DoD_Dessau
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Re: DoD_Dessau
Posted by Tracer Bullet on Tue Jun 15th at 5:33am 2004


Have a look and tell me what you think [addsig]



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Re: DoD_Dessau
Posted by 7dk2h4md720ih on Tue Jun 15th at 10:10am 2004


I like it. Will I be able to have a run around without the dod .wads? Doesn't look like it :/




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Re: DoD_Dessau
Posted by scary_jeff on Tue Jun 15th at 12:02pm 2004




The main area is good. I think you need the capture area to be a bit bigger considering the team has to stay there for 45 seconds, and also I think you need to change the lighting in the outside area completely... There isn't any variation. I think giving the light_enviroment a pitch of say -30 will work well in this map to cast some good shadows.



The ladder to get up and the tiny hole to get into this room were very awkward. Why would anybody have built the room this way?



Very obvious texture alignment problem, repeated on some of the outdoor wood, and in the other spawn room. I know players won't be in the spawn room long, but it might be nice to have a different spawn room for each team - perhaps with a locked door giving a way for players to have got into your map in the first place



I like the trenches, but IMO you need to put angled clip brushes around the wall supports so that players don't get stuck against them all the time. I found I had to run almost exactly in the middle to not get 'caught' on one. I also thought that to add another dimension to the gameplay here, you could have the tunnel that extends behind where I am in this shot loop around and break into some underground sewer running accross the main area beneath the flag. This could be mirrored by a similar extension to the tunnel of the other team, allowing players to come through and attack from the side. Perhaps the breakthrough points could initially be closed, and players have to blow them up with explosives. The tunnel could have water it to make it harder for a player from the opposite team to sneak around.



The aim of this screenshot is to show why you have an r_speeds issue - there is loads of face splitting. Try changing some things to func_wall so that you avoid this. Another thing to try is to manually split brushes in hammer in a way that causes them to not be split into three or four triangles during the compilation process - The compiler hardly ever splits things in what is the best way from a wpoly point of view. The walls to the main area are split quite badly as well as you splitting them yourself to allow a nice looking terrain. I thought given that you have split these walls up already, why not make the shape of them vary a bit more? They still seemed quite flat, but the varation on the grass was great I thought.

Overall it seems like a fun map for the number of players indicated.

Doh, just read that this is only meant to be part of the final map. I wondered why it said only 25% done I suppose then those tunnels will be extended to somewhere else, and the spawn rooms won't even exist. Ah well.




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Re: DoD_Dessau
Posted by Orpheus on Tue Jun 15th at 12:37pm 2004


? posted by Alien_Sniper
I like it. Will I be able to have a run around without the dod .wads? Doesn't look like it :/

you have broadband .. go get it

besides, TB could wadinclude a beta version that has it, just for people who don't..

he can always not wadinclude later

just a suggestion TB

[addsig]




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Re: DoD_Dessau
Posted by Tracer Bullet on Wed Jun 16th at 2:55am 2004


Thanks for the crit Jeff.

I have already adressed the texture alignment issue. I'll update the map soon.

I really like your idea of having a tunnel to get across the field, I'll have to fool around with that.

That upstairs room is built like that to make sure there is vis blocking. I supose I could acomplish the same thing with a hint brush instead of that awkward wall.

The odd thing about the trenches is that I already did clip them off, but the player still gets stuck! I have since widened them, and modified them in a way that helps the problem, but is still a bit of an annoyance.

I'm thinking that the flag will be a two man cap with only like a 10 second delay in the final version, but I wanted to be able to test it out with just me and another player.

I wasn't including the wad because it comes standard with DoD, and I wanted to keep the file size small. tbh it didn't even occure to me that there would be any one who has not got it.





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Re: DoD_Dessau
Posted by scary_jeff on Wed Jun 16th at 10:22am 2004


How about if you make the supporting posts func_illusionary?



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Re: DoD_Dessau
Posted by Orpheus on Wed Jun 16th at 12:53pm 2004


? posted by Tracer Bullet

I wasn't including the wad because it comes standard with DoD, and I wanted to keep the file size small. tbh it didn't even occure to me that there would be any one who has not got it.

i can upload it to my briefcase if you like guys??

in fact, i may do it anyways.. will update in a few..

[edit] i have 13 DoD wads, not counting gorby's

sadly its a 55 meg upload.. can you narrow it a bit TB?

or upload it to my briefcase yourself?

[addsig]




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Re: DoD_Dessau
Posted by Tracer Bullet on Wed Jun 16th at 2:25pm 2004


Orph- I am only useing hlbasics.wad and forest.wad

On my next compile I will include the wad.

Jeff- Unfortunatly those supports are part of the hull. I Ithink I have solved the problem though. I have updated the map already, and I will upload some new screens tonight after work.





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Re: DoD_Dessau
Posted by Orpheus on Wed Jun 16th at 2:45pm 2004


folder tracer

[addsig]




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Re: DoD_Dessau
Posted by Gorbachev on Thu Jun 17th at 3:52am 2004


Everyone should have the forest.wad as well as hlbasics.wad.

By the way Orph, v2 of belfort is very close to completion, I've redone the entire .wad as well as some other stuff so that they retain the original names and you can just copy+paste the info over to make the material recognition correct as well as the titles. Since Steam made that all go to hell.

[addsig]




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Re: DoD_Dessau
Posted by Tracer Bullet on Thu Jun 17th at 7:43pm 2004


Update:

-Tunnel added

-texture problems fixed

-Light_environment adjusted

-Cliffs adjusted

-New screens & download

many thanks to orph for hosting the textures

[addsig]



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Re: DoD_Dessau
Posted by Forceflow on Thu Jun 17th at 8:47pm 2004


Tunnel looks good.



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Re: DoD_Dessau
Posted by Forceflow on Thu Jun 17th at 8:47pm 2004


Tunnel looks good.

(damn clicked too fast)

Did you fix the r_speed issue ?

[addsig]




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Re: DoD_Dessau
Posted by scary_jeff on Thu Jun 17th at 11:31pm 2004


I couldn't find the tunnel even with noclip? I'm sure I was looking at updated map because the trenches were different.

I like the trench modifications - looks better, and less sticking.

You still have tons of not-needed face splitting. If you do want to reduce r_speeds, it looks to me to be perfectly possible. Many faces are split into 4-8, and this obviously doesn't do much for r_speeds.




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Re: DoD_Dessau
Posted by Tracer Bullet on Fri Jun 18th at 12:46am 2004


You have to blow the tunnel from the allied side... It starts in the tunnel/trench, and emerges in the axis building.

I have played around with hint brushes, which lowered the r_s in many places by at least 100. They increased allot when I added the tunnel, so this just means they are back where they were. I will see about spliting some of those faces more inteligently on the next build.





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Re: DoD_Dessau
Posted by Gorbachev on Fri Jun 18th at 12:51am 2004


The trench is much to steep to be of any use...it's kind of a misnomer when there's so much space, but you can only get out of it in one or two spots. The grass in the middle is also a bit steep, try and make the slopes a bit 'softer' so you don't end up jittering around or sticking on them. Also, to lower some more r_speeds change your brush based hanging bulbs to the bulb.mdl I believe it is...there is a model of a hanging bulb. Since the map has few models, it'd be just fine. That melty house is a bit strange, it's neat, but kind of odd. I guess with too many slants and slopes everywhere there are a lot of places to get trapped, and not in a good way. [addsig]



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Re: DoD_Dessau
Posted by Tracer Bullet on Fri Jun 18th at 1:12am 2004


Sorry about that. it seems that the map file didn't update. I'm not sure where I screwed up. It's up to the latest version now though.

I'm not sure what you mean by the "melty" house. The wrecked one I assume? I think I am going to cover the wreckage in a much simpler patchwork of clip brushes to avoid some of those problems.

Do e-polys have less of an effect on performance? I wasn't sure it mattered if it was brush-based or model based. the engine still has to render the faces. why would it make a difference?





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Re: DoD_Dessau
Posted by Gorbachev on Fri Jun 18th at 2:12am 2004


epolies are easier on the engine. As you can have a much higher count, and if you're in an area with no other models, then you might as well use that allowance and lower your wpoly. Both of course, are best used when limited in general. But overall epolies are easier on the engine hence the general 800/4500 kind of limit. [addsig]



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Re: DoD_Dessau
Posted by Forceflow on Tue Jun 15th at 11:59am 2004


Can't see why the r_'s should reach 1200 ... the architecture is (no harm intended) not th?t advanced ... sure you don't have any corrupt faces or something, cuz 1200 on th?t screenshot is a lot.



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Re: DoD_Dessau
Posted by 7dk2h4md720ih on Tue Jun 15th at 12:09pm 2004


You can't tell what the engine is drawing offscreen Force. The r's might be justified. Looks pretty good so far. Those rocks in the third screen look a little flat at the top though. smiley




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