dod_devastation by Gorbachev

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Map Description

Currently in progress. It's an update of the classic dod_devastation maps that had betas throughout the years but the original creator never quite finished. I got the source and permission and am creating my own version.

Discussion

Posted by Orpheus on Sat Jan 22nd 2005 at 12:28pm

<DIV class=quote>
<DIV class=quotetitle>? quoting Gorbachev</DIV>
<DIV class=quotetext>And Orph, for your comment in the map profile about the bricks, it was more of a matter of using a unique texture for the road as every other natural or good enough looking texture has been used to death and I wanted something that is both of a reddish colour and is uncommon, so while I do think the bricks look a bit long (I personally wished they were the same style as my cobble in dod_kettle) I have to deal with it as-is right now.
</DIV></DIV>

Gorby, anyone with your skill could edit the texture to suit your desire. if you have your heart set on that particular one, then make it fit the map, don't make the map fit the texture.
the decision is yours however, you know i will support any results you chose to employ. who am i to talk, your maps beat mine hands down. :/
Posted by Agent Smith on Sat Jan 22nd 2005 at 12:08pm

Looking pretty good Gorbachev. I would probably add some structural
detail to the church and other buildings, as the simplistic nature of
much of the brush work would allow for it r_speed wise.

I can't wait till DOD Source is released. I've been doing some
experimentation with displacement surfaces for realistic trench systems
and they're looking pretty good, still need a bit of work though. I'm
hoping DOD Source will be more generous with foliage than HL2, CS:S and
HL2:DM, as I really need some thick shrubs and trees to create
realistic hedgerow country and other outdoor scenario's.
Posted by Gorbachev on Sat Jan 22nd 2005 at 9:54am
[Author]

I'm still only about 75% done the layout in its original form...after I
do that I'm going to work on the solid rubble and cover. I can't make
too much cover though, or it eliminates any usefulness of snipers too.
It's tough to get a balance because even player strengths can mess with
playtesting.
Posted by Cassius on Sat Jan 22nd 2005 at 9:36am

It looks good, but it doesn't feel like a city at all. Maybe that's because of the lack of height variation in the buildings/road (and I don't mean making it bumpy). It's been a long time since I've played DoD, but I can definately see myself getting raped left and right and up and down by snipers in every area depicted in the screens - there simply isn't enough cover. Though I suppose if you were simply trying to remake it, you can't very well change the layout.
Posted by Gorbachev on Sat Jan 22nd 2005 at 8:09am
[Author]

The two areas you mentioned haven't been 'touched' yet. But they were
on my list of detailing. There's a bit of a problem with the scale on
the church, so I have to work that out later as well.

And Orph, for your comment in the map profile about the bricks, it was
more of a matter of using a unique texture for the road as every other
natural or good enough looking texture has been used to death and I
wanted something that is both of a reddish colour and is uncommon, so
while I do think the bricks look a bit long (I personally wished they
were the same style as my cobble in dod_kettle) I have to deal with it
as-is right now.
Posted by ReNo on Fri Jan 21st 2005 at 2:47pm

Mostly very nice improvements, but I have a few suggestions on the screenshots.

In the second new part where you have modified the church, you have no
windows on the lower floor and it looks very bland. You effectively
have just a long flat wall for the side of the building and it could
really use some sprucing up, even if it were just some masked window
textures or something. Also, the tree at the end of the road looks a
bit odd sat right in front of the gate in my opinion.

In the last shot of the large hall building, the large angled roof
section over the doors could really use a different texture (and more
brushwork IMO) on the front of it - its a sudden and ugly change from
the bit of trim you have on the side.
Posted by azelito on Fri Jan 21st 2005 at 2:17pm

Looks amazing. Love your DoD maps, even though I dont play DoD.
Posted by Orpheus on Fri Jan 21st 2005 at 10:56am

Your art with creating believable debris is growing Master Gorby, very nice.
do i detect some Cassius textures in there as well?

my only observational negative comment, the road surface texture. if it were real, those bricks would be about 3 feet long. bricks do not fare well at that size, especially when used in roadways. other than that.. primo salsa bud :)
Posted by Crono on Fri Jan 21st 2005 at 9:19am

I love your improvements and additions thus far. It looks great.