This is a map I just started today set around the assault on the Brecourt Manor artillery installation, well known as the focus of the second Band of Brothers episode, Day of Days (map name pending).
Anyone who plays DOD will probably be wondering why I'm doing this map, as just recently a map of the same theme has been circulating. If you have played the map then I needn't explain myself. To be perfectly frank it is a gaudy, poorly constructed, poorly researched, poorly textured monstrosity of a map, doing little credit to Band of Brothers, the actual location or the men who fought there.
Hence my map, which will attempt to 'right' the wrongs, by replicating as accurately as possible not only the Band of Brothers episode, but the actual historical data.
Here are some preliminary screens of the first two guns and the beginning of the installation. The actual installation was located in one long field, but to allow for R's I have divided the field in two. This is still a work in progress, but I am very pleased with how it looks so far.
forgive me, thats a bunch to process all at once..
lemme get this straight, a slideshow effect map, is what one compares others against for this mod? and, this mod is popular?
i'm sorry, that concept just doesn't do it for me, there has got to be another explanation.. i just cannot imagine people, (other than you-know-who's groupy buds), accepting such poor standards.
high end computers..untill recently, few were much higher than mine, and mine still balks at 1500+ :sad:
/me feels sorry for people with such low expectations.
DoD is designed with higher spec computers in mind than Half-Life - it
is the same engine but it will run awfully even on some computers than
manage HL easily. By designing it this way from the start, they don't
have any fans who have become alienated by having the mod grow beyond
what their computers can handle, as something like CS would.
A map with 1500 w_poly will run just the same in DoD as it would in HL,
however most people playing DoD can put up with this sort of w_poly
because even the official maps of the mod have figures this high.
It is still preferrable to design maps to keep w_poly as low as
possible, but its not unexpected to see them over 1000 in this mod.
Agent Smith said: One problem I have been having is that models disappear when the point entity is out of view. It looks a bit dodge, does anyone know how to fix it?
one way, which is a bit of a hack, would be to edit the origin of the model in milkshape. putting the origin high in the air, instead of ground level where you'd normally find it, can help a lot with this in openish areas.
Posted by Agent Smith on
Sat Oct 2nd 2004 at 3:56am
[Author]
Well at the moment the R's are about 1200 w_poly, which is a touch high by some standards, but well below the 1500 limit I set for myself.
As this is a DOD map you'll find many maps that are around that mark, some official maps get to about 2000 w_poly in some places.
So far my vis blocking in the hedges seems to be working, so hopefully it shouldn't get too much higher than what it is already.
Posted by Agent Smith on
Sat Oct 2nd 2004 at 1:04am
[Author]
Well I've eliminated snipers from it completely and have limited the number of MG's to a realistic amount, with 4 for the axis and 2 for the allies. However, with the large field of play, plenty of cover, long ranges and multiple paths, It'll be hard for MG's to dominate, unless they have a pro team of other players just to make sure they stay alive and in position.
As far as the epoly goes, its been surprisingly good, easily below acceptable levels. also the combined sky/brush wall in between each hedge does well to block out anything that isn't supposed to be seen.
One problem I have been having is that models disappear when the point entity is out of view. It looks a bit dodge, does anyone know how to fix it?