dod_jabi

dod_jabi

Re: dod_jabi Posted by fishy on Thu Sep 13th 2007 at 10:27pm
fishy
2623 posts
Posted 2007-09-13 10:27pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
Introducing dod_jabi (because I couldn't think of a real name), featuring models by the surgeon and flashy[nl]. Set in a nondesript part of where ever, it's a simple 3 flag bridge type effort, with a 2-man cap in the middle (the bridge) and 1-man caps at the ends (the mortar pits).

Unplayed and untested, but I think 8-a-side would be about right.

As aways, there's some odds and ends still needing some attention, but I'll get around to them at some point.
i eat paint
Re: dod_jabi Posted by omegaslayer on Sun Sep 16th 2007 at 6:40am
omegaslayer
2481 posts
Posted 2007-09-16 6:40am
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
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.
Posting And You
Re: dod_jabi Posted by fishy on Sun Sep 16th 2007 at 12:36pm
fishy
2623 posts
Posted 2007-09-16 12:36pm
fishy
member
2623 posts 1476 snarkmarks Registered: Sep 7th 2003 Location: glasgow
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.
i eat paint
Re: dod_jabi Posted by reaper47 on Sun Sep 16th 2007 at 3:58pm
reaper47
2827 posts
Posted 2007-09-16 3:58pm
reaper47
member
2827 posts 1921 snarkmarks Registered: Feb 16th 2005 Location: Austria
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.
Why snark works.