dod_rive update + screenies
Furyo
10-15-2006, 03:48 PM
Dod_rive is (if all goes well) entering its last week of development before it can be released to the public. There are still details I need to iron out and places to work on. Here are some pics, where you'll see some props clearly aren't set to fade at the right distance.
http://furyo.dod-federation.com/images/dod_rive/dod_rive_01.jpg
http://furyo.dod-federation.com/images/dod_rive/dod_rive_02.jpg
http://furyo.dod-federation.com/images/dod_rive/dod_rive_03.jpg
http://furyo.dod-federation.com/images/dod_rive/dod_rive_04.jpg
http://furyo.dod-federation.com/images/dod_rive/dod_rive_05.jpg
http://furyo.dod-federation.com/images/dod_rive/dod_rive_06.jpg
Sorry to those that hate foggy maps, this was needed for performance as well as for good looks. The map is a classical 5 flags setup, that should please both pubbers and CAL players by its distinctive and easy to learn layout (unlike Dijon) and open gameplay, for rifles and autos alike.
If I can find all the time I need to finish it this week, it should be out by the week end.
yello_snow
10-15-2006, 03:51 PM
looks scary. sweeet!
Formologic23
10-15-2006, 04:16 PM
Originally posted by Furyo
Sorry to those that hate foggy maps, this was needed for performance as well as for good looks.Beats mid-summer fire fights all day long. Love the fog!
El Capitan
10-15-2006, 04:30 PM
All that fog should compliment the FPS nicely...I look forward to it!
Guyver
10-15-2006, 06:01 PM
Very nice looking indeed.:cool:
FuzzDad
10-15-2006, 07:17 PM
As the C47 pilots pulled up to avoid the low-hanging cloud bank that enveloped the Cotentin a few hardy pilots ventured into the cloud and fog determined to place their loads on target. Several of these aircraft flew low over a river they recognized and flipped a small on-off switch in their cockpit to the green light position. The paratroopers hurled themselves out of the aircraft with fierce determination and floated silently down through the early morning fog to the outskirts of a small town on the other side of the river. Organizing in small parties they advanced to take their positions near the town with their D-Day plus one objectives in sight. It was near the end of the Night of Nights and as the fog started to lift it was the beginning of the Day of Defeat.
Sry...too easy to write pulp trash like this. :)
Ca-Chicken-Soup
10-16-2006, 12:56 AM
Originally posted by FuzzDad
Sry...too easy to write pulp trash like this. :)
Seems to be a bit of this coming up recently from FD lately..
author-of-a-book time?
Furyo
10-16-2006, 01:34 AM
Originally posted by FuzzDad
As the C47 pilots pulled up to avoid the low-hanging cloud bank that enveloped the Cotentin a few hardy pilots ventured into the cloud and fog determined to place their loads on target. Several of these aircraft flew low over a river they recognized and flipped a small on-off switch in their cockpit to the green light position. The paratroopers hurled themselves out of the aircraft with fierce determination and floated silently down through the early morning fog to the outskirts of a small town on the other side of the river. Organizing in small parties they advanced to take their positions near the town with their D-Day plus one objectives in sight. It was near the end of the Night of Nights and as the fog started to lift it was the beginning of the Day of Defeat.
Sry...too easy to write pulp trash like this. :)
I should just use this to present the map ;)
[AoS]Albatros
10-16-2006, 03:14 AM
It looks very nice, Furyo.
Excellent athmosphere and architecture, and in my opinion, the fog is great aswell. I'm already excited what the final result will play like... :)
Furyo
10-16-2006, 12:55 PM
I was asked for an overview of the map, so I went in game and threw together this one real quick
http://furyo.dod-federation.com/others/dod_rive_overview.jpg
As you can see, a symmetrical position of flags (not of map design) which will hopefully play well for the pubbers and league matches, leaving each player to decide whether to go on the safer, longer route (river) or to cut through the village and go directly to the objectives. Flanking will always be an option, and depending on the class you play with, it should provide fairly non repetitive gameplay.
The dimensions are 7500 x 4700 Hammer units (playable area)
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