Posted by Kenny on Sun Jun 11th 2006 at 4:02pm
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!
Posted by reaper47 on Sun Jun 11th 2006 at 2:32pm
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.
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.
Posted by Kenny on Sun Jun 11th 2006 at 1:29pm
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
Posted by omegaslayer on Sun May 7th 2006 at 6:03pm
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!
Posted by Orpheus on Sun May 7th 2006 at 2:33pm
My condolences to your woes.. ![]()
I never realized that you were having so much trouble getting hammer to cooperate.
I will shut up now.
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.........
Posted by Orpheus on Sun May 7th 2006 at 11:37am
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.
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. " SRC="images/smiles/icon_smile.gif">
Posted by Orpheus on Sat May 6th 2006 at 11:20pm
Considering all the visual information contained in each screen , your FPS are holding up rather well Fishman. " SRC="images/smiles/clap.gif">
In fact, I notice a noticeable increase between these screens and the preceding ones. Whats the diff?


