[WIP] DoD_Grafenstein

01-29-2008, 03:25 PM
While working on my other projects and cruising through the countryside, I was inspired to start on something more rural.

Actually it'll be a very small map, optimized for 10 to 14 players.

There will be only two objectives - a sherman tank that has to be destroyed by the Wehrmacht, and a german AA gun that needs to be taken out by the US troops.

There'll be no real chokepoints and access to all but one building.

Though this map won't be of much use to 32-player-servers I think, it'll be matching the player's need for instant action. Getting into combat after spawning shouldn't take more than 15 seconds.

Please let me know what you think. ;)


01-29-2008, 03:34 PM
You're just a mapping machine Alby!

01-29-2008, 03:39 PM
Just trying to give my best, sir! :D

01-29-2008, 05:43 PM
I think I just figured what's missing from almost all your maps. Never hit me...it's the textures you use. They're good textures, but they all need at least a great normal map, or you to actually make some of the geometry.

I keep seeing your work and the overall composition is top notch, and you look closely and it's all flat. No wonder now you map that fast.

01-29-2008, 06:11 PM
Only problem I see is the road with the crate and the Wagen in it. The road generally seems too wide and the whites stripes in the middle are definitely too big.

Other than that, another great map from Alba!

01-29-2008, 06:37 PM
Hey there Furyo :)

Thanks for the hint, but I don't know if I can agree there.

I'd love to have every wall a displacement, and every building a set of diverse func_details to give them some real structure.

But as for now I'm stuck with an engine that won't support that grade of detail, so I have to live with a flat surface here and there.

I'll try to get some normalmaps for the worst specimen tho, maybe this'll do the trick.


Did you use lots of displacements on maps like dod_dijon or are the brushes mostly func details with normalmaps? I had the impression of "flatness" on those pictures aswell, thus I'm asking.


01-30-2008, 04:17 AM
14 players only.. ohhh :( make a 32 version for biggers servers this map is very very nice man! :)

01-30-2008, 07:08 PM
:) maybe, thanks anyways :D.

Changed a whole lot of things:

01-30-2008, 07:24 PM
Everything looks cool except the gigantic white stripes on the dirt road.


01-30-2008, 07:37 PM
Everything looks cool except the gigantic white stripes on the dirt road.

:)I will second that, but will have to see it in game to really give an opinion of the map overall.

01-30-2008, 08:42 PM
Well you could pick a good looking map to compare yours to, to start with. But all the same, notice that I'm not using windows textures....

That's what I mean when I say it's all flat, you pick any building and you get two or three storeys of nothing, except whenever a player is supposed to reach that area.

Second set of screens is a lot better already

I don't buy the FPS excuse in a map as small as this one. Not for a second. And no I'm not suggesting you use brushes everywhere to model the tiny things. There are useful places to break the monotony though

On a side note, just like with Edelweiss, you seem to like nuclear blast HDR settings :)

Cpl. Punishment
01-30-2008, 09:14 PM
For me, it's not just the size of the white stripes, it's the fact that they're way to white/bright. Maybe if you roughened them up a bit more it would help, but they just seem way too pristine.

Ol' Noodle Head
02-01-2008, 08:26 AM
Great to see you going for a small map. Get Edelweiss done!!

02-03-2008, 12:07 PM
Hey again :)


Dijon is a spotlight map, can't do much better than that I guess :).

It's pretty hard to find quality references that cover my spectrum of settings though since mapping for DoD isn't as popular anymore as it used to be.

Yeah I'll tweak the HDR down a bit more on this one.

About the FPS - believe me, the mass of static props and displacements seriously makes it complicated, plus, there's not too much room for optimization... :/

Piu piu asked me to reduce the greenish tendency from the lighting, so I went for a tad more warmth in this set of screens. Also, the seven buildings on the map are now all in the layout.

Gamemode is already working aswell.

Left to do:

Polishing, optimising, finishing access routes to the targets and adding sounds/player clipping.


SS#3 shows three types of ground blending. Street/grass, cobble/grass with light grey overlays, cobble/grass with dark overlays.

What do you people like best?

02-03-2008, 06:26 PM

I'll be out of town for a few days. Expect this to come before mid next week :).

02-03-2008, 11:00 PM
Looks great Albatros! Lots of good custom content, which is really refreshing. I think I like the wheel house the most. And yeah, from the looks of it, I would say optimization is going to be quite a chore :D

Looking forward to it!

02-05-2008, 03:39 AM
nice work I like the models you use...

my question is: were do you guys get those models... because beside the few websites I know of enabling to dl models I never come across the models you guys use.? where can you find them???

02-05-2008, 08:02 AM
You can find most of them here:


02-11-2008, 06:57 AM
Heya :)

I'd appreciate some assistance in spotting bugs on the first alpha version which I happened to finish right now.

Soooo... if you feel like, just send me a PM and I'll reply with the link :).


02-11-2008, 09:29 AM
Stretched textures on the displacements, you've probably used the subdivide tool a bit too much. Rest looks much better

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