DoD_Dessau_a


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Game: Day Of Defeat (HL)
Added Thu Mar 23rd 2006

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This map has a discussion topic which can be visited here

This is the first installment of a medium sized project. I'm going to make each main area of the map playable and polished in it's own right before joining them together. I hope this will both help produce a well constructed organized map, and keep up my interest in the project.

This first installment is a fully playable map which would probably be best with 4-6 players. There is only one flag, but it takes 45 seconds to capture, so a premium is placed on controlling the area for some significant period.

R_speeds peak at 1200, which I am going to try to lower, but I think I will have to sacrifice some detail because I don't think any of it is due to overdraw.


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0 starsPosted by fokker on Tue Jul 20th 2004 at 12:28am

I must say those screenshots look great to me. The tunnel especailly looks very original, and captures a more man-made look then most tunnels in DoD maps. I'm glad you elected to go with the dirt tunnel then the cliche "concrete sewer".
0 starsPosted by Gorbachev on Fri Jun 18th 2004 at 2:12am

epolies are easier on the engine. As you can have a much higher count, and if you're in an area with no other models, then you might as well use that allowance and lower your wpoly. Both of course, are best used when limited in general. But overall epolies are easier on the engine hence the general 800/4500 kind of limit. [addsig]
[author]
Posted by Tracer Bullet on Fri Jun 18th 2004 at 1:12am

Sorry about that. it seems that the map file didn't update. I'm not sure where I screwed up. It's up to the latest version now though.

I'm not sure what you mean by the "melty" house. The wrecked one I assume? I think I am going to cover the wreckage in a much simpler patchwork of clip brushes to avoid some of those problems.

Do e-polys have less of an effect on performance? I wasn't sure it mattered if it was brush-based or model based. the engine still has to render the faces. why would it make a difference?

0 starsPosted by Gorbachev on Fri Jun 18th 2004 at 12:51am

The trench is much to steep to be of any use...it's kind of a misnomer when there's so much space, but you can only get out of it in one or two spots. The grass in the middle is also a bit steep, try and make the slopes a bit 'softer' so you don't end up jittering around or sticking on them. Also, to lower some more r_speeds change your brush based hanging bulbs to the bulb.mdl I believe it is...there is a model of a hanging bulb. Since the map has few models, it'd be just fine. That melty house is a bit strange, it's neat, but kind of odd. I guess with too many slants and slopes everywhere there are a lot of places to get trapped, and not in a good way. [addsig]
[author]
Posted by Tracer Bullet on Fri Jun 18th 2004 at 12:46am

You have to blow the tunnel from the allied side... It starts in the tunnel/trench, and emerges in the axis building.

I have played around with hint brushes, which lowered the r_s in many places by at least 100. They increased allot when I added the tunnel, so this just means they are back where they were. I will see about spliting some of those faces more inteligently on the next build.

0 starsPosted by scary_jeff on Thu Jun 17th 2004 at 11:31pm

I couldn't find the tunnel even with noclip? I'm sure I was looking at updated map because the trenches were different.

I like the trench modifications - looks better, and less sticking.

You still have tons of not-needed face splitting. If you do want to reduce r_speeds, it looks to me to be perfectly possible. Many faces are split into 4-8, and this obviously doesn't do much for r_speeds.
0 starsPosted by Forceflow on Thu Jun 17th 2004 at 8:47pm

Tunnel looks good.
0 starsPosted by Forceflow on Thu Jun 17th 2004 at 8:47pm

Tunnel looks good.

(damn clicked too fast)

Did you fix the r_speed issue ?

[addsig]
[author]
Posted by Tracer Bullet on Thu Jun 17th 2004 at 7:43pm

Update:

-Tunnel added

-texture problems fixed

-Light_environment adjusted

-Cliffs adjusted

-New screens & download

many thanks to orph for hosting the textures

[addsig]
0 starsPosted by Gorbachev on Thu Jun 17th 2004 at 3:52am

Everyone should have the forest.wad as well as hlbasics.wad.

By the way Orph, v2 of belfort is very close to completion, I've redone the entire .wad as well as some other stuff so that they retain the original names and you can just copy+paste the info over to make the material recognition correct as well as the titles. Since Steam made that all go to hell.

[addsig]
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