(WIP) dod_demolition


smashingpunk007
03-05-2007, 10:44 PM
After seeing some kickass maps recently I decided to make my own. I'm going for a double detonation map. If this idea is already being done or if that map name is being used please tell me and i will change it. The idea is very basic but the map will be as follows, the objective for the allies will be to destroy Axis HQ, the HQ building itself will have lots of parts that are destructable. The TNT pickup is close to the allies spawn, to look as if the allies brought all the TNT by truck. The objectives for the axis will be to destroy the allies TNT stashes. However the axis do not have any tnt themselves, they have to grab from the allies stash and blow the stash on the spot. So far the map is ugly as hell but that can always be fixed, what i am trying to get right now is the layout.

Here are the axis targets, on the other side of the wall is the allies spawn. I need to figure out how i can make this whole area better, any suggestions?
http://img.photobucket.com/albums/v344/smashingpunk007/demolishaxistargets.jpg

Here are the allies targets in no particular order
http://img.photobucket.com/albums/v344/smashingpunk007/demolishmainlobby1.jpg
Axis radio room, strill haven't made it into an objective but it will be.
http://img.photobucket.com/albums/v344/smashingpunk007/demolishradio.jpg
Cutting Powerline Before and After
http://img.photobucket.com/albums/v344/smashingpunk007/demolishpowerline.jpg
http://img.photobucket.com/albums/v344/smashingpunk007/demolishpowerline2.jpg

Heres a small vid of the objectives

http://www.youtube.com/watch?v=XC6BzXtuRH0

Any ideas and suggestions are welcome.

Unk
03-06-2007, 12:27 AM
nice work how did you make the tellphonepoll fall over like that

Ca-Chicken-Soup
03-06-2007, 01:34 AM
put a light_environment in your map and make sure it's pointing down. The skybox texture should be lighting your map

smashingpunk007
03-06-2007, 03:49 AM
put a light_environment in your map and make sure it's pointing down. The skybox texture should be lighting your map

OK i will do that, should i also use the same lighting for the interior?

nave
03-06-2007, 04:08 AM
nice work how did you make the tellphonepoll fall over like that

Anything can be rotated about any three dimensional axis.

lgdevil
03-06-2007, 03:18 PM
looks pretty cool nice job. lighting does need a big improvement as already stated. unfortunately, as long as it's not orange you're going to get some good comments. i say unfortunately because the orange mongers have lowered the standards of dods mapping.

how is the lag upon detonation? i know when i was messing with the destructive environments i'd get a lag spike but maybe my experiment was more intensive than what you did. i dont suggest trying it the way i did either. it's not a viable way to do things. what you've done is the best way to do it. anything more than that and the engine would probably crap out on players, especially in a full server. i'd suggest testing it in a full server with your explosions and large wall gibs just to make sure they aren't going to adversely affect gameplay.

smashingpunk007
03-06-2007, 06:31 PM
Yeah, i was thinking of getting rid of the gibs for the pillars, but i'm not sure yet, i simply used on explode kill events and that was pretty basic, testing it by myself there is barely any spike when things blow up , but of course i have to test it on a full server to find out how bad it really is.

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