[started] dod_koln
zippy
01-06-2007, 12:49 PM
I've started work today on dod_koln for dod:s
I will only at first be doing a basic textured and modeled map for scale and play testing.
I don't want to get into detailing or anesthetics until we know dod:s game play will be supported by this map.
Providing it should in theory, I don't do modeling, if anyone would like to help me out with a few models. Like the conveyor belt.
Not enough night maps, so it's gonna be ;)
Here's a pic from hl1 to reminisce.
http://www.hyb-clan.com/hyb/sbmaps/mappics/dod_koln.jpg
ElfmanFrEaK
01-06-2007, 12:59 PM
Amazing map, which could look great in Source. Fog would do nicely in it I think. :D
zippy
01-06-2007, 04:02 PM
doubt tbh if i'll do fog, more likely to have smokey parts.
zippy
01-09-2007, 10:24 AM
OK a little update.
All the layout is sorted and foundations for each building are done. I'm working as fast as possible for a closed alpha testing.
Testing will be for EU players only (English speaking), as I'm in the UK :mod:
This will comprise of a limited look of map for sandbag placement etc.. game play testing sessions.
I will need at least 16 random players, and be available, between the time 6pm and 9pm GMT.
If you want to take part. Send me a PM
Subject; dod_koln beta
Message; Name
Location
Steam ID
Email
I want to avoid releasing till a late beta.
Colonel_Krust
01-09-2007, 10:45 AM
just don't make it too cramped. I find if you stick to the exact same size as the original in source things are a bit to tight. whether its from nadestun or player entity collisions are just the richer environments.
should be cool.
zippy
01-09-2007, 11:07 AM
pictures i have are from a older version, it looks to big as it is at the state it's in.
It is roughly the same size, I need the newer version to look at. I'm viewing a 1.3b one ATM and it's missing a lot of bits i knew was in. detailing mostly, and a few extra entrances.
It certainly wont be hard to make bigger, going smaller is always the *****
What is annoying is nearly every building in dod_koln as half destroyed. Makes for tedious work.
Ginger Lord
01-10-2007, 08:42 AM
Ask Waldo if you could do this?
Its polite to ask if your remaking someone's map.
zippy
01-10-2007, 11:51 AM
waldo gave permission for a remake in 2004
PanFrie
01-10-2007, 12:13 PM
hey zippy, im not sure if you have em, but ive got a bunch of versions of dod (at one pointi had 11 different versions of dod installed on steam... mostly beta) if you need (kinda sounds like your just going off old screenshots) i could go and take a bunch of shots for you, or just send you one of the installs that has the map in it.
zippy
01-10-2007, 12:31 PM
thx for the offer panfire. I've actually already done all the foundation layout for the map. I'm in the process of making each and every bloody building into a broken one.:(
After that I might even consider doing some textures :rolleyes:
I do need some models doing for the map if your interested? ;)
[AoS]Albatros
01-10-2007, 12:51 PM
Hey Zippy,
can't wait to creep thru the ruins of Köln again!
I'll send you a PM later today - one q tho, is the server in europe?
If not I'll have a hard time with my ping!
Cheers,
Albatros
zippy
01-10-2007, 01:09 PM
will be a EU server.
I should have started on zafod, this map is gonna kill me.
your lucky if you have a intact wall, and which each broken wall is displacement :D
Think I'll cheat a little and fix it when it comes to optimization. ;)
[AoS]Albatros
01-10-2007, 04:37 PM
If you need any help, let me know.
Maybe I know a few tricks on how to gain a few more fps-
Good to hear it's a EU server - I'll be there to play :D
Cheers,
Albatros
PanFrie
01-10-2007, 05:42 PM
Originally posted by zippy
I do need some models doing for the map if your interested? ;)
pfft, i WISH i could model half as good as most people on this board (and the whole XSI thing... forget that... i learned on Blender 3d and man... the interface on that thing owns)
Someth|ngW|cked
01-11-2007, 08:51 PM
. . . . .
zippy
01-15-2007, 01:11 PM
Ok it's been bugging me all week but i've decided to not dod_koln as it exactly was in 3.1 and earlier versions. All the dod maps out confirm to sommat and nothing seems outta place where in dod_koln they do.
Gonna keep the layout similar but trying to give it more dimension and less being flat.
I post some pics whilst i get sommat done.
Hendy
01-15-2007, 01:32 PM
as long as you keep the same asthetics and the roughly the same map size, I don't care about the game play :) just keep it as close as you want/can.
zippy
01-15-2007, 01:33 PM
time to whip out the MSpaint.
zippy
01-15-2007, 05:21 PM
ATM the map is buildings slapped around a rail line. Works for HL1 but not for HL2.
http://www.hyb-clan.com/hyb/sbmaps/mappics/dod_koln.jpg
For those who remember the map, this is what I'm going to do. From the posted picture, under you will be a bridge, with 1 line going into 3. left line going into a warehouse with offices above. Right going into a dock at end where coal is taken off to supply furnace in some factory on the right with the conveyor belt thing and tanks.
Where the pipe entrance on the right into the warehouse... That will be sewer level now as is or extended to axis spawn.
It will add depth and some actually placement for the buildings. It wont be so destroyed as it was in HL1. The damage will be halved.
The bridge will be part of a road that goes from axis spawn around 1 half of the map allies spawn.
I need a model though plz if anyone could oblige.
I need the 'train_flatbed.mdl' used in dod_argentan, modified.
It needs to be;
1. Lengthened by half.
2. More clearance underneath for people to prone/crawl under
3. Separate wheel assemblies so it can be placed going around corners like real trains.
So basically to summarize. Map will be 3 tier adding more depth. with less damage and more suggestion of placement and conformity.
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.