Re: dod_nordafrika
Posted by Gorbachev on
Thu Sep 4th 2003 at 3:47am
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I have a big allowance for stuff to be put in it, I'm aiming for a "busy" but not cluttered map. With a good atmosphere.
Re: dod_nordafrika
Posted by beer hunter on
Thu Sep 4th 2003 at 6:22pm
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Building style looks more like Italy than N.Africa ? will prolly look completely different when you stick some sand in.
Some nice looking palm trees in there tho'
Re: dod_nordafrika
Posted by ReNo on
Thu Sep 4th 2003 at 6:24pm
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Nice lighting, although I think the streetlights should have more of an effect as at the moment it does little to the base evening light.
Re: dod_nordafrika
Posted by Myrk- on
Thu Sep 4th 2003 at 8:56pm
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Looks like someones been examining the MOHAA North Africa levels.... :dorky:
Re: dod_nordafrika
Posted by Gorbachev on
Fri Sep 5th 2003 at 12:53am
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ReNo, I've been having a joyous time with the lighting :razz: For some reason my enviroment light brightness is at 5...yet my lights don't give quite the "radious" that I'd like...but I understand what you mean, I'm working on it still, it'll happen some time. As for the not looking like africa, I'm going to use some pictures as reference for the next areas, I just really like the textures I got. MoHAA gave me a few ideas, but the last time I played those levels was when the game came out, and I want this to be independent and not cloned.
Re: dod_nordafrika
Posted by Gorbachev on
Fri Sep 5th 2003 at 3:23am
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I don't put any decals on until the end...but I wanted alternate cover from the tradition "box". It's a tunnel, not a hallway :razz: I just want to get the main layout done first so I don't run into any troubles with r_speeds...DoD has enough lag issues as is right now, I want a map that anyone can comfortably play.
Re: dod_nordafrika
Posted by ReNo on
Fri Sep 5th 2003 at 1:55pm
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Not only should you have some burn decals near the truck, but I suggest you have some destroyed architecture there. I don't want to suggest your not capable of doing it on your own as I know fine well you are, but in my as of yet not transferred detailing tutorial I cover how to make some easy cracked flooring that could work in this situation.
To get a nice light radius around your lamps, use a light_spot pointing downwards. CJ has a tutorial on using them, not sure if its up yet though.
Re: dod_nordafrika
Posted by Myrk- on
Fri Sep 5th 2003 at 4:02pm
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Just watch the Black Hawk Down film, add a tonne more rubbish and crap on the streets, bit more foliage and you have it... TBH I don't think games are quite at the level to create such environments effectively, also due to Africa being such a dangerous place it is hard to obtain quality photo textures.
Re: dod_nordafrika
Posted by Gwil on
Fri Sep 5th 2003 at 4:19pm
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"Africa" doesn't have a defined look! It's a bloody big place... and Somalia is no doubt very different from Egypt! Philestines! :dorky:
Re: dod_nordafrika
Posted by fraggard on
Fri Sep 5th 2003 at 5:07pm
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Besides the empty-ness , which everyone already said, I would suggest less 90?-ness in the level. Almost everything I see seems to turn at 90?, and this seems to detract from the map somehow. Maybe if you covered up the turnings in some way, say foliage/plants/dirt/grime/dumpsters, you would have the VIS advantage retained.
And it needs some more work on the environments, as such. I can't really be specific, but definitely some dirt and grime though. It looks too much like a (recently cleaned) european city.
Re: dod_nordafrika
Posted by Gorbachev on
Fri Sep 5th 2003 at 11:10pm
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It'll get there, but it's intentionally clean...it's more of a raid on an occupied town. I'm going to have it wreck as you go along, with different sites for TNT, air raids, mortars, etc. As for the 90 degree-ness, I'm full aware, same with the floor cracks you mentioned ReNo, but my style of work is to keep it really basic at first so I don't have to spend hours remaking something if it turns out I don't like the area etc. Africa IS big...there are many different types of places in it, but this area mostly comes from my interpretation of movies, pictures and other media I've seen of Africa during the 40s.
Re: dod_nordafrika
Posted by KoRnFlakes on
Tue Dec 2nd 2003 at 9:01am
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looks good m8, I like the lanterns
Re: dod_nordafrika
Posted by Gorbachev on
Tue Dec 2nd 2003 at 9:19am
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Thanks, them lanterns took me about 10 revisions and resizes to finally complete :razz: .
Re: dod_nordafrika
Posted by Tracer Bullet on
Wed Dec 3rd 2003 at 6:01pm
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No specific comments, but it's looking good.
How big is it going to be? from the screens it feels enormous.
Re: dod_nordafrika
Posted by Gorbachev on
Wed Dec 3rd 2003 at 10:31pm
Posted
2003-12-03 10:31pm
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Well even those screens don't show much of it, but it's about 1/2 to 3/4 of the planned size. My criteria for this map is to have all non-box cover, low r_speeds, and high ambience/feel.
Re: dod_nordafrika
Posted by Cassius on
Thu Dec 4th 2003 at 12:53am
Posted
2003-12-04 12:53am
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There seems to be little to no sign that anyone has lived there for a while, let alone that there's a war going on.
Blazeer's textures are way too clean, as they are, for a DoD map.
The parts of North Africa in which major battles took place are much more Mediterranian in climate than what I'm seeing. I'm about 99% sure that there are no oases that close to the shore. Also, an oasis couldn't possibly exist when there are tunnels under it.
Tunnel system that links to a temple? I'm guessing your map is based on Algiers - of what religion is this temple?
Re: dod_nordafrika
Posted by Gorbachev on
Thu Dec 4th 2003 at 1:11am
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Don't worry Cass, I understand the water concept...it's kind of an S curve of the water so that it wouldn't flow out. (Hard to explain, but I know what you were possibly thinking) I intended for it to be clean, this isn't exactly Europe. I was thinking more along the lines of Night time drop of an area that was taken by Germans with little to no resistance originally. Basically all of the "living" stuff will be German occupation in the tunnel network (The tunnels and temple are seperate. The tunnels will lead to a dig site and the Temple is being uncovered a la Indiana Jones somewhat) This is supposed to be a bit inland but not much. So basically it's an "artificial oasis". I'm going for a bit of historical accuracy...but not much, most people won't care anyway, I just want it to play smoothly and be fun/immersive.
Re: dod_nordafrika
Posted by Cassius on
Thu Dec 4th 2003 at 2:35am
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Your choice. However, I'm seeing now that it kind of reeks of Anzio, save that it's at night. There's got to be a more fitting set of textures somewhere.
[EDIT] Hornpipe, DoD's most valued concept is it's realism.
Re: dod_nordafrika
Posted by Dr Brasso on
Thu Dec 4th 2003 at 6:00am
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if i may make a suggestion....for starters, lets take those textures and dirty em up a bit....or alot as the case may be.... :razz:
Doc Brass... :dodgy:
Re: dod_nordafrika
Posted by Gorbachev on
Thu Dec 4th 2003 at 7:24am
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I don't know if I have the rights or time to do that though...
Re: dod_nordafrika
Posted by Cassius on
Thu Dec 4th 2003 at 9:23am
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Overlay a bunch of grunge textures on the Blaz .wad? It'd probably be fifteen to twenty minutes. I could do it myself, even.
Rights are a different matter. Most texture artists won't care if you make minor edits to their textures, so long as they are still thanked. If worse comes to worst, just e-mail Blazeer and ask him.
Re: dod_nordafrika
Posted by Tracer Bullet on
Thu Dec 4th 2003 at 10:08pm
Posted
2003-12-04 10:08pm
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^ stop.... the... flasing... my eyes... can't.. take it.