Re: dod_ardennes
Posted by Agent Smith on
Mon Nov 8th 2004 at 11:52pm
Posted
2004-11-08 11:52pm
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Occupation: Uni Student
Location: NSW, Australia
Here's my latest dod work, a small town on the edge of the Ardennes forest near Bastonge. This is only a small section of it but its looking pretty cool so far. The graveyard needs some more work, and at the moment the r_speeds are at about 800 w_poly.
The question is whether or not I finish this map for dod or start building it for dod: source. I've put some of my other dod works in progress on hold for construction in source, and I might do the same with this one.
Anyway, let me know what you think so far.
Re: dod_ardennes
Posted by Spartan on
Tue Nov 9th 2004 at 12:03am
Posted
2004-11-09 12:03am
Spartan
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Apr 28th 2004
If I were you I'd save the map for DoD Source. It is only a few weeks away and it shouldn't take very long to learn the new editor. That's what I am doing with a DOD map of mine. It was too big and the R-speeds would've been too high so I am just saving it up. Anyways it's looking good so far. I have always liked anykind of map with snow in it.
Re: dod_ardennes
Posted by Campaignjunkie on
Tue Nov 9th 2004 at 12:14am
Posted
2004-11-09 12:14am
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Location: West Coast, USA
I would make those tombstones into models, with NULL-covered func_walls
for clipping and bullet-blocking. They seem to really be eating up a
lot of wpoly, which would be better used for the buildings and other
details. Good start! :smile:
Re: dod_ardennes
Posted by Junkyard God on
Tue Nov 9th 2004 at 11:18am
Posted
2004-11-09 11:18am
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Oct 27th 2004
Occupation: Stoner/mucisian/level design
Location: The Nether Regions
Nice cemetary, i like the snow too, but i also think the shadows could be made slihtly more interesting, but overal looks verry nice
maybe add some snow ontop of some of the grave stones, it wouldn't just fall of or slide of them i would think, but maybe i'm wrong
Re: dod_ardennes
Posted by Tracer Bullet on
Tue Nov 9th 2004 at 6:27pm
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Occupation: Graduate Student (Ph.D)
Location: Seattle WA, USA
I really like your use of support members in the damaged buildings. that is something that is sorely lacking in many DoD maps even where r_speeds would have allowed it.
Re: dod_ardennes
Posted by Agent Smith on
Wed Nov 10th 2004 at 7:01am
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Occupation: Uni Student
Location: NSW, Australia
Well Pericolos0, unfortunately I live in Australia and therefore my only reference has been some dodgy photos found online and also other games and Band of Brothers. If you have some wonderful photos from your many visits, I'd very much appreciate them.
Re: dod_ardennes
Posted by MisterBister on
Thu Nov 11th 2004 at 10:34am
Posted
2004-11-11 10:34am
277 posts
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Registered:
Oct 17th 2004
Occupation: studying
Location: SWEDEN
The map looks really great... I wish i could find anything to comment but it just looks great =).
Re: dod_ardennes
Posted by Ferret on
Thu Nov 11th 2004 at 7:44pm
Ferret
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I agree with CJ by using models, than you can have some atmosphere
behind that wall instead of the world dropping off suddenly like it
does now. How you have it you are removing the player from any sense of
atmosphere.
Re: dod_ardennes
Posted by Agent Smith on
Fri Nov 12th 2004 at 2:33am
803 posts
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Aug 30th 2003
Occupation: Uni Student
Location: NSW, Australia
Man, I wish you people would read the posts carefully!
Yes, CJ's idea is a good idea, but I'm going to do the map for source, so it doesn't matter as much now.
I did say the area wasn't finished yet Ferret, I've only done some of the main structures so far. The scenery is coming later. I had planned on constructing a small field type thing, with some stacks of hay leading into a forest.
I always appreciate everyone's comments, just wish people would pay a bit more attention. :rolleyes:
Re: dod_ardennes
Posted by Crono on
Fri Nov 12th 2004 at 3:09am
Crono
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Dec 19th 2003
Location: Oregon, USA
I think your map should take after a WWII event ... :smile:
Re: dod_ardennes
Posted by Captain P on
Fri Nov 12th 2004 at 12:34pm
Posted
2004-11-12 12:34pm
1370 posts
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Registered:
Nov 6th 2003
Occupation: Game-programmer
Location: Netherlands
I like the texture usage here. It seems to fit well and even creates a 'foggy' feeling for the map, wich is good for this snowy environment. Looks like a good start, and with the extra possibilities Source will give you, I see this one becoming a visually stunning one.
The area does remind me of a certain CoD level... the one at the start just before encountering the first Flak tank. That church, the cemetery, those sheds... is it accidentally or... inspiration? :smile:
Re: dod_ardennes
Posted by Forceflow on
Fri Nov 12th 2004 at 6:56pm
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Occupation: Engineering Student (CS)
Location: Belgium
This map is just finished ... I live in Belgium, so I've seen the real
ardennes ... and yep, this really reminds me of them ... (not that I've
been there during the war, but those small villages, the graveyard ...
Believe me, I recognize them.)
Good Job !
Re: dod_ardennes
Posted by fokker on
Sat Dec 4th 2004 at 4:28am
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Registered:
Jun 16th 2003
Location: Washington State, USA
Will there be lots of forest fighting? Or is the battle only gonna be in town? Something like an assault on the town would be cool (like Foy on BoB for example). How bout haystacks and broken down farm stuff to give it more of a small village ardennes style feel? I've never been there myself either but i think thats kind what it was like. Im sure Peri can provide some useful input.