DoD_Pegasus

DoD_Pegasus

Re: DoD_Pegasus Posted by smidsy on Thu Nov 10th 2005 at 7:21pm
smidsy
143 posts
Posted 2005-11-10 7:21pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
This map is about the landing at the pegasus bridge in 1944 on the
night on d day the allies have to take the bridge and stop the germans
taking the other side. Ive been working on this for a while now since
august and now ive had a bit of leave i can probably finish it.

a couple of points:

there aernt any british player models yet so they are americian

there are no glider models aswell so they arent in

im having a problem with the colour/brightness of the trees at the edges so that why they look bright

i hope to get this map finished earlier than expected.

Once the models etc are released i can hopefully implement them into my
map and change the class of the allies so that it is correct. The
gliders however ill prolly have to wait until dod_glider comes out :S
Re: DoD_Pegasus Posted by KoRnFlakes on Thu Nov 10th 2005 at 8:08pm
KoRnFlakes
1125 posts
Posted 2005-11-10 8:08pm
1125 posts 511 snarkmarks Registered: Jul 3rd 2002 Occupation: Yus! Location: Norfolk
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
My Pit
Re: DoD_Pegasus Posted by ReNo on Thu Nov 10th 2005 at 8:39pm
ReNo
5457 posts
Posted 2005-11-10 8:39pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
It's the darkness of the map, not the brightness of the trees, that is worrying me. I can barely make out anything.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: DoD_Pegasus Posted by smidsy on Thu Nov 10th 2005 at 8:49pm
smidsy
143 posts
Posted 2005-11-10 8:49pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
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.

Re: DoD_Pegasus Posted by ReNo on Thu Nov 10th 2005 at 9:56pm
ReNo
5457 posts
Posted 2005-11-10 9:56pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
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.
[img]http://card.mygamercard.net/sig/Default/reno84.png[/img]
Designer @ Haiku Interactive | ReNo-vation.net
Re: DoD_Pegasus Posted by smidsy on Thu Nov 10th 2005 at 10:07pm
smidsy
143 posts
Posted 2005-11-10 10:07pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
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.
Re: DoD_Pegasus Posted by Agent Smith on Fri Nov 11th 2005 at 12:53am
Agent Smith
803 posts
Posted 2005-11-11 12:53am
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
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)
Ham and Jam Contributor
http://www.hamandjam.org

'Get your stinking paws off me, you damned dirty ape!'
Re: DoD_Pegasus Posted by smidsy on Fri Nov 11th 2005 at 9:10pm
smidsy
143 posts
Posted 2005-11-11 9:10pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
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.
Re: DoD_Pegasus Posted by G4MER on Fri Nov 11th 2005 at 9:58pm
G4MER
2460 posts
Posted 2005-11-11 9:58pm
G4MER
floaty snark rage
member
2460 posts 360 snarkmarks Registered: Sep 6th 2003 Location: USA
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.
Re: DoD_Pegasus Posted by smidsy on Fri Nov 11th 2005 at 10:24pm
smidsy
143 posts
Posted 2005-11-11 10:24pm
smidsy
member
143 posts 44 snarkmarks Registered: Dec 4th 2004 Occupation: ex army, working as electrition Location: uk
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
Re: DoD_Pegasus Posted by Myrk- on Sun Nov 13th 2005 at 5:33pm
Myrk-
2299 posts
Posted 2005-11-13 5:33pm
Myrk-
member
2299 posts 604 snarkmarks Registered: Feb 12th 2002 Occupation: CAD & Graphics Technician Location: Plymouth, UK
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.
-[Better to be Honest than Kind]-