dod_veghel

dod_veghel

Re: dod_veghel Posted by JFry on Thu Aug 5th 2004 at 6:06pm
JFry
369 posts
Posted 2004-08-05 6:06pm
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369 posts 82 snarkmarks Registered: Mar 9th 2004 Occupation: Scumbag Location: USA
Hey this is looking nice dude! The only thing that looked wrong to me was your env_glow sprites are way too visable. Try increasing the transparency. And in the second pic that place could stand to have some supports to break up the monotony.
Re: dod_veghel Posted by beer hunter on Thu Aug 5th 2004 at 7:53pm
beer hunter
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Posted 2004-08-05 7:53pm
281 posts 602 snarkmarks Registered: Jul 6th 2003 Occupation: Beer taster Location: The Pub
Yeah, thats looking very promising :) can't pick out much except for the roof underside in 2nd pic looks very plain - needs some steel girders or other supports under it or something.
Re: dod_veghel Posted by Tracer Bullet on Thu Aug 5th 2004 at 9:55pm
Tracer Bullet
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Posted 2004-08-05 9:55pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
It does indeed look pretty nice, but it reminds me much more of a typical CS map one for DoD. There is no trace of the war which as presumably been raging for several years. Also, the buildings seem to be mostly props rather than enterable structures (although I can't know that from the screens for certain). One of the excellent trademarks of most DoD maps is that most of the buildings are enterable, providing a great verity of hiding places to snipe from or setup an MG. I think you'd best consider this in your development plans.

The only technical quibble I have is that I think your glow sprites are set at too high of a render value. Try 100-150.
Re: dod_veghel Posted by 7dk2h4md720ih on Thu Aug 5th 2004 at 10:19pm
7dk2h4md720ih
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Posted 2004-08-05 10:19pm
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It has a really bleak and dismal atmosphere to it, nice work. The sandbag wall in screenshot four doesn't look good though.
Re: dod_veghel Posted by Crono on Thu Aug 5th 2004 at 10:47pm
Crono
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Posted 2004-08-05 10:47pm
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This map really reminds me of Medal Of Honor.
The only difference is, your textures aren't as high of quality.

I think If you tried some more detail on the buildings, added destruction, and got some slightly better textures (just higher resolution). This would be amazing :)
Re: dod_veghel Posted by Forceflow on Thu Aug 5th 2004 at 10:50pm
Forceflow
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Posted 2004-08-05 10:50pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
Yep, this is a nice DoD map ... don't post your screens at 1024* res anymore, waste of bandwith.
Re: dod_veghel Posted by 7dk2h4md720ih on Thu Aug 5th 2004 at 11:23pm
7dk2h4md720ih
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Posted 2004-08-05 11:23pm
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They're only small file sizes so the resolution doesn't matter Force.
Re: dod_veghel Posted by fishy on Fri Aug 6th 2004 at 12:23am
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Posted 2004-08-06 12:23am
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Very nice.
just looking at the pics makes my boots feel damp.

only suggestion would be what someone else said. the curly tin roof in screen2 could do with some sort of A-frame supporting it.
Re: dod_veghel Posted by Yak_Fighter on Fri Aug 6th 2004 at 7:35am
Yak_Fighter
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Posted 2004-08-06 7:35am
1832 posts 742 snarkmarks Registered: Dec 30th 2001 Occupation: College Student/Slacker Location: Indianapolis, IN
Awesome. My favorite part of the war was Operation: Market Garden. If I remember correctly from my Close Combat II days Veghel was more of a small village surrounded by farms and roads built on top of dikes, which made driving tanks around insane. I always wanted to recreate something like that in DoD but never figured it out. What you have here is very nice and looks great, but I don't know if it really looks like Holland, and I especially doubt it has the same traits as the real area (if I'm correct, anyways) and that's a shame, since I think it would be rather unique compared to most DoD maps if it did. Just something to think about.
Re: dod_veghel Posted by siron on Fri Aug 13th 2004 at 2:30am
siron
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Posted 2004-08-13 2:30am
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thought i'd open up a forum thread for comments/crits and beta bugs.
Re: dod_veghel Posted by Cassius on Fri Aug 13th 2004 at 3:01pm
Cassius
1989 posts
Posted 2004-08-13 3:01pm
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I like it, better than most DoD maps anyway. However, some of those textures are looking awfully familiar, as in they look like mine that I made for ferret's Splinter, as in nobody else is supposed to use them.
Re: dod_veghel Posted by Gorbachev on Fri Aug 13th 2004 at 11:59pm
Gorbachev
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Posted 2004-08-13 11:59pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
They look like mostly the Escape textures. I like the look, but the sky needs a bit more depth to it...it's pretty much one colour and I find it takes away from the map a bit.
Re: dod_veghel Posted by Perin on Mon Aug 16th 2004 at 12:46am
Perin
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Posted 2004-08-16 12:46am
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Looks like a great DoD map to me. The rain is a very nice effect you
put in there. I think you should add water to any holes in the ground
from grenades or bombs. An example is picture 2; it's raining but ther
eis no water in the blown out land. In picture 4 I think you should add
some better textures to that fountain where the Allied flag stands. One
last thing I suggest is perhaps some more sandbags in pics 1 and 2 -or-
some wall vegetation .. like vines.

This map is very well made. Congrats. :smile:
Re: dod_veghel Posted by matt on Sat Aug 21st 2004 at 12:29pm
matt
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Posted 2004-08-21 12:29pm
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User posted image

!
Re: dod_veghel Posted by Cassius on Sat Aug 21st 2004 at 5:38pm
Cassius
1989 posts
Posted 2004-08-21 5:38pm
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matt said:
User posted image

!
I haven't worked with modelling in a while, but I believe that's just about the limit?
Re: dod_veghel Posted by siron on Fri Sep 3rd 2004 at 8:30pm
siron
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Posted 2004-09-03 8:30pm
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thanks for your input guys. i fixed a lot of the stuff (except adding vines and changing the fountain texture). i agree, i dont like that fountain texture, but i cant find a better one, if you know of one please tell me here!

keep in mind this is beta, this is not final product. things will be changed.

beta 2 is released. new pics can be found at the link at the top of this thread.
Re: dod_veghel Posted by Cassius on Fri Sep 3rd 2004 at 11:00pm
Cassius
1989 posts
Posted 2004-09-03 11:00pm
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Quite nice except for it that, inside, there appear to be glow sprites with no light fixtures behind them. Otherwise, streets could be filled up a bit more, but the buildings/building textures are quite good.
Re: dod_veghel Posted by Ferret on Sat Sep 4th 2004 at 9:48am
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Posted 2004-09-04 9:48am
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THose textures do look frightingly like splinter's cassius. If they are
i'd like you to remove them and/or replace them. Cassius would know
better though if they are ours or not. Thanks.
Re: dod_veghel Posted by siron on Sat Sep 4th 2004 at 3:36pm
siron
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Posted 2004-09-04 3:36pm
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they are NOT his textures, i have never even seen any of his maps. the texture credits are in the text file.
Re: dod_veghel Posted by Dietz on Sun Sep 5th 2004 at 8:40am
Dietz
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Posted 2004-09-05 8:40am
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Ferret said:
THose textures do look frightingly like splinter's cassius. If they are i'd like you to remove them and/or replace them. Cassius would know better though if they are ours or not. Thanks.
That's not very nice ... :sad:
Re: dod_veghel Posted by hydeph on Sun Sep 5th 2004 at 11:16am
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Posted 2004-09-05 11:16am
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This looks nice. I don't like the church though. I think churches in DoD maps have been overdone. Almost every capture style map in DoD has a church in it. It's just.. meh. But Klein makes some really cool textures.

Also, Canadians liberated Holland after several failed attempts by everybody else. Go Canada! :/
Re: dod_veghel Posted by Cassius on Sun Sep 5th 2004 at 4:43pm
Cassius
1989 posts
Posted 2004-09-05 4:43pm
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I'm fairly sure they aren't, don't worry about it. If they are, it's because some dude from DoD stole them and put them in an official WAD0, which is of course impossible.
Re: dod_veghel Posted by JFry on Mon Sep 6th 2004 at 10:39am
JFry
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Posted 2004-09-06 10:39am
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This map has certainly come a long way. Only things I noticed in the screens was in the first one the street lamp doesn't really look "lit". I'm thinking maybe it's the texture or maybe it isn't even supposed to be lit at all, I can't really tell. In the third pic I think the supports might look a little better if they were pushed up so they run along the ceiling. Then again it doesn't look too bad like that and it might actually aid gameplay if you can get up there somehow. I'll try to play thru when I get some free time.
Re: dod_veghel Posted by Gorbachev on Mon Sep 6th 2004 at 11:56pm
Gorbachev
1569 posts
Posted 2004-09-06 11:56pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
The edges and undersides of the roof-tops need a lot of work. The need a trim texture for the side and a more appropriate underside (not shingles).
Re: dod_veghel Posted by siron on Tue Sep 7th 2004 at 6:05pm
siron
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Posted 2004-09-07 6:05pm
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thanks for your comments guys. gorb: yeah i've already started applying a wood texture to the bottoms of the roofs, should look better. as for the sides of the roof (the trim) can't really find good textures for it. but if i do ill fix it too. as for the sky, i've already changed it to the one i originally had (i was using the jagd sky (current sky) because the map used to be a lot darker, but now that its lightened up i think the old sky will fit in well)
Re: dod_veghel Posted by pepper on Wed Sep 15th 2004 at 5:34pm
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Posted 2004-09-15 5:34pm
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Yes, veghel was a small p[lace, in these days it shouldnt be that anymore. but the lightning doesnt seem to fit the map in your screenshots, it wouldnt be a lightning you would find in holland. it looks like a desert lightning.