DoD_Dessau_a by Tracer Bullet

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Map Description

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.

Discussion

Posted by Orpheus on Wed Jun 16th 2004 at 2:45pm

Posted by Tracer Bullet on Wed Jun 16th 2004 at 2:25pm
[Author]

Orph- I am only useing hlbasics.wad and forest.wad

On my next compile I will include the wad.

Jeff- Unfortunatly those supports are part of the hull. I Ithink I have solved the problem though. I have updated the map already, and I will upload some new screens tonight after work.
Posted by Orpheus on Wed Jun 16th 2004 at 12:53pm

Tracer Bullet said:
I wasn't including the wad because it comes standard with DoD, and I wanted to keep the file size small. tbh it didn't even occure to me that there would be any one who has not got it.
i can upload it to my briefcase if you like guys??

in fact, i may do it anyways.. will update in a few..

[edit] i have 13 DoD wads, not counting gorby's :sad:

sadly its a 55 meg upload.. can you narrow it a bit TB?

or upload it to my briefcase yourself?
Posted by scary_jeff on Wed Jun 16th 2004 at 10:22am

How about if you make the supporting posts func_illusionary?
Posted by Tracer Bullet on Wed Jun 16th 2004 at 2:55am
[Author]

Thanks for the crit Jeff.

I have already adressed the texture alignment issue. I'll update the map soon.

I really like your idea of having a tunnel to get across the field, I'll have to fool around with that.

That upstairs room is built like that to make sure there is vis blocking. I supose I could acomplish the same thing with a hint brush instead of that awkward wall.

The odd thing about the trenches is that I already did clip them off, but the player still gets stuck! :wtf: I have since widened them, and modified them in a way that helps the problem, but is still a bit of an annoyance.

I'm thinking that the flag will be a two man cap with only like a 10 second delay in the final version, but I wanted to be able to test it out with just me and another player.

I wasn't including the wad because it comes standard with DoD, and I wanted to keep the file size small. tbh it didn't even occure to me that there would be any one who has not got it.
Posted by Orpheus on Tue Jun 15th 2004 at 12:37pm

Alien_Sniper said:
I like it. :smile: Will I be able to have a run around without the dod .wads? Doesn't look like it :/
you have broadband .. go get it :smile:

besides, TB could wadinclude a beta version that has it, just for people who don't..

he can always not wadinclude later :smile:

just a suggestion TB
Posted by 7dk2h4md720ih on Tue Jun 15th 2004 at 12:09pm

You can't tell what the engine is drawing offscreen Force. The r's might be justified. Looks pretty good so far. Those rocks in the third screen look a little flat at the top though. :)
Posted by scary_jeff on Tue Jun 15th 2004 at 12:02pm

User posted image

The main area is good. I think you need the capture area to be a bit bigger considering the team has to stay there for 45 seconds, and also I think you need to change the lighting in the outside area completely... There isn't any variation. I think giving the light_enviroment a pitch of say -30 will work well in this map to cast some good shadows.

User posted image

The ladder to get up and the tiny hole to get into this room were very awkward. Why would anybody have built the room this way?

User posted image

Very obvious texture alignment problem, repeated on some of the outdoor wood, and in the other spawn room. I know players won't be in the spawn room long, but it might be nice to have a different spawn room for each team - perhaps with a locked door giving a way for players to have got into your map in the first place :smile:

User posted image

I like the trenches, but IMO you need to put angled clip brushes around the wall supports so that players don't get stuck against them all the time. I found I had to run almost exactly in the middle to not get 'caught' on one. I also thought that to add another dimension to the gameplay here, you could have the tunnel that extends behind where I am in this shot loop around and break into some underground sewer running accross the main area beneath the flag. This could be mirrored by a similar extension to the tunnel of the other team, allowing players to come through and attack from the side. Perhaps the breakthrough points could initially be closed, and players have to blow them up with explosives. The tunnel could have water it to make it harder for a player from the opposite team to sneak around.

User posted image

The aim of this screenshot is to show why you have an r_speeds issue - there is loads of face splitting. Try changing some things to func_wall so that you avoid this. Another thing to try is to manually split brushes in hammer in a way that causes them to not be split into three or four triangles during the compilation process - The compiler hardly ever splits things in what is the best way from a wpoly point of view. The walls to the main area are split quite badly as well as you splitting them yourself to allow a nice looking terrain. I thought given that you have split these walls up already, why not make the shape of them vary a bit more? They still seemed quite flat, but the varation on the grass was great I thought.

Overall it seems like a fun map for the number of players indicated.

Doh, just read that this is only meant to be part of the final map. I wondered why it said only 25% done :biggrin: I suppose then those tunnels will be extended to somewhere else, and the spawn rooms won't even exist. Ah well.
Posted by Forceflow on Tue Jun 15th 2004 at 11:59am

Can't see why the r_'s should reach 1200 ... the architecture is (no harm intended) not th?t advanced ... sure you don't have any corrupt faces or something, cuz 1200 on th?t screenshot is a lot.
Posted by 7dk2h4md720ih on Tue Jun 15th 2004 at 10:10am

I like it. :smile: Will I be able to have a run around without the dod .wads? Doesn't look like it :/