dod_jabi by fishy

Map Rating

  • 3.5
  • 2 ratings / 3.5 stars

Map Download

Map Info

Map Description

A small bridge type map in a rural setting. Three flags, with the middle flag on the bridge requiring two men to cap it.
I used a few tree models by flashy[nl]. The mortar models are by sturgeon. There may be models by someone else too, so I'll need to sort out a proper readme before I make this final.

Discussion

Posted by reaper47 on Sun Sep 16th 2007 at 3:58pm

Well, the brook looks lovely, but I have few tips for the texturing:

Use a water-shader with $refracttint set to "0, 0, 0" (or 255, 255, 255?) and $fogstart to "0.0". That way you get a smooth transition from the edges, which IMO is worth it when you go about using such an expensive shader anyway.

Also the sand texture looks awfully oceanic. Maybe it's just that it reminds me of the HL2 levels so much (along with the rocks). But I could imagine a different texture looking more fitting for the brook.

I might get the Valve complete pack when Episode 2 comes out to get rid of some annoyances regarding HL1. It should include DOD:S. There's quite a lot of DOD levels I'd like to check out, but so far I can only look for screens.
Posted by fishy on Sun Sep 16th 2007 at 12:36pm
[Author]

cheers omega.

i've not noticed the thing with the foliage drawing in the wrong order, at least not on this map. i've seen it before on some other models, but the ones that i've used here all look fine to me. maybe it's because the vid card i'm stuck with atm is a fx5900, which defaults to dx8.1 on source. or maybe not, as the trees etc have been available from the dod forums for a while, and no-one else (afaik) has mentioned this.

i was hoping that this would carry 8 v's 8, but again, my vid card gives quite a poor indication of map performance, and the only other feedback i've had suggests that it may be unplayable with those numbers. so my main priority atm should be better optimization. maybe even enforce a maximum z drawing distance coupled with some fog and some aggresive model fade distances, much like dod_drizz, but it would need to be pretty succesful before i add any more world geometry for the snipers to hide behind.

some ladders up to the bridge has been on my mind, as it would give an option to use the cover of the gully to reach the middle flag. they don't fit the original idea for gameflow (a modified yin/yang design) but it won't take much to convince me to add them.

the mortars could be a bit of fun, and i believe there's a tut somewhere explaining how to set them up to shoot at an invisible train. i'll have a look.

thanks again for checking this out.
Posted by omegaslayer on Sun Sep 16th 2007 at 6:40am

First off a few errors you'll wanna fix that many over look before a final compile:
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/msc/e_hedge_big.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/hedge_medium.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_debris/floor_rubble1.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/msc/e_hedge_big.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/hedge_medium.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02b_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02b_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_01_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
SOLID_VPHYSICS static prop with no vphysics model! (models/props_foliage/tree_pine_card_cluster_02_skybox.mdl)
The foliage looks great from a distance, but once I get in close to a tree the leaves have trouble drawing whats on top and whats underneath. I don't know of a fix for this.

Overall I like the feel of the map. It was well designed in for fast game play. It has a very 'battle creek' (from halo) feel where a lot of the death blood and bullets and explosions are going to mix with the sand and flying water. It'll look really awesome with 4 vs 4 or so.

These are only a few suggestions that I think might make your map stand out even more... Or maybe just ignore them because I already like the 'less is more' feel that you have going on here. Your choice.

-The only layout gripe I have is at the bridge. Theres no real advantage to going underneath it or being in that lower area, because you have to back track a bit of a distance to get up top. Maybe add a ladder from the creek to the top of the bridge? Or some crafty well placed bricks sticking out the side of the bridge can serve as stairs up out of the creek (hop from brick to brick). Or maybe you like the layout this was as it is.

-a shed or something a sniper can duck in and out of for cover (but ultimately heavy bullet fire will penetrate the wood).

-The mortars near each flag serve as a nice element. Maybe you can script something so every 5 min they can 'use' the mortar to fire a shell off in that direction to kill a few guys.

Just a few suggestions. Great map overall.