DoD_Pegasus by smidsy

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Map Info

Map Description

This map is a remake of the cod mission where the Pegasus Bridge in Normandy, France. The bridge is needed to be taken by the Allies to stop a counterattack expected by the Wehrmacht. The Allied task is to stop the Wehrmacht from holding both sides of the Cannal de Caen.

The allies land by glider to attack the German garrison. All this is +6 hours before D day so the allied landing is vital to the troops on the beach.

Discussion

Posted by Myrk- on Sun Nov 13th 2005 at 5:33pm

Not the nicest of comments, but it looks worse than HL1 DOD maps. You should use the new found vastness of HL2 to make the full scale version- scale it down a bit sure, but don't take away the epicness.
Posted by smidsy on Fri Nov 11th 2005 at 10:24pm
[Author]

yea thats a good possibility, im tryin to think of what i could use for
the lights and aa fire. thanks moneyshot it would be great if there was
a model for a search light

and i dont have a clue on how to make the aa fire :S
Posted by G4MER on Fri Nov 11th 2005 at 9:58pm

I know something else you can add. The search lights scanning the sky
out behind the tree's. maybe some Anti Aircraft fire... would be a nice
touch...

Like they had in that map with the cow that jumps over the moon.
Posted by smidsy on Fri Nov 11th 2005 at 9:10pm
[Author]

well i went back and changed alot of things, inside buildings is now
brighter, i got the streetlamps to work, i added fire into the
destroyed building thanks for idea reno :biggrin: i but the light_enviroment
up 3 points added several small ligths to the map. I also added a
pillbox and two guard boxes into the map aswell as for other pieces of
junk about the map but im still doing that atm.

The level of detail in your map, from what I can make out in the pitch
black night, is less than the 1.0 map I created, which is really
unacceptable in source, expecially DOD: source which is about realistic
locations.

i know what u mean and i prolly do have a long way to go before this is
completely finished but i am in a rush as i have to go back to work in
a week or so, so im doin as much as i can.

Another thing that you have to remember is that i am doing to the best
of my ability on mapping and im still learning alot of stuff so gimme
some time before im as good a mapper as you agent smith :smile:

i am open to comments and suggestions any are a great help to me.

As for the darkness its something which im not able to have as a
constant and put big lights in or else i make it look crap and have to
get rid of that light i suggest that whenever i get a dl link for it
that ppl play it and make suggestions on how they might be able to help
me with it ive just to compile it on my other computer as its faster
and itll take less time.
Posted by Agent Smith on Fri Nov 11th 2005 at 12:53am

This is the version I made for DOD 1.0, which I'm currently remaking
for source, including detailed models for the bridge and other
elements.:

http://www.snarkpit.net/maps.php?map=578

It is exactly to scale, and the layout is fairly faithful to the
original, unlike the COD map which looked great but really only shared
the bridge with the original location.

The level of detail in your map, from what I can make out in the pitch
black night, is less than the 1.0 map I created, which is really
unacceptable in source, expecially DOD: source which is about realistic
locations.

I know its not finished, but you've got a long long way to go.

(Tip: If your making a historical location, don't use a game as a reference, do your own research, and make it thorough)
Posted by smidsy on Thu Nov 10th 2005 at 10:07pm
[Author]

i see what you mean.. im having a bit of trouble putting in streetlamps
which are there i have them in but the lights aernt working correstly
should i be using a light_spot for this or just a light entity, or are
they both wrong? im sure when these have been put in the map will get a
bit brighter.

on another note ive started making a pillbox and am planning tomorrow to make gaurd box textures for gardboxes.
Posted by ReNo on Thu Nov 10th 2005 at 9:56pm

Use more non-environmental light sources I guess - more man made lamps,
fires, whatever. Keep the level dark where the player's don't need to
see, but lighter where they do. You could use non-sourced light
entities around the playable sections of the map to bring up the "base"
brightness just a fraction, but not enough so it is too obvious you
have done it.
Posted by smidsy on Thu Nov 10th 2005 at 8:49pm
[Author]

The old pegasus bridge was rebuilt in 1994 and the old bridge was moved to a museum in 2001 the origional bridge is near it

User posted image

I dont think also that dod players would enjoy havig to run all the way
over a huge bridge to capture the middle of it. This was one of the
reasons why i scaled it down.

i used the cod map as a big reference and even videoed myself playing
it so i knew where things where and roughly what to put into it but you
must remember im not finished yet lol so im always open to suggestions.

how would i go about increasing the light in the map but still make it
look dark? that was one of the things which got me when i was making it
so i put the enviroment light down.

Posted by ReNo on Thu Nov 10th 2005 at 8:39pm

It's the darkness of the map, not the brightness of the trees, that is worrying me. I can barely make out anything.
Posted by KoRnFlakes on Thu Nov 10th 2005 at 8:08pm

That is absolutely miniscule mate, pegasus was HUGE in comparison tot
hat. It sort of ruins the whole thing imo. When the british soldiers
landed via glider nearby I believe the germans knew of its importance.
there were trenhes & guard posts nearby & the structure itself
is probably too big to render without lag.

Nonetheless, in CoD1 there is an excellent map of pegasus, I would suggest checking it.

User posted image <Genuine photo. bridge taken without any damage.

User posted image

User posted image