[WIP] dod_timberland
Formologic23
03-11-2007, 06:53 PM
***** UPDATED SCREENSHOTS *****
Here are some updated screenshots. I was plugging away at this pretty much all weekend, and I should have a BETA release later this afternoon evening. Someone posted about wanting a woodland map, so I had one is progress for CS:S, and I converted it over to DoD:S.
Overall FPS is good, probably will have some tweaking as far as draw distance is concerned, but there should be very few bugs (pretty much just displacements and model placement).
It's hard to have some good screenshots, as it's all trees and you can't see much of anything.
Allies Spawn (http://www.thegamerplanet.com/formologic23/Images/dod_timberland_usspawnNE.jpg)
Convoy (Allies First) (http://www.thegamerplanet.com/formologic23/Images/dod_timberland_convoyNW.jpg)
Crash Site (2nd Flag) (http://www.thegamerplanet.com/formologic23/Images/dod_timberland_crashSW.jpg)
Flaks (3rd Flag) (http://www.thegamerplanet.com/formologic23/Images/dod_timberland_b1_flakSW_close.jpg)
Airfield (Axis First) (http://www.thegamerplanet.com/formologic23/Images/dod_timberland_b1_airfieldSW.jpg)
I hope that some of you will enjoy it.
Sly Assassin
03-12-2007, 12:43 AM
If I was you, I'd make some of the 'tracks' have low and then a second tier of higher 'cliff's'. Plus some 'hills' which you could put occluders inside and so on.
Formologic23
03-13-2007, 03:15 PM
*BUMP*
I updated the screenshots and description. Should have a BETA later today.
Dustin Diamond
03-13-2007, 04:13 PM
Good god that's a lot of trees! Definitely gives the effect of a forest. I'll be interested to see how it'll run.
Formologic23
03-15-2007, 08:17 AM
*BUMP*
I have a beta version ready for some testing, a couple of people have it, and should be ready to be released within the next couple of days (I hope).
I kept the ground details to a minimum as this was a test, and not many people posted here about interest, so I will see how some gameplay reactions go before I get into more detailing.
Formologic23
03-15-2007, 11:00 AM
Jimmy Crack Corn and his boys from [415] are hosting a pre-release playtest at about Noon (-8 GMT, 12pm Pacific) today on his server, and then later tonight sometime. Come in and stop by.
72.232.43.34:27018
Propaganda
03-15-2007, 11:37 AM
I like this concept and it certainly is something to build on. I would suggest some bomb crates maybe, a few sandbag bunkers perhaps, maybe some variation in displacement textures.
Formologic23
03-15-2007, 02:11 PM
We had a pretty good test, and what you mentioned Prop is exactly what other people said. I was trying to go for a disguised area for the flaks, and now know what I need to do to make it better. Actually, I was having some brain farts with some things that I overlooked, and some stuff I had done, such as having the map slightly bigger, but I was worried it would be too big, but that doesn't seem the case. Axis spawns will be moved and so will various other things.
There were several ideas tossed around, such as making it a det map, but I'm afraid that it might be too small for a det map, or a func_tracktrain US convoy defend map, again, this map being too small for that. I am afraid that if I make it too much bigger, it will be too big.
Anyways, I still have some work to do, and the overall response was better than I expected.
Propaganda
03-16-2007, 08:49 AM
I love how this plays, it was a blast on 415 server last night, it is very balanced and so nice to play something other than urban style. This map has serious potential, keep up on it!
OrnateBaboon
03-17-2007, 03:45 PM
I think a woody type of map could be awesome. The kind I am thinking of would be sort of like cs_militia, but set up to play for DOD. High rocks to vis block, a displaced curvy path to lead players into the action, and a small river/waterfall in low action areas like a spawn.
Some unique landmarks could also be included, such as a rock garden with a campfire or two, some tents, a large base which houses tanks and other equipment, some looming watchtowers, underground rock tunnels, an airstrip, 3d sky beach and sea (possibly with lighthouse), trenches, and a small village type section.
I hope the map turns out well:)
Wile E Coyote
03-17-2007, 03:54 PM
Not being able to see the ground close up in the screenshots, I would say that my main suggestion is in the wooded areas themselves add LOTS of non-model ground cover (those grass sprites and such). I don't know how much those things affect performance, but they would go a LONG way in making it look even more like a forest
piu piu
03-17-2007, 03:59 PM
nice work so far!
my only complaint is that for a forest there are way too less shadows. i can hardly find any at all. maybe play with the light settings a little bit :)
OrnateBaboon
03-17-2007, 04:02 PM
For the shadows, you can make an overlay. It works really well, and is easy to do. I will post the tutorial when I find it.
Price|BigEz
03-17-2007, 04:03 PM
Looks like a pretty good start. Feels more like an RO map than DoDS. Maybe add some fallen trees/logs for cover. Maybe make the ground more hilly.
Formologic23
03-17-2007, 05:25 PM
All of these comments are great, and they are pretty much what people have already said that play-tested it. The screenshots do not really do the map any justice, like I've said before. If you guys have a chance, hop on the 415 or JFG server, as they are the two servers that I have released a version to.
I really didn't want to release a full public version as of yet, because I pretty much have all the feedback I need for a b2 version, that I am currently working on, that will hopefully knock the socks off of b1.
If you would like a copy, either to check it out, or host for your server, drop me a PM as I really am not prepared to make a release thread for it. I have no issues with people having it. I didn't go fully public with it because I didn't know the reaction of how it would play and what not, and there are two things wrong with the map.
1) No axis spawn protection at all. I had a complete brain fart. If you play on a server that strictly enforces no spawn camping, then it really isn't that big of a deal.
2) There is hardly any cover at the 2 flaks, as I made a minor booboo, but it does make it a lot harder.
Other than those two things, the gameplay is phenomenal, and is way better than I expected. There is purposely a limited amount of details because I didn't want to go nuts on detailing, as I didn't know how well it would perform with people, or the reaction from people. I know now it will definitely be feasible, and will be working on details this time around, along with fixing minor bugs.
If anyone that has already played it that can add some comments, that would be great.
Formologic23
05-08-2007, 12:59 PM
*****BUMP*****
I have had little time to work on B4, but have lots of ideas for it.
I found some Pine trees from EP1 that are taller and more open on the bottom and consist of a grouping of trees rather than individual ones. This will help with FPS and allow me to provide a more foresty atmosphere and more ground cover.
I have been thinking about a couple of ideas for the axis spawn. Have the axis have a crate of smoke grenades so that MG's and snipers have an extremely harder time to camp the airstrip. I also thought about being able for the axis to acquire different weapons (such as more snipers or mg's) if there are servers that have restrictions. Not sure about his one though. I also thought of putting mortors in the axis spawn for more defense getting out of spawn (having them land in critical areas).
I will be working on this heavily in the next couple of weeks and should have something shortly after that, of course if anyone is interested. :p
Sly Assassin
05-11-2007, 05:34 PM
*****BUMP*****
I found some Pine trees from EP1 that are taller and more open on the bottom and consist of a grouping of trees rather than individual ones. This will help with FPS and allow me to provide a more foresty atmosphere and more ground cover.
You won't be able to release the map with the EP1 Pine Tree models, you'll be breaking the EULA etc etc.
Mainly because you'll be releasing content to people who maynot have EP1, if everyone had EP1 it'd be fine. But we don't all have it :(
Formologic23
05-11-2007, 06:32 PM
You won't be able to release the map with the EP1 Pine Tree models, you'll be breaking the EULA etc etc.
Mainly because you'll be releasing content to people who maynot have EP1, if everyone had EP1 it'd be fine. But we don't all have it :(That's interesting news. Has anyone run into this issue?
Watevaman
05-11-2007, 06:57 PM
That's interesting news. Has anyone run into this issue?
He's right, it's illegal to release anything from another retail game either ported/simply included in another, nonprofit (and probably profitable) media outlet thingymajig.
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