dod_fishtown (working title)
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Re: dod_fishtown (working title)
Posted by fishy on Wed Nov 23rd at 9:45pm 2005


Some images in this post have been automatically down-sized, click on them to view the full sized versions:

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Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

Some images in this post have been automatically down-sized, click on them to view the full sized versions:

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these are some pics of the latest compile. i'm almost happy with the overall layout, but i'll probably rebuild the church, and possibly some of the surrounding buildings. there's still no damage to any of the buildings or streets yet. that, along with other street furniture, can be added after the initial vis optimization, when i know what areas can afford it in terms of framerates.

The broken factory is the axis spawn point, and will have another exit at the side, which can be used to get to the centre of the map quickly.

the building in the centre of the last pic will be the allied spawn. the road that leads up the left side of the picture will have an unassailable drop-off that makes it one-way. this should balance the quick exit to the town centre that the axis spawn will have.

i'm not really looking for anyone to spend any time looking for things that need fixing here. i can already see plenty of those myself. :/




i eat paint



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Re: dod_fishtown (working title)
Posted by Crono on Wed Nov 23rd at 10:09pm 2005


It looks really good. I <3 it already. It looks like the layout will give some nice gameplay too. I wonder what you're doing for vertical play ... if anything.


Blame it on Microsoft, God does.



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Re: dod_fishtown (working title)
Posted by Agent Smith on Thu Nov 24th at 12:11pm 2005


Looking good Fishy, your definately going for the large scale, which I really like. Nothing worse than confining a map to the same restrictions of the older game. I was wondering what you fps is like in some of the big open area's. The good thing is that on my PC the official maps all run in the red all the time, so if you can get something thats over 30 fps your laughing, at least in my case. It'll be the fine detail that will kill your performance, so it's usually a good idea to add most of it as you go, like you've done in the town.

I don't know if thats your finished sky box, but I'd definately look at making it more realistic.

As far as layout goes it will be interesting to see how it turns out. I don't mind the whole path based thing that has most of the official maps have, so you spend the entire round fighting over a few square meters, but I'm looking forward to maps that give you a lot more choice. It's what I'm doing and I'm glad you seem to be too.

Keep up the good work, it's really starting to take shape <img src=" SRC="images/smiles/icon_smile.gif">.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: dod_fishtown (working title)
Posted by fishy on Thu Nov 24th at 1:06pm 2005


Crono, there are only two buildings, atm, with any insides. both offer an upstairs exit that can lead onto some rooftops. there are more planned, so hopefully there'll be more to gameplay than having it concentrated at street level. bomb damage will open up new routes too, allowing access to some more rooftops. (should also make the streets look less sterile)

Agent S, the skybox is partly finished. i'm mostly happy with everything at the back of the map(the fields and lake etc.), but the section of skybox next to the railway is really only placeholding. i'm not sure if i want trees or a factory there. it'll come down to performance in the end.

with the vis optimization that i've done so far, most of the areas play at just a little worse than the official maps. there are still one or two places that cause spikes on the worldbrush and static prop graph, and cause my fps to hit the red, but that's mostly to do with the church. the church that really needs to be remade before too long. hehe, maybe if i keep saying it, i'll end up doing it. <img src=" SRC="images/smiles/icon_smile.gif">




i eat paint



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Re: dod_fishtown (working title)
Posted by Agent Smith on Thu Nov 24th at 10:13pm 2005


If you have a look at some of the ground textures, you'll notice that some have skybox or similar in their names. The detail that is generated on these includes trees and things that are all sprites, so using some of them should cause virtually no drop in performance. They are made specifically for skybox use. Of course all the tree sprites are nice and bushy, as opposed to the twigs we have to use in the main map <img src=" SRC="images/smiles/sad.gif">.

I've figured that if my map runs about the same as the official maps then its okay, since everyone has been running them fine online for months now.



Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'



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Re: dod_fishtown (working title)
Posted by fishy on Tue Mar 28th at 10:38pm 2006


well, the church is gone, as are some other bits and pieces. it can be a bit of a worry, chopping a large area, then wondering how the replacement part, that may or may not be floating around in my head, will turn out.

i've managed to leave large areas alone(relatively speaking, of course <img src=" SRC="images/smiles/icon_smile.gif">), so the pics that i've already posted still resemble a good chunk of the map.

here's a few pics of more recent developments. the compile was hatchet job, so there's no pretty skybox or fancy lighting. a full compile is still a long way off....




i eat paint



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Re: dod_fishtown (working title)
Posted by Orpheus on Sat Apr 1st at 1:24pm 2006


*Internet connection groans savagely*

That last set, was awfully, unoptimized Fishman.

Anyway, the one thing I was going to comment on, you seem to be addressing already. In the first set of screens, the building tops seem cropped. The hotels/factory/house all seem universally the same height.

In the second set of screens, you have altered this some, but now they seem cropped, in sections. You have houses one height, motels one height and so on and so on.

Perhaps its just me that sees it as such. My only remaining comment is, the roofs all look the same. You seem to have but one architect in the village. Hire some more and add some metal siding or wood shingled roofs. Any village, no matter where has a mush mash of old/new projects going.





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by fishy on Sat Apr 1st at 3:25pm 2006


from street level, you don't really notice the roofs too much. once i've finished with the layout (about 80% atm) and started optimising, i'll be looking at areas that can take the extra detail of more damaged roofs/walls/roads etc, so that might break it up a bit more.

the clipped look to the tops of some of the buildings is because the tops are in the skybox, which wasn't in the compile.

what i think it really needs is a couple of decent wooden buildings. a barn or two, and a few leanto/log store/outhouses. hmm, maybe even a sawmill. /me looks shiftilly at gwil...

haha, a sawmill it is. i just this second pictured how to fit it in. it ties up the allied base perfectly, gets rid of a huge open area that might eventually have become a vis problem, allows me to seamlesly tweak a transition to the skybox that was causing a problem, and in general, save a lot of finishing off time.

i'm away to marvel at myself in the mirror now. bbl <img src=" SRC="images/smiles/icon_smile.gif">




i eat paint



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Re: dod_fishtown (working title)
Posted by Orpheus on Sat Apr 1st at 3:31pm 2006


Every town I know of has two things this map is missing. A park, with kids playthings and a dilapidated empty lot. Build a place where no accounts put trash when no ones looking.

Another thing you might add, a building being built. You know.. pegs in the ground with string to mark the location of stuff.

*shrugs*





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by G4MER on Sat Apr 1st at 4:59pm 2006


Leave PEGS alone, why does everyone always wanna bury PEGS.. =) lol

It does look good. but it doesn't look like WWII to me.




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Re: dod_fishtown (working title)
Posted by Belgarion on Wed Apr 5th at 5:14am 2006


reminds me a lot of remagen from MOHAA and remagen v2 from CoD:UO, but with a terrain and train area. very interesting. i don't have dod:s, so i really cant say anything more than that.





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Re: dod_fishtown (working title)
Posted by ReNo on Wed Apr 5th at 5:22am 2006


I love the shot looking out through the windows. Could maybe use a few decals as some of the surfaces are a tad uniform, but it is just looks like a really nice setup around there with the curved stairs and all <img src=" SRC="images/smiles/icon_smile.gif">





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Re: dod_fishtown (working title)
Posted by fishy on Fri May 5th at 2:26pm 2006


the sawmill was partially built, surrounding buildings were put in place, the little culvert where the burning tank was became a decent sized river, various other stuff like rebuilding parts of the train station were also done, and then hammer refused to open the file again. well, it sort of opened it, but would use 99% of my cpu for 4 hours before i could select a brush, and half an hour response time for every mouse click. that sucked. even the backups in the autosave folder wouldn't open, so that made it suck some more.

i hate rebuiling the same stuff after a loss, so the river/sawmill etc were abandoned in favour of a street. as the area is the exit from the allied base, i wanted it to be roughly the same shape and size as the exit from the axis base, which was the wide open railway station. so, either the street had to be a lot wider than i'd like, or the train station would need to be narrowed. the axe fell on the station, but i don't think it suffered too much, and might even have been improved a little, though it still needs a bit of bomb damage.

i know i've said before that the layout is done, but i think that this time it's true. i've 3 buildings to finish off the insides of, and maybe another 2 or 3 building faces to seal off some map edges. there's tons of little bits that need some attention, but nothing that's a problem. the skybox hasn't really been thought about, other than to keep it as simple as possible. a burning village on a hillside looked good in lostcoast, but would probably hamper performance in a large multiplayer map.

anyway, here's some recent pics.

and i've just noticed that flags 2 and 3 have their numbers mixed up.




i eat paint



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Re: dod_fishtown (working title)
Posted by Orpheus on Sat May 6th at 11:20pm 2006


Considering all the visual information contained in each screen , your FPS are holding up rather well Fishman. <img src=" SRC="images/smiles/clap.gif">

In fact, I notice a noticeable increase between these screens and the preceding ones. Whats the diff?





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by fishy on Sun May 7th at 3:22am 2006


? quoting Orpheus
Considering all the visual information contained in each screen , your FPS are holding up rather well Fishman.

In fact, I notice a noticeable increase between these screens and the preceding ones. Whats the diff?

there's some basic outdoor visblocking with sky brushes above some of the buildings, but it's incomplete, with gaps that probably make it only effective in part.
func_areaportals probably help too. i've started adding them to areas that i think could use them as i go. mostly sealing up buildings.
and this was a normal compile, the rest have all been fast shots, but that doesn't guarentee better fps.

i spent a lot of time optimizing a previous version of this, which turned out to be a waste of time because of subsequent changes, so i decided to build with vis in mind, but not spend any time building for it. now that the layout is all but done, it's time to see how playable i can make it. hopefully i can get the fps pushed up a good bit more. <img src=" SRC="images/smiles/icon_smile.gif">




i eat paint



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Re: dod_fishtown (working title)
Posted by Orpheus on Sun May 7th at 11:37am 2006


Well, your efforts are clearly showing. Well done.

One thing that is currently standing out in my mind:

Although I have never lived in a town that is as old as this one appears to be, there are commonalties between living spaces.

1) Back doors to houses, they always have a well defined path. Either to a clothes line, or a neighbors home.

2) Gutters, or even the lack of them have a rut in the dirt where rain water drains according to the contour of the landscape.

3) Buildings have water marks and scummy places where the sun never shines and mildew forms.

4) Wind blows debris to places and deposits it there always.

5) Chimneys have sooty residue, always.

6) Bird poop is ever present.

7) And last but not least. Where is the privacy? I see no clearly defined home zones. No limits/boundaries of each abode.

All of these suggestions are just that, suggestions. I hope that they in no way cause you to lose sleep.





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by fishy on Sun May 7th at 2:20pm 2006


most of that is planned for, but it'll be part of the final stages. paths to doors will be either displacement alpha-mapped paths, or overlays. some existing boundary walls are earmarked for demolition, and replacement when i start on a civic wall building program, which sort of covers point7

gutters in the street, i think will be detail that i can do without. same goes for the bird s**t. there should be enough debris to break up any streets that are too plain.

as for windblown rubbish in the streets, weren't the people too poor to have that back then?

stain overlays have been getting thrown onto buildings while i'm working in their local area, but cloning overlays, for quickness, has thrown up errors during map load, so i'll need to place them one at a time, which sucks, because i cant get new overlays to appear in hammer until i save/exit/reload the vmf. that's partly what's held up the paths too.

telephone poles and wires, sandbags, craters, vehicles, market stalls/shop front area, 2 blocked road exits, 2 bags of assorted overlays, a skybox, 4 bags of optimisation weed, and all of the other unfinished stuff that, in my head, will only take 10 mins, but in reality will probably take at least a week each, all need to be addressed, but will be worked on when i know what areas have the best and worst fps

ah well.........




i eat paint



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Re: dod_fishtown (working title)
Posted by Orpheus on Sun May 7th at 2:33pm 2006


My condolences to your woes..

I never realized that you were having so much trouble getting hammer to cooperate.

I will shut up now.





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by omegaslayer on Sun May 7th at 6:03pm 2006


Based off of the latest batch of screen shots:
The map isnt quite done im aware, and maybe you havent gotten to this yet, but the map looks like its too clean and steril. Add some debri for that war striken look that makes DoD maps look great.

With that said I look foward to seeing this map done!






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Re: dod_fishtown (working title)
Posted by Kenny on Sun Jun 11th at 1:29pm 2006


From what I can see from the overlay, the axis will be able to cap their flags almost instantly, but when they allys try to cap flag4, they will be shot at by the axis who capped flag two. You might want to think about that




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