dod_pegasus_bridge
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Re: dod_pegasus_bridge
Posted by Agent Smith on Wed Jul 14th at 10:50am 2004


Hello Hello peoples. My second attempt at dod mapping has arrived. My map dod_pegasus_bridge recreates most of the landing and assault on pegasus bridge by british airborne forces in the early hours of D-day.

As I've explained in my profile its kind of a show case map (thanks for that oneReno ), focusing on creating the main features of the actual location as accuratly as possible in halflife. Also I've had to make concessions for the HL engine in certain places, not giving the players the same field of view as in COD. But its pretty accurate, at least where the main battle took place.

The objectives are simple, capture the bridge, but players will find it anything but simple, with at times frantic play and high level of team work required.

The r_speeds are high, yes, but not through shody construction like my first dod map dod_remagen. Its more because the area is so open, large and detailed. It is however still highly playable on a LAN and a bit of fun. I've also included waypoints and learn files for Sturmbot, the premier dod bot. The ways are ok, well at least to the best of my meagre ability. Its also got my first serious attempt at custom texturing.

Anyway, me hopes you'll all check it out. Enjoy.





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Re: dod_pegasus_bridge
Posted by KoRnFlakes on Thu Sep 2nd at 10:35pm 2004


1500 wpoly is excessive for the hl engine imo. <br>on a lighter note, The pegasus map on CoD is stunning



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Re: dod_pegasus_bridge
Posted by Agent Smith on Thu Sep 2nd at 10:35pm 2004


While 1500 r_speed is above the recommended level, it is not excessive. Excessive would be 2500, or 9999. <br> <br>Anyway, the pegasus map on CoD is rather impressive, but for this map I am attempting to make it much more realistic and exact. I am also using some textures from MOH: Allied Assault, modified of course, which tend to raise the speeds because of their resolution, which I will be lowering. So it is likely that I will be in the 1000 w_poly range. <br> <br>Also I'll probably have to change the name slightly, to dod_pegasus_bridge or something, as you pointed out it is already taken.



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Re: dod_pegasus_bridge
Posted by KoRnFlakes on Thu Sep 2nd at 10:35pm 2004


I think allot of people will disagree with you about the r_speeds. However, I did actually mean CoD rather than DoD. <br>http://www.callofduty.com/



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Re: dod_pegasus_bridge
Posted by Agent Smith on Thu Sep 2nd at 10:35pm 2004


See December 7th comment under dod_rural for explanation of r_speeds if you feel the need to comment on them. Thanks.



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Re: dod_pegasus_bridge
Posted by wil5on on Thu Sep 2nd at 10:35pm 2004


Looks good! 1500 wpoly... well, I suppose it would only have a problem on low-end machines. dod_ths has wpoly 2000+, and it seems to run fine on a 266.



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Re: dod_pegasus_bridge
Posted by KoRnFlakes on Mon Nov 10th at 6:58pm 2003


1500 wpoly is excessive for the hl engine imo. <br>on a lighter note, The pegasus map on CoD is stunning



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Re: dod_pegasus_bridge
Posted by Agent Smith on Mon Nov 10th at 9:55pm 2003


While 1500 r_speed is above the recommended level, it is not excessive. Excessive would be 2500, or 9999. <br> <br>Anyway, the pegasus map on CoD is rather impressive, but for this map I am attempting to make it much more realistic and exact. I am also using some textures from MOH: Allied Assault, modified of course, which tend to raise the speeds because of their resolution, which I will be lowering. So it is likely that I will be in the 1000 w_poly range. <br> <br>Also I'll probably have to change the name slightly, to dod_pegasus_bridge or something, as you pointed out it is already taken.



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Re: dod_pegasus_bridge
Posted by KoRnFlakes on Tue Nov 11th at 9:50am 2003


I think allot of people will disagree with you about the r_speeds. However, I did actually mean CoD rather than DoD. <br>http://www.callofduty.com/



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Re: dod_pegasus_bridge
Posted by Agent Smith on Sat Dec 6th at 1:22pm 2003


See December 7th comment under dod_rural for explanation of r_speeds if you feel the need to comment on them. Thanks.



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Re: dod_pegasus_bridge
Posted by wil5on on Mon Dec 15th at 12:59pm 2003


Looks good! 1500 wpoly... well, I suppose it would only have a problem on low-end machines. dod_ths has wpoly 2000+, and it seems to run fine on a 266.



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Re: dod_pegasus_bridge
Posted by Andrei on Wed Mar 31st at 8:26am 2004


A map i made earlier has no more nor less thaaaaan...(prepare yourselves)...5000WPOLY in larger spots.



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Re: dod_pegasus_bridge
Posted by Gorbachev on Thu Apr 29th at 4:10am 2004


I think this map doesn't really seem to have much in the way of a multiplayer type layout. It just wouldn't work that much, it's not a full DoD level per se. But it would be great for making movies in, since the layout and r_speeds don't add up to gameplay, why not use the eye-candy for it's beauty and showcase a movie in it.



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Re: dod_pegasus_bridge
Posted by Agent Smith on Sat May 8th at 5:05am 2004


Its an interesting idea Gorbachev, one i'll have to consider. <br> <br>The map does play pretty well, kinda like those dodgy trench maps dod newbies make, but obviously not that dodgy. Its layout also makes it a challenge for the players, particularly when it comes down to fighting across the bridge, requiring a fair level of team work for each team. <br> <br>You should be able to play it yourself in a couple of days, as my r_speed tweaking is almost complete.




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