dod_fishtown (working title)
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Re: dod_fishtown (working title)
Posted by fishy on Sun Jun 11th at 2:31pm 2006


there's buildings between them, so it's not a problem. that's not to say that the flags can't be moved; they probably will be, depending on feedback from any beta release.




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Re: dod_fishtown (working title)
Posted by reaper47 on Sun Jun 11th at 2:32pm 2006


I'm really not a DOD(S) expert so I keep this short. But from the screenshots alone I can tell that this map would benefit from more contrast in lighting. Right now it looks almost monochromatic.

Let the sunlight come from a flatter angle, make it 2, 3 times as bright. Most importantly add some color to the lights. Give the sun a slight yellowish tone, even thought the sky is so grey. Just something to try that could spice up the atmosphere I think.




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Re: dod_fishtown (working title)
Posted by Kenny on Sun Jun 11th at 4:02pm 2006


What I was trying to say is once the axis cap their flag its not very far for them to get into a position that they can shoot at the ally flag. Its only a few seconds run, and even if the allys cap their flag before the axis shoot them, it seems like it would be very difficult to prevent the axis from controling that flag fairly easily. I could be wrong though. Other than that, when does it come out? looks great!



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Re: dod_fishtown (working title)
Posted by fishy on Thu Jun 15th at 5:39pm 2006


like i said, there shouldn't be any problem. there's no fast route between those flags, or to anywhere that will dominate the other.

reaper, i don't know what you mean about monochomatic; the colour seems fine for me. the light env settings are leftover from when i was playing with some mild fog to give a hazy effect, instead of having bright clear sunshine and hard edged shadows.




i eat paint



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Re: dod_fishtown (working title)
Posted by fishy on Thu Jun 22nd at 9:51pm 2006


i've uploaded what is basically an alpha of the map. i'm not really looking for any feedback about textures, dodgy displacements, lighting etc. anyone that looks at it will see what is obviously still a work in progress, with too many problems to list.

that said though, i'd be interested to hear comments on where the gameplay might falter due to the actual layout and the routes and whatnot that are accessible.

www.quantum-physics.co.uk/files/dod14.zip

the big red 'errors' will be some custom models that i've held back to keep the filesize down. it's about 16mb now, which is already a bit much for a looksee.




i eat paint



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Re: dod_fishtown (working title)
Posted by Orpheus on Thu Jun 22nd at 10:24pm 2006


16

Oh my... I haven't got DOD yet. Can this thing be viewed in HL2DM?

For you, I'd find time to download 16.

Inquiry: Will DOD be a Steam item too? I am getting seriously annoyed with this ep1 update.





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by gimpinthesink on Fri Jun 23rd at 12:29pm 2006


I've had a quick run round and its looking really nice carnt wait to see it once its a little more polished.

Anyway I noticed a coupple of little bits.

image
That looks like its being held up by a 1mm thick piece of metal.

image
The little bit of the wall hanging down on the right could do with being raised a little as you can catch your head on it and get stuck. I can see it being a problem when lots of people want to rush down there.

image
These brushes dont seem to be aligned properly as I can see the sky box in that little gap.



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Re: dod_fishtown (working title)
Posted by fishy on Fri Jun 23rd at 10:59pm 2006


ah, the first pic is a bit of a signal gantry that was left behind when i moved the rest of it. i've known about it for ages, but keep forgetting about it when hammer is open. just like many other little details. :/

the general area of the 2nd pic, a mostly collapsed building, still needs to be finalised. the wall with the hole looks like it'll be made solid, with the exit into the side alley instead of the main street.

i hadn't noticed pic 3 before. it'll be a little bit of nodraw thats sticking out.

there's a whole stack of similar little fixes that need done, so it'll probably take a while




i eat paint



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Re: dod_fishtown (working title)
Posted by Myrk- on Sun Jul 2nd at 1:59pm 2006


Quick glance of screenshots- 3rd one looks nasty and blocky, fix that. The one someone wrote a 4 on theres some misaligned texture on the stairs. Other than that I'd just add more generic stuff to make it look as if people were there.

I'd suggest a load of furniture barricades, or strewn around, and the occasional suitcase of clothes- everyone obviously ran away from there, unless theres a closet full of skeletons.... I suppose want you want to do is think from what direction 1 side got to the town from, and make it look as though they fortified it with what they found.




-[Better to be Honest than Kind]-



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Re: dod_fishtown (working title)
Posted by fishy on Thu Nov 9th at 4:38pm 2006


dod_fishtown is now dod_mortimer, a name that, for some reason, seems right somehow. it would probably have been more apt for some sort of death-timer map, but, meh..

as it stands, there are only 5 cap points, which is one less than there were last week. 6 caps always seem too much to me, but i think i've unbalanced it a little by dropping to 5. i'll see if i can get the nice people at dodfederation to give it a playtest, and finalize it for beta release from there.

here's a few screenshots from the most recent compile;

the map's about, but not quite, ready to be whored as a beta. i'd pakratted, zipped and uploaded yesterdays compile before i noticed overlapping brushes at the axis spawn, and a hidden visgroup of displacements from the same area. other than that, i already had a small list of snagging and polishing jobs that still need done. none of them are major, mainly missing light sources and badly lit models. it will probably add up to a couple of nights work, so i should be able to get this as a releasable beta quite soon. until then, anyone that's keen enough for a look-see at it's current state can download the 10meg zip from here.




i eat paint



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Re: dod_fishtown (working title)
Posted by Orpheus on Thu Nov 9th at 6:16pm 2006


Personally, I think you should scatter these screenshots all over the net. They will not only illustrate a fantastic looking map but they will also provide visual aids for people who want to post excellent screenshots at less than 100k.

/continues drooling.

Question: Is DOD worth the money? I wanna buy something new when I get my new PC.





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by Gwil on Thu Nov 9th at 7:16pm 2006


DoD:S is definately worth the money, some beautiful maps and great gameplay to be had.

Downloading now, fish.




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Re: dod_fishtown (working title)
Posted by Orpheus on Thu Nov 9th at 7:30pm 2006


? quoting Gwil
DoD:S is definately worth the money, some beautiful maps and great gameplay to be had.

You have no idea how odd it is to be on broadband again, but limited to such a small PC.

I'll be so glad when I get my new one.

/me adds DOD/S to list of "Recently Desired"





The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by ReNo on Thu Nov 9th at 8:53pm 2006


Downloading it now...at some horrible horrible sub-10kb/s speeds <img src=" SRC="images/smiles/sad.gif"> Sadly I don't have DoD:S installed right now (needed the space for BLOODY MASSIVE and so-far-underwhelming Dark Messiah) but I'll try and get it sorted and give some feedback soon. Judging by the screenshots, its looking like a very solid map but I find the lighting rather unappealing. Really glad to see you still working on this by the way <img src=" SRC="images/smiles/icon_smile.gif">





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Re: dod_fishtown (working title)
Posted by French Toast on Thu Nov 9th at 9:53pm 2006


God damn it, now you've gone and inspired me to start mapping again.



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Re: dod_fishtown (working title)
Posted by reaper47 on Fri Nov 10th at 2:14pm 2006


I'm not a DOD player, thus not competent enough to give any real valuable feedback, but looking at your screenshots reminds me of all the reasons people like this game. Some beautiful parts.

Screen one could benefit from a small beam of sunlight for some contrast. I see some changes to lighting from the earliest screens which I think are a huge improvement.

One detail that bothers me for some reason: The cobble texture on the stairs in pic 2 seem terribly out of place.

hmmm... very nice! <img src=" SRC="images/smiles/icon_smile.gif">






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Re: dod_fishtown (working title)
Posted by Orpheus on Sat Nov 11th at 5:42am 2006


BTW, I bought DOD/S tonight as well as a few odds and ends for my new PC.

Was remarkably cheap. I thought it'd be a bit more than 20 bucks for the game.
Will look at map tomorrow Fishman.




The best things in life, aren't things.



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Re: dod_fishtown (working title)
Posted by fishy on Sat Nov 11th at 12:14pm 2006


Thanks for the positive comments, folks.

Orph, I doubt that you'll be disappointed with your purchase. Like Gwil said, it combines great gameplay with some of the nicest maps I've seen.




i eat paint



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Re: dod_fishtown (working title)
Posted by French Toast on Tue Nov 14th at 11:13pm 2006


I cleverly took these photos and then forgot where I took 'em from so... I hope you know image

It seems to me the biggest problem is making sure the player doesn't get where he isn't supposed to be. I found these ones pretty easily;

image

image

image

image

Then there was some odd texturing;

image

And I don't know what this was....

image




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Re: dod_fishtown (working title)
Posted by fishy on Wed Nov 15th at 7:46am 2006


sorry Toatstie, but those are from an ancient version. i posted a link to the most recent version along with the last set of pics, instead of updating the link in the map's profile.

http://www.quantum-physics.co.uk/files/maps/dod_mortimer_a3.zip is where it's at now, if you fancy another try.




i eat paint




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