
- changed fog/sky color slightly to better match ground snow as per suggestion
- tweaked 3d skybox
- lots of small graphical fixes
- added clipping on telephone poles tops and flak areas


Thanks for all the input and feedback everyone !

:)

can't wait :D

Pink [BAG]
11-02-2006, 04:07 PM
Had a lot of fun playing this map last night. Thank you, and keep up the good work!

Beta~Thanatos
11-11-2006, 12:27 PM
hey ultranew_b,

is "fixed all tree collisions (majorly annoying bug)" the bug where bullets/nades etc.. would get caught/stopped by invisible branches or trees ?

ultranew_b
11-11-2006, 04:02 PM
Originally posted by Beta~Thanatos
hey ultranew_b,

is "fixed all tree collisions (majorly annoying bug)" the bug where bullets/nades etc.. would get caught/stopped by invisible branches or trees ?

It sure is. It's now history.

:D

Beta~Thanatos
11-11-2006, 04:44 PM
Originally posted by ultranew_b
It sure is. It's now history.

:D

great !

any idea / timeframe for when the updated version will come out ?


Edit:
added to our rotation:
[-Q-] Custom Map Server w/ FF On [100 Tick]: 209.160.36.107:27015

ultranew_b
11-11-2006, 11:36 PM
...most likely around tuesday or wednesday. Still tweaking stuff, optimizing etc.

:D

Prowler
11-15-2006, 11:51 PM
...?

ShootMe
11-16-2006, 09:49 AM
Originally posted by ultranew_b
...most likely around tuesday or wednesday. Still tweaking stuff, optimizing etc.

:D

we have already thursday :D :p

Owens
11-20-2006, 02:12 AM
must.... get.... b2..... :angry:

ultranew_b
11-20-2006, 05:13 AM
I just wrapped it up last night. Sorry for the delay. Will be released this evening. I ended up completely redoing the 3d skybox, so that took some more time.

P.S. - If anyone could provide a download link for b2, please PM me before this evening. Thanks in advance !

:D

Pistoleer
11-20-2006, 05:19 AM
*drools all over ultranew_b!*

Arighty, ill be updating to b2 on our server as soon as ye get it up. Cheers!

Day of Defeat Forum Archive created by Neil Jedrzejewski.

This in an partial archive of the old Day of Defeat forums orignally hosted by Valve Software LLC.
Material has been archived for the purpose of creating a knowledge base from messages posted between 2003 and 2008.