dod_calais
Post Reply
Quote
Re: dod_calais
Posted by siron on Sun Jul 4th at 7:04pm 2004


the name is temporary until i think of a better one - because this looks nothing like calais, and i know people will complain about that

anyways, you can check it out and tell me what you think, it still needs lots of work. i haven't added any detail yet, i want to finish the entire map (without detail) first before i add in the details. im looking for some good wallpaper textures and some power lines, so if you know of any let me know. you can view the pictures by going to the map.

PS: this will be my first complete map!





Quote
Re: dod_calais
Posted by JFry on Sun Jul 4th at 7:31pm 2004


looks ok so far but where is the lighting? Everything seems kinda washed out because its all evenly lit. In the second pic there should be some kind of transition between the grass and the street. In the third pic I'm guessing thats where you need the wallpaper? That one seems really wierd. In the fifth pic The building in the distance could use a trim of some kind at the top. Oh yea you can find a powerline texture (at least thats what it looked like to me) in the maggot1-2.wad which can be found at the wadfather. Also the skybox looks like a storm is approaching yet the map has nothing else to suggest this is the case. Some windy sound fx and long shadows could convey this well.



Quote
Re: dod_calais
Posted by siron on Sun Jul 4th at 7:36pm 2004


i just changed some of the pictures, so im guessing you meant http://trash.dork.cx/maps/dod_calais/old/calais0011.jpg that one ill fix that. yes, i was referring to that house because it looks horrible with that same wallpaper throughout the whole thing. in the fifth picture, the buildings in the background aren't done yet (anything with that texture that has the wood squares and X's hasn't been worked on at all, i just put those there initally so i could form the basic streets and such). i appreciate your pointers and i will work on those. about the lighting, i dont really know how to do good lighting because i haven't done it much. i agree, the map looks odd with the current lighting, but i dont know how to fix it really..



Quote
Re: dod_calais
Posted by Gorbachev on Sun Jul 4th at 7:47pm 2004


I think the streets are too wide and open, you stand no chance going along them against nearly any weapon. There needs to be stuff like sidewalks, cars, lampposts, powerpoles and other details to provide cover. Look at a picture of a european town around the late '30s and use some ideas from that, such as a cafe front with a little porch or something. [addsig]



Quote
Re: dod_calais
Posted by JFry on Sun Jul 4th at 7:56pm 2004


editing outdoor lighting is actually really easy to do with a light_environment entity. The pitch ranges from -90 (straight down) to 90 (straight up). I think something around -30 would look good here. Also you can mess with the brightness/color and angle that the light is coming from.



Quote
Re: dod_calais
Posted by siron on Sun Jul 4th at 7:57pm 2004


smiley

i have said like 500 times that i haven't added details, but everyone always misses it. lol. all of that will be added, dont worry i guess i should specify more on what im wanting help with now.. lighting, building design, overall layout.

an overview can be found here: http://trash.dork.cx/maps/dod_calais/calais_overview.jpg





Quote
Re: dod_calais
Posted by siron on Sun Jul 4th at 7:58pm 2004


i think its at -30 right now :o

EDIT: nevermind its at 30, not -30. and what does diffuse brightness do?





Quote
Re: dod_calais
Posted by siron on Mon Jul 5th at 7:05am 2004


i just added a bunch of stuff, so ill upload some screens tomorrow after it compiles (takes like 1 1/2 hrs now...) - i think i went a little overboard on the fountain, hehe. anyways, i also went over the max texture size (i had it set at 8mb) so i think i need to reduce them or something, i dunno what to do :



Quote
Re: dod_calais
Posted by siron on Mon Jul 5th at 4:51pm 2004


http://trash.dork.cx/maps/dod_calais/wtf/ - for some reason there is water covering the entire level ;



Quote
Re: dod_calais
Posted by Cassius on Mon Jul 5th at 4:55pm 2004


Make it brighter and more blue.

And discover the beauty of the edit button.





Quote
Re: dod_calais
Posted by siron on Mon Jul 5th at 5:01pm 2004


all of those posts are like 8 hrs apart smiley and what do you mean brighter and more blue? its not supposed to have water, it just does



Quote
Re: dod_calais
Posted by Orpheus on Mon Jul 5th at 7:14pm 2004


read my reply on this page

it partially applies to you as well..

screen shots above 100k are asking to much.. above 200k should be grounds for disqualification, above 300k and the member should be skinned alive.

please try to keep them between 60-100k..

/me leaves before i say something mean.

[addsig]




Quote
Re: dod_calais
Posted by siron on Wed Jul 7th at 6:18am 2004


screenshots are smaller in size now, just for you orph

These areas need more detail or need to be changed, ideas would be appreciated.
-----
http://trash.dork.cx/maps/dod_calais/july_6/calais0007.jpg
http://trash.dork.cx/maps/dod_calais/july_6/calais0009.jpg
http://trash.dork.cx/maps/dod_calais/july_6/calais0010.jpg
http://trash.dork.cx/maps/dod_calais/july_6/calais0013.jpg
http://trash.dork.cx/maps/dod_calais/july_6/calais0012.jpg

r_speed problem areas.
-----
http://trash.dork.cx/maps/dod_calais/july_6/calais0011.jpg (maybe)
http://trash.dork.cx/maps/dod_calais/july_6/calais0014.jpg - can't figure out a way to make the house look broken up without lots of polys..

errors.
-----
http://trash.dork.cx/maps/dod_calais/july_6/calais0015.jpg - dunno why it does that, the brush's are aligned.. i will probably end up taking out these windows and replacing them with boring ones because of the r_speeds...

other pictures
-----
http://trash.dork.cx/maps/dod_calais/july_6/calais0008.jpg
http://trash.dork.cx/maps/dod_calais/july_6/calais0006.jpg
http://trash.dork.cx/maps/dod_calais/july_6/calais0005.jpg
http://trash.dork.cx/maps/dod_calais/july_6/calais0004.jpg

some areas have already been fixed, ill update again tomorrow once i finish properly doing the skybox.





Quote
Re: dod_calais
Posted by ReNo on Wed Jul 7th at 12:10pm 2004


4. The wall on the right hand side is too flat and boring. Maybe reduce its height and put some bushes along the top, with a couple of trees popping up behind it or something?

5. I don't really know what to say to this one, its a bit boring but looks ok. Could you afford to allow visibility to inside the house? If the interior is simple and there isn't much behind you, then it could be cool to have this building in ruins in order to provide potential for detail.

6. You need a window frame on this, just a thin wooden frame would suffice.

7. More door / window frames needed! Also may wanna break up those tall buildings a little, even with just a trim around them at roughly middle height, and then returning to the wall afterwards. Perhaps a couple drainpipes running down the wall or something for more detail?

8. I think rather than that foliage, you'd be better off with a worn sort of path through the grass leading wherever you can go through that section.

9. You REALLY ought to reduce the size of those wooden supports - they're massive! Also align the wood to match the direction of the supports, particularly on the angled bit.

10. More frames needed, and that block that the tree is sat on needs physical edges rather than just textured ones. At the moment its just pure grass on the top, it should have some wood at the top of the edges.

11. My favourite area without a doubt. I really like the view toward the end of the road, with the tall bushes popping out from behind that house with the interesting upper floor protrusion - good work. I feel you could use more variation on the ground texturing though - I think you are using two different textures for the road and pavement, but they look very very similar. You'd possible be better aiming for a little more obvious contrast in these textures, might help add more depth.

12. That big wide EMPTY road on the right needs stuff, desperately. There is any number of things you could add really - telephone poles, street lights, trees, plant boxes, or just the DoD favourite - some rubble!

13. Hmm, not too sure how you can rectify this, just a layout problem really. I guess the only fix is to change your layout, as there is no way you can stop the engine rendering whats in this building when you can see right into it like that.

14. Ouch! Not sure what to suggest to lower those, but those holes in the wall look pretty awful. The problem is you've tried to make it look like the holes are where bricks have fallen out, but the shapes you have cut out don't match the brick texture (or at least they may do, but all the bricks seem to have fallen out in handy big blocks!). You'd be better off just making the traditional angled sections as found in most DoD maps, it looks much better and uses less w_poly.

15. Dodgy lighting artifacts, unlucky. You running with full rad settings? Use "-smooth 80" and "-bounce 3" (or a similar figure), as that *might* help. Chances are it won't though, its quite common to get some differences in lighting where face splitting is occuring and things.
[addsig]




Quote
Re: dod_calais
Posted by Orpheus on Wed Jul 7th at 12:51pm 2004


? posted by siron

screenshots are smaller in size now, just for you orph

i have 1.5 DSL.. you did it for the pit

[addsig]




Quote
Re: dod_calais
Posted by siron on Wed Jul 7th at 5:36pm 2004


4. yeah, i haven't added anything on the outside edges anywhere yet, planning on it though. you read my mind

5. you can go inside the house, there is hay and some cows chomping on grass. im thinking i might add a light in there, and some crates on the outside.

6. ill fix that

7. yeah, i didn't really know what to do with those buildings, but i have an idea for the one on the left. im going to make it look like there is an open walkway towards the top with fancy arches, kinda hard to explain i, i guess you'll just have to see it when its done Ill look into adding drainpipes/fancier architecture.

8. hmm, ill see if i can find some textures for that. i already removed the grass i dont think it looked very good.

9. already fixed that, noticed it after compile

10. i've already done stuff to this area, so maybe you should look at it again after next compile.

11. my favorite too, i love that main street. it will look much better with crates, water in the water fountain, and numorous other details. ill look into new pavement textures.

12. yes, my thoughts exactly. i think im going to add telephone wires and maybe some rubble/a crater.

13. maybe i should put up an arch? i dont know.

14. yes, it was a poor attempt. i fixed some of it, and im still working on it.

15. yeah i know, it sucks, i liked how that looked. ill have to play around with it :

thanks so much for your criticisms, you've been the most help so far! Can't wait for the next compile and more wisdom





Quote
Re: dod_calais
Posted by ReNo on Wed Jul 7th at 5:41pm 2004


Post a beta version next time as opposed to just screens, should help people give more helpful feedback Glad my comments were of use!
[addsig]




Quote
Re: dod_calais
Posted by siron on Wed Jul 7th at 6:56pm 2004


im still working on the axis spawn, as soon as its done i will post a beta



Quote
Re: dod_calais
Posted by JFry on Wed Jul 7th at 7:48pm 2004


for the pic with the fountain and the high r_speeds you could maybe cut them with a large tank made out of world brushes if it was simple enough and placed right. Not sure if thats the look your going for in this map tho. It's turning out pretty nice by the way.



Quote
Re: dod_calais
Posted by Gorbachev on Wed Jul 7th at 10:16pm 2004


Tanks in present DoD made out of world brushes looks really, really tacky. They belong in 1.3b or less. Use a simple model tank if need be. [addsig]




Post Reply