[WIP]: DoD_Edelweiss HDR

01-16-2008, 07:27 PM
Right so here I am posting again way too soon.

But I can't help it, my maps just turn out to get better with some feedback from you fellas ;).

So yeah, this is the full HDR version of DoD_Edelweiss.

The sky was a huge heap of work since I either missed the right programs or they just didn't work (SDK's splitskybox.exe for instance).

Not to mention climbing up on one of our highest mountains to get the panorama photos taken (which I had to stitch manually - I think you'll get my point by now).

But yeah it's going to be worth it I guess.

The main aspect of old Edelweiss was capturing numerous flags in an alpine area, cable cars being a nice addition but not really helpful most of the time.

This will change.

For the new version, the cable cars will if used correctly, give each time a big advantage. The goal of both teams is to destroy enemy equipment:

Axis have to destroy an american tank and a captured FLAK 18. They can throw grenades out of the cable cars or fire a bazooka from the open side door.

Allies need to disable three German tanks setup on the top station of the ropeway guarding the valley below; US troops can also fire their 'zookas from the cable cars.

the middle of the map will be a mining area crossed by the ropeway on the upper level and a railway tunnel on the lower level (which serves as secondary route from spawn to spawn).

In this middle zone, close quarters combat fans will be able to celebrate a party.

I'll design eight different cable cars, here are already three of them:





... and a bit of overview:


- the allied half of the map from the ground station to the mining area (right side).

So yeah... I've been working between 14 and 16 hours a day since september and my studying interruption will be finished in april, so I hope I can get the five (!) DOD:S maps I'm working on released within that time.

But I promise I'll try to keep working until my money's used up to get those candidates released :).



01-16-2008, 07:38 PM
Um so I only have 1 suggestion. Please get a job working for a game developer. :cool:

01-16-2008, 07:47 PM
Lower the intensity of your tonemap, it's over exposed right now. Some pretty poor texturing on the cable cars, which I highly suggest you do over again,

Other than that this looks a lot better than the original screenies you posted. Some higher res skybox textures wouldn't hurt either, they look blurry but you could get away with those with a very thin layer of fog (pale light fog that is), almost like mist or very thin clouds

I would try as much as possible to hide the skybox behind displacement hills, don't have the skybox extend all the way to the ground. Particularly when said skybox shows landscape as opposed to sky. Look at Sora for a good example of how it should be done, or crash too. Possibly move the sky further out in Photoshop. From the looks of it, the map is in a crater right now.

01-16-2008, 08:46 PM
These trees are kinda radioactive :p

01-21-2008, 02:01 PM
incredible job as always, i have just no more words to say xD

Toby Wong
01-23-2008, 05:19 AM
I am hoping the metal stairs are just a placeholder.

Ol' Noodle Head
01-23-2008, 08:47 AM
Wow, you used one of Ricochet's telephone pole props! It's really a shame that other mappers have not used his stuff more.

Ricochet's Prop Pack (http://www.dayofdefeat.com/forums/showthread.php?postid=900322)

Really, it's a crying shame that his stuff is only in my first-timer's map. Anyway, good on ya, Albatros. Can't wait to see this.

01-23-2008, 04:15 PM
Sure, Ricochet's models rock. :)

@ Toby Wong: Indeed they are, cept for one thing... I don't have any metal stairs in that map? :/

New set of screens.

Edit: Argh, forgot - thanks furyo. Good hints overall!

Got working on the displacements in the 3d skybox.

I have a high-res skybox version, too, but the size will be too much for most users I fear :/.

Oh and I lowered the HDR by 20% on that version... :)

01-23-2008, 04:41 PM
that church seems cozy. I wanna go in there and sleep tonight. Looks cold out tonight

Great work. I like all the attention to details.

01-23-2008, 04:42 PM
Incredible work... I love your "mapping special touch" :P

01-23-2008, 05:32 PM

Seriously, lower the HDR man :)

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