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Re: [map] Dod_Abancourt_FINAL
Posted by The_Blond_night on Wed Mar 21st at 8:34pm 2007
This is a a discussion topic for the map "Dod_Abancourt_FINAL" by The_Blond_night which can be found here
Map description:
This is a small, battle-torn town. The allies have attempted to take it once already, to be pushed back. But, now with a thick heavy fog the time to strike has come. Can the axis hold them back?
**UPDATES**
This is the newest and final version of Abancourt. After listening to the players, I have heavily optimized this version, doubling the FPS to better then the standard maps (dod_flash, dod_colmar ,etc.). I have removed the broken building on the waterfront and added a fortified emplacement to aid the allies in holding back the axis, balancing gameplay. Stretegically improved the placement of props or brushes, also fixed any obvious flaws brought to my attention.
Map screenshots:
No images are available for: Dod_Abancourt_FINAL
Posted by The_Blond_night on Wed Mar 21st at 8:34pm 2007
This is a a discussion topic for the map "Dod_Abancourt_FINAL" by The_Blond_night which can be found here
Map description:
This is a small, battle-torn town. The allies have attempted to take it once already, to be pushed back. But, now with a thick heavy fog the time to strike has come. Can the axis hold them back?
**UPDATES**
This is the newest and final version of Abancourt. After listening to the players, I have heavily optimized this version, doubling the FPS to better then the standard maps (dod_flash, dod_colmar ,etc.). I have removed the broken building on the waterfront and added a fortified emplacement to aid the allies in holding back the axis, balancing gameplay. Stretegically improved the placement of props or brushes, also fixed any obvious flaws brought to my attention.
Map screenshots:
No images are available for: Dod_Abancourt_FINAL
Re: [map] Dod_Abancourt_FINAL
Posted by Riven on Wed Mar 21st at 9:51pm 2007

Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA
Occupation: Architect
Posted by Riven on Wed Mar 21st at 9:51pm 2007
Well, I would definitely say that this map has certainly been optimized to the max. Perhaps too much in my opinion.
<br>
<br>The first thing that catches me off guard is how close the clipping plane of the env_fog is to the player. It really makes it hard to see anything beyond the spawn positions and really makes it challenging to defend a flag from bad guys just down the road.
<br>
<br>The props have all had their render distances tinkered with as well. It's great and all that you took the time to do this for the sake of optimization, but their TOO noticeable for me when playing; it's just too distracting when trying to fight a person. If someone decides to hide behind a truck, a player from not that far off could see right through the truck rendering the idea of hiding behind a prop useless.
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<br>One last thing, the map suffers from a complete lack of a 3d skybox. Sure you wouldn't see it anyway with the fog being so close, but when you reach the edge of the map, it really does steal the illusion of environment for me.
<br>
<br>Now for the good parts:
<br>The map is certainly well crafted, and the layout superb. You pulled off the traditional DOD feeling quite well. Btw, why is there a running generator next to the flag at axis spawn point? (nothing connects to it)
Riven
super admin
1639 posts
802 snarkmarks
Registered: May 2nd 2005
Location: Austin, Texas, USA

Occupation: Architect
Re: [map] Dod_Abancourt_FINAL
Posted by Junkyard God on Thu Mar 22nd at 7:55am 2007

Junkyard God
member
654 posts
73 snarkmarks
Registered: Oct 27th 2004
Location: The Nether Regions
Occupation: Stoner/mucisian/level design
Posted by Junkyard God on Thu Mar 22nd at 7:55am 2007
It looks nice judgeing by the screenies, but indeed for an online experience the fog looks to be a bit too dense to play in comfortably.
<br>Also a 3d skybox, even if it's just a hilly terrain with 1 or 2 buildings, might indeed finish this map so it keeps it's charm where ever you are in the map.
Junkyard God
member
654 posts
73 snarkmarks
Registered: Oct 27th 2004
Location: The Nether Regions
Occupation: Stoner/mucisian/level design
Re: [map] Dod_Abancourt_FINAL
Posted by The_Blond_night on Thu Mar 22nd at 12:51pm 2007
Posted by The_Blond_night on Thu Mar 22nd at 12:51pm 2007
I put a skybox in with the fog and it was causing problems where when the cut-off point hit it would still draw the skybox and you would have nice green grass on back of the fog. Looked real bad, so I figured I'd rather go for a few extra FPS.
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<br>Thanks Riven, you have given me a fair even-handed review. A lot better treatment than some places. As for the fog and rendering distances I am tired of people camping on maps constantly, so I figured If I was going to make a map make it my dream map. So it has thick heavy fog so that if you want to assualt some sniper or mg wouldn't be able to clip you from some far-off point and just slow down the gameplay. If you want to have a stand-off then I put plently of locations that you can stand-back and cap away.
<br> Since I tinkered with the vanishing points sometimes I do notice an object may jump suddenly appear, but your the only one who has complained. Must have a mappers eye or just very attentive. The vehicles for some reason do not react to well to the fog (I didn't mess with their vanishing points.) and sometimes do like you said and even just start turning funny colors. Your right about the generator, I just plain forgot to run the cables into the mansion. LOL
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