This map is about the landing at the pegasus bridge in 1944 on the
night on d day the allies have to take the bridge and stop the germans
taking the other side. Ive been working on this for a while now since
august and now ive had a bit of leave i can probably finish it.
a couple of points:
there aernt any british player models yet so they are americian
there are no glider models aswell so they arent in
im having a problem with the colour/brightness of the trees at the edges so that why they look bright
i hope to get this map finished earlier than expected.
Once the models etc are released i can hopefully implement them into my
map and change the class of the allies so that it is correct. The
gliders however ill prolly have to wait until dod_glider comes out :S
1
Re: DoD_Pegasus
Posted by smidsy on Thu Nov 10th at 7:21pm 2005

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Posted by smidsy on Thu Nov 10th at 7:21pm 2005
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Re: DoD_Pegasus
Posted by KoRnFlakes on Thu Nov 10th at 8:08pm 2005

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Posted by KoRnFlakes on Thu Nov 10th at 8:08pm 2005
That is absolutely miniscule mate, pegasus was HUGE in comparison tot
hat. It sort of ruins the whole thing imo. When the british soldiers
landed via glider nearby I believe the germans knew of its importance.
there were trenhes & guard posts nearby & the structure itself
is probably too big to render without lag.
Nonetheless, in CoD1 there is an excellent map of pegasus, I would suggest checking it.
<Genuine photo. bridge taken without any damage.


Nonetheless, in CoD1 there is an excellent map of pegasus, I would suggest checking it.
<Genuine photo. bridge taken without any damage.

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Re: DoD_Pegasus
Posted by ReNo on Thu Nov 10th at 8:39pm 2005

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Posted by ReNo on Thu Nov 10th at 8:39pm 2005
It's the darkness of the map, not the brightness of the trees, that is worrying me. I can barely make out anything.
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Re: DoD_Pegasus
Posted by smidsy on Thu Nov 10th at 8:49pm 2005

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Posted by smidsy on Thu Nov 10th at 8:49pm 2005
The old pegasus bridge was rebuilt in 1994 and the old bridge was moved to a museum in 2001 the origional bridge is near it

I dont think also that dod players would enjoy havig to run all the way over a huge bridge to capture the middle of it. This was one of the reasons why i scaled it down.
i used the cod map as a big reference and even videoed myself playing it so i knew where things where and roughly what to put into it but you must remember im not finished yet lol so im always open to suggestions.
how would i go about increasing the light in the map but still make it look dark? that was one of the things which got me when i was making it so i put the enviroment light down.

I dont think also that dod players would enjoy havig to run all the way over a huge bridge to capture the middle of it. This was one of the reasons why i scaled it down.
i used the cod map as a big reference and even videoed myself playing it so i knew where things where and roughly what to put into it but you must remember im not finished yet lol so im always open to suggestions.
how would i go about increasing the light in the map but still make it look dark? that was one of the things which got me when i was making it so i put the enviroment light down.
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Re: DoD_Pegasus
Posted by ReNo on Thu Nov 10th at 9:56pm 2005

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Posted by ReNo on Thu Nov 10th at 9:56pm 2005
Use more non-environmental light sources I guess - more man made lamps,
fires, whatever. Keep the level dark where the player's don't need to
see, but lighter where they do. You could use non-sourced light
entities around the playable sections of the map to bring up the "base"
brightness just a fraction, but not enough so it is too obvious you
have done it.
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Re: DoD_Pegasus
Posted by smidsy on Thu Nov 10th at 10:07pm 2005

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Posted by smidsy on Thu Nov 10th at 10:07pm 2005
i see what you mean.. im having a bit of trouble putting in streetlamps
which are there i have them in but the lights aernt working correstly
should i be using a light_spot for this or just a light entity, or are
they both wrong? im sure when these have been put in the map will get a
bit brighter.
on another note ive started making a pillbox and am planning tomorrow to make gaurd box textures for gardboxes.
on another note ive started making a pillbox and am planning tomorrow to make gaurd box textures for gardboxes.
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Re: DoD_Pegasus
Posted by Agent Smith on Fri Nov 11th at 12:53am 2005

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Posted by Agent Smith on Fri Nov 11th at 12:53am 2005
This is the version I made for DOD 1.0, which I'm currently remaking
for source, including detailed models for the bridge and other
elements.:
http://www.snarkpit.net/maps.php?map=578
It is exactly to scale, and the layout is fairly faithful to the original, unlike the COD map which looked great but really only shared the bridge with the original location.
The level of detail in your map, from what I can make out in the pitch black night, is less than the 1.0 map I created, which is really unacceptable in source, expecially DOD: source which is about realistic locations.
I know its not finished, but you've got a long long way to go.
(Tip: If your making a historical location, don't use a game as a reference, do your own research, and make it thorough)
http://www.snarkpit.net/maps.php?map=578
It is exactly to scale, and the layout is fairly faithful to the original, unlike the COD map which looked great but really only shared the bridge with the original location.
The level of detail in your map, from what I can make out in the pitch black night, is less than the 1.0 map I created, which is really unacceptable in source, expecially DOD: source which is about realistic locations.
I know its not finished, but you've got a long long way to go.
(Tip: If your making a historical location, don't use a game as a reference, do your own research, and make it thorough)
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Re: DoD_Pegasus
Posted by smidsy on Fri Nov 11th at 9:10pm 2005

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Posted by smidsy on Fri Nov 11th at 9:10pm 2005
well i went back and changed alot of things, inside buildings is now
brighter, i got the streetlamps to work, i added fire into the
destroyed building thanks for idea reno
i but the light_enviroment
up 3 points added several small ligths to the map. I also added a
pillbox and two guard boxes into the map aswell as for other pieces of
junk about the map but im still doing that atm.
The level of detail in your map, from what I can make out in the pitch black night, is less than the 1.0 map I created, which is really unacceptable in source, expecially DOD: source which is about realistic locations.
i know what u mean and i prolly do have a long way to go before this is completely finished but i am in a rush as i have to go back to work in a week or so, so im doin as much as i can.
Another thing that you have to remember is that i am doing to the best of my ability on mapping and im still learning alot of stuff so gimme some time before im as good a mapper as you agent smith
i am open to comments and suggestions any are a great help to me.
As for the darkness its something which im not able to have as a constant and put big lights in or else i make it look crap and have to get rid of that light i suggest that whenever i get a dl link for it that ppl play it and make suggestions on how they might be able to help me with it ive just to compile it on my other computer as its faster and itll take less time.
The level of detail in your map, from what I can make out in the pitch black night, is less than the 1.0 map I created, which is really unacceptable in source, expecially DOD: source which is about realistic locations.
i know what u mean and i prolly do have a long way to go before this is completely finished but i am in a rush as i have to go back to work in a week or so, so im doin as much as i can.
Another thing that you have to remember is that i am doing to the best of my ability on mapping and im still learning alot of stuff so gimme some time before im as good a mapper as you agent smith
i am open to comments and suggestions any are a great help to me.
As for the darkness its something which im not able to have as a constant and put big lights in or else i make it look crap and have to get rid of that light i suggest that whenever i get a dl link for it that ppl play it and make suggestions on how they might be able to help me with it ive just to compile it on my other computer as its faster and itll take less time.
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Re: DoD_Pegasus
Posted by G4MER on Fri Nov 11th at 9:58pm 2005
Posted by G4MER on Fri Nov 11th at 9:58pm 2005
I know something else you can add. The search lights scanning the sky
out behind the tree's. maybe some Anti Aircraft fire... would be a nice
touch...
Like they had in that map with the cow that jumps over the moon.
Like they had in that map with the cow that jumps over the moon.
Re: DoD_Pegasus
Posted by smidsy on Fri Nov 11th at 10:24pm 2005

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Posted by smidsy on Fri Nov 11th at 10:24pm 2005
yea thats a good possibility, im tryin to think of what i could use for
the lights and aa fire. thanks moneyshot it would be great if there was
a model for a search light
and i dont have a clue on how to make the aa fire :S
and i dont have a clue on how to make the aa fire :S
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Re: DoD_Pegasus
Posted by Myrk- on Sun Nov 13th at 5:33pm 2005

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Posted by Myrk- on Sun Nov 13th at 5:33pm 2005
Not the nicest of comments, but it looks worse than HL1 DOD maps. You should use the new found vastness of HL2 to make the full scale version- scale it down a bit sure, but don't take away the epicness.
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