dod_villefight_b2


l3eeron
02-18-2007, 09:49 PM
This is my first time posting here with my very first map as well =) So, take it easy on me lol

Here's a little twist on the fight map genre. It was a good learning experience and I hope to move on to bigger and better maps. Please try it out and let me know what you think. :)

http://www.members.cox.net/l3eeroni/dod_villefight_b2.bsp


Again, I would appreciate any constructive critisism =)

It has some respawning breakable glass and some custom models and textures. The purple is to match our website www.theville.org


http://www.members.cox.net/l3eeroni/dod_villefight_b20000%20copy.jpg


http://www.members.cox.net/l3eeroni/dod_villefight_b20001%20copy.jpg


http://www.members.cox.net/l3eeroni/dod_villefight_b20002%20copy.jpg


http://www.members.cox.net/l3eeroni/dod_villefight_b20003%20copy.jpg


http://www.members.cox.net/l3eeroni/dod_villefight_b20004%20copy.jpg

Propaganda
02-18-2007, 09:55 PM
Screens please? And also beeron there is a subthread for releases :)

l3eeron
02-18-2007, 10:25 PM
should I move it to the releases thread?

spine
02-19-2007, 01:28 AM
Geez!! Check the logo at the top of the page, this is DOD!
Not CS! whats up with peeps nowadays!?

I'm getting aggravated! ;)

l3eeron
02-19-2007, 10:47 AM
ummmm, CS!? :eek: I hate CS. Please dont accuse me of being a CS guy - they're all jerks! What makes you think this has anything to do with CS? The name of the map is dod_villefight_b2... I see dod flag points in the screenies.

...maybe youre just being sarcastic cuz the map sucks lol :D which is fine, just dont associate me with CS thank you

{NYOC} Paladin
02-19-2007, 11:50 AM
Looks like a pretty interesting map, almost like a paintball arena. I'm not a big fan of these maps that are reminescent of American Gladiators, but they are still a lot of fun and focus more on the combat aspect. From the screen shots it looks good, I'll have to jump on a server that plays it to be sure. Looknig forward to it.

l3eeron
02-19-2007, 01:15 PM
http://www.theville.org/si4/gdlib/large_209.242.10.135_27015.png (steam://connect/209.242.10.135:27015)


^^^ thats the server that runs it every once n a while (click the image to launch dods and connect)

come over and check us out! Our server ops are pretty open to custom maps on that server

spine
02-20-2007, 12:09 AM
Oh sry man, Im just so tired of talentless aim/fun styled css maps
for dod, it just dont fit the game, thats my opinion though, sry...
(Especially when you dont even try to make it look slightly interresting by adding textures... even)

Sry got to go before I get banned 4life! ;)

happyernst
02-20-2007, 12:16 AM
dont worry, we (realistic looking map makers) will always use your textures spine! (how many are still here?)

:) :)

l3eeron
02-20-2007, 08:34 AM
Like I said... This is my first map. I started out making a "regular" map and realized I wasnt skilled enough. So, I made this one for practice. I knew you guys were gonna roast me for making an other dev map. I understand where the "real" mappers are coming from. I hope they undersatnd that we have to start SOMEWHERE! If its really that annoying Ill just ask to just this thread deleted. Sorry if Im creating any waves here, I just wanted to get some constructive critisism. Thanks for your time :)

[AoS]Albatros
02-20-2007, 09:06 AM
Hi l3eeron!

Well of course it's true that everybody has once started mapping, and there's not a single mapper whose first project came into the all-time-hall-of-fame.

But after starting it, there's two ways to go ahead: take it serious or don't. If you take it serious, you'll have to read a lot of tutorials on how to make this or that, basically everything.

That's the only constructive critizism you can expect, since concerning your map here noone will be able to give you any other tip, even if they seriously want to. There's just nothing there to critizise, neither good nor bad.

What I would do if I was you: start a "serious" mapping project. Read all the tutorials you can get, download the example .bsps and learn + understand how the professional farts around here are working. Then get to work. Make a lot of drawings, make a layout in your mind and pick a scenario you always wanted to see in a game (let's hope it's neither related to orange or purple tendencies :p ).

Then you should be ready to go.

Meanwhile, you'll just have to understand that mappers here are not too satisfied these days. More often than not the success of a map in the servers doesn't find any relation to the hours and months of work put into it... an 8-hours-of-work orange arena can draw ten times as many players as a remarkable quality map that took the creator 500 hours to make.

This explains why some forums set minimum standards of quality for a map WIP or release presentation; practical reasons, nothing personal in any case.

Cheers & good luck,

Albatros

P.S.:

@SPINE!!!

Dang man, discovering your custom texture site was one of the happier days in my life :D. I'm using as many as I can due to filesize limitations in my new project, and without them it wouldn't look half as decent! I strongly vote for your textures to be included in the dod-stock material. Would be a good move by valve concerning the distribution of custom maps (and the popularity of DoD, of course).

TheSurgeon
02-20-2007, 10:13 AM
Similar to what Albatros said:
My first ever map was a huge town that filled the grid in moh radiant and took about a year to make. It was mostly things I'd copied from the game's levels just by screenshots, but I learnt all the techniques and ways of doing things that way, even if I never had any intention of releasing the map. That's the sort of practice new mappers should be doing - looking at how Valve did things, or going through the Flash vmf; you can't really learn much by making brightly-coloured blocks and then rotating them 180 degrees. It's the same with layouts - that's not something you can practice, you just have to look at other maps and test your own.

Some people might like these maps, and you might just be starting out mapping, but just making prefabs of anything you can find photos of (which you can still post screenshots of for feedback) is a lot more useful than making an arena map. People can play and make whatever types of map they want and no one's forced to play them, but if you want to improve, making these kind of maps isn't the most useful thing to do and as Albatros said, can't get you much feedback.

l3eeron
02-20-2007, 10:48 AM
Thanks guys... I was really at a loss as to what step to take next.

Actually, the only reason I made this was because someone requested it. I do have a real project going on. Im trying to make a city where the axis have to invade the town. Axis will have a slow rolling tank that is advancing on the allied headquarters. Once the tank reaches the headquarters axis wins. BUT allies can plant bombs on the tank as its rolling down the streets on its path.

...Our dod source traffic is pretty slow so we run a couple dev maps to get people on, then switch to real maps.

Anyway thanks again for steering me in the right direction

spine
02-20-2007, 04:00 PM
Aahh nice to hear that you got something sweet in the works mate!
I am sry for making you think you can't map, that was not my intension.
As you've read allready, quick maps like that are not contributing
to anything but just frustrating imo.
And my CS remark was because these things are more accepted in
that game.

My mapping has never realy become anything because, well I can't
make anything good enough realy.
I must have made about 20 maps for dod1 and only 1 released and
that was not a good one layout wise,
and so far only 3-4 maps on source engine, non released.
I could slap together a test /aim/fun map real quick to but don't
consider it mapping for a game like dods.

Continue working on that new map and keep us posted on it,
and I can garanty that you will recive a helping hand if you need it. :)

@ Happyernst ;)
@ Albatros - thanks, hope you find some of it usefull, it's not all good. :)

pluckster
02-20-2007, 04:27 PM
l3eeron I think this is a great way to learn. I tried learning by making one of those amazingly detailed maps and that failed outright. I tried with a map just to learn how to use entities and now that ive got the hang of it i think what im making now is going to be nice asteticly (sorry about the spelling) and engine pleasing.

l3eeron
02-21-2007, 12:20 AM
l3eeron I think this is a great way to learn. I tried learning by making one of those amazingly detailed maps and that failed outright. I tried with a map just to learn how to use entities and now that ive got the hang of it i think what im making now is going to be nice asteticly (sorry about the spelling) and engine pleasing.



Ahhhhh, its nice to know someone agrees w/me =) I figured I needed to take baby steps with such a complex thing

So ya, I seriously did learn alot. I figured out how to make the breakable respawning glass. How to make all the dod scoreing entites work the way I wanted. I made the custom gray and purple dev textures. The model of Robert E Lee was actually a model from one of our old TFC maps, so that had to be decompiled and ported over. I learn how to do displacements, ladders, cap zones, props, skyboxes, spawn protection, I even made a perfect minimap =)...all completely free of bugs. The one thing I did forget to do that crashed the server once was make a clip brush to keep all the players inside the skybox. One of our admins got wise and put the gravity on -100 and we all floated out of the skybox and crashed the server (which is fixed now). Other than that, its been mechanicly flawless =)

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