Re: DoD_Dessau_Beta1
Posted by Tracer Bullet on
Wed Sep 15th 2004 at 12:46am
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2004-09-15 12:46am
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I'm pretty close to done with this one, but it still needs some polishing. I'm thinking of adding more destruction, but that has to be pretty limited in the major areas because I'm already at my r_speeds limit.
Suggest away. :smile:
Re: DoD_Dessau_Beta1
Posted by fraggard on
Wed Sep 15th 2004 at 1:53am
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Good to see some new stuff around :smile: Anyway, here goes
First off, everything looks a bit too bright. You should reduce the number of bounces and/or gamma, because everything looks washed out. More contrast maybe. And the sky is somewhat boring.
Screen 1:
-Architecture looks good, but somewhat under-emphasized because of the lighting.
-Rooftops look too similar to each other.
-Ground texture's a bit overstretched?
Screen 2:
-What's causing the high wpolys?
-Again, nice architecture hidden by the lighting.
Screen 3:
-Again, the wpolys a bit high?
-Nice touch with the stained glass window
Screen 4:
-Seeing as you have the wpoly's to spare here, a little more of the rubble and destruction would look good here
-Maybe some terrain variations.
-That mossy-stone wall texture's been a bit overused here IMO
Screen 5:
-Best shot of the bunch, good work. Bright light and shadow works really nicely here. This place looks very good.
Looking forward to a download :smile:
Re: DoD_Dessau_Beta1
Posted by Cassius on
Wed Sep 15th 2004 at 2:31am
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I like it; I think the problem is that it looks ancient rather than old, nothing a good retexture couldn't solve.
Re: DoD_Dessau_Beta1
Posted by Tracer Bullet on
Wed Sep 15th 2004 at 3:46am
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Thanks for the comments.
I think the lighting looks washed out because I have my gamma maxed out in Steam so I can see into those dark corners. :wink: maybe I will turn it down and retake the screens.
Thre are good reasons for the w_poly in most of those screens. Trim around windows and doors. Lots of detail, particularly inside the church, and some of it gets drawn form the outside.
I don't plan on changing many of the textures as they are all DoD default, and I want to keep the file-size small. It's a good point about the roofes though. I ought to have at least two different textures.
I'll get the link up as soon as my next compile is done.
Re: DoD_Dessau_Beta1
Posted by JFry on
Wed Sep 15th 2004 at 5:51am
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Nice looking brushwork, I like how the buildings are clustered together. The rocks seem a bit too jagged in screen 5 but otherwise pretty nice. Lighting seems appropriate but the sky looks a little dull. I think something with mountains might look nice. The texture overall looks decent but not great. The ground just seems wrong to me and in screen 4 the sidewalk texture looks over-simplified.
Re: DoD_Dessau_Beta1
Posted by Agent Smith on
Wed Sep 15th 2004 at 2:18pm
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I've got to agree with Fraggard and Cassius on this one. The map is looking really good but the thing letting it down is the outdoor texturing, inside the church looks great.
There are plenty of good town textures around that look old but not, as Cassius put it, ancient. When creating realistic scenes for DOD in the HL engine, you have to rely heavily on the textures for detail and realism, as well as the brushwork and layout. My suggestion would be don't skimp on the textures.
Apart from that top job :smile: .
Re: DoD_Dessau_Beta1
Posted by Minotaur0 on
Tue Sep 21st 2004 at 4:11am
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nice man, but I really dont like the roofs. They need a "trim" between them and the walls, will make things look less blocky. I like the atmosphere, but you need to add some more detail. I mean, the map is on the right track and well built, but needs that "OMFG!!!!1" factor :smile:
Re: DoD_Dessau_Beta1
Posted by Tracer Bullet on
Tue Sep 21st 2004 at 4:26am
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I'm not entirely sure what your getting at in terms of the rooves...
I definitely have some more cool effects planned. env_shooter here I come!
Re: DoD_Dessau_Beta1
Posted by Tracer Bullet on
Thu Oct 21st 2004 at 5:55am
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All good projects must come to an end whether they are perfect or not. I have come to the conclusion that I am as finished with this as I am ever going to get. I've done my best to respond to the critiques thrown my way and I hope many of you will have fun playing my creation. Thanks for the help.
The screens and DL link have been updated.
Re: DoD_Dessau_Beta1
Posted by Orpheus on
Thu Oct 21st 2004 at 6:00am
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dammit jim, i cannot remember this one :sad:
looks good though, shame i don't play dod
this one musta came along during my hiatis..
good luck TB
Re: DoD_Dessau_Beta1
Posted by Agent Smith on
Thu Oct 21st 2004 at 6:30am
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Well, personally Tracer I would have fixed a few things before releasing it, like that God awful water in the first shot, the sad looking bushes on the hill in the second, and the somewhat dodgy architecture in the third. The fourth shot looks great though and the fifth looks like the map has an interesting layout. Texturing could have used a bit more work, but its your call. Nice job over all, just me being picky. :biggrin:
Re: DoD_Dessau_Beta1
Posted by Tracer Bullet on
Thu Oct 21st 2004 at 6:40am
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Thanks Orph.
Like I said. It isn't perfect. I just don't have time anymore to work on it and being that HL2 is coming out with DoD: Source close behind, I don't really see the point in waiting to see if I might someday get back to it.
Re: DoD_Dessau_Beta1
Posted by Crono on
Thu Oct 21st 2004 at 6:41am
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drools ... DoD Source ...
Re: DoD_Dessau_Beta1
Posted by Agent Smith on
Fri Oct 22nd 2004 at 6:37am
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Oh yeah, DOD: Source. I've slowed most of my DOD mapping down at the moment, just developing cool ideas and layouts so that when its released I can map away. Of course I'm going to try and release a couple more DOD maps before Source comes out, as its going to be a while before its released.
My brecourt manor map is on hold, same with rural (which has been on hold for months) as the engine just can't handle them. I'm going to aim to finish u-boat and a new map based around Monte Cassino in the next 2 months.
Re: DoD_Dessau_Beta1
Posted by Crono on
Fri Oct 22nd 2004 at 6:40am
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I wonder how many NPCs HL2 will be able to handle now ... it'd be great if DoD had some NPCs in source as well.
Imagine having battles where a majority of players were bots mixed with people ... creating huge battles.
Imagine if Charlie didn't blow ass because you were the only target on the goddamed beach.
Re: DoD_Dessau_Beta1
Posted by Crono on
Sat Oct 23rd 2004 at 7:20am
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Don't expect that on any engine that exists.
You basically described a MMOFPS of WWII.
I don't understand why you wish to control all the troops. I mean sure that'd be cool if it was a possibility, but that would become a pain in the ass. It'd make much more sense if you didn't command them, but rather (especially in the situation of Normandy Beach) you made a plan before hand. It would definatly make sense for "cannon fodder" to be running around, since a lot of people on Normandy beach were exactly that. Not to be a dick about it or anything.
Not everyone wants voice communications. I hate when people talk in dod, I f**kING HATE IT.
However, I've developed ideas that would probably interest you, but I wont disclose them for risk of alienation...
Re: DoD_Dessau_Beta1
Posted by Crono on
Sat Oct 23rd 2004 at 9:25pm
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You didn't listen.
I understand what you're saying more then you know. It should just NEVER be implimented with DoD.
Re: DoD_Dessau_Beta1
Posted by Crono on
Sun Oct 24th 2004 at 3:53am
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I'm working on it ... :wink:
Re: DoD_Dessau_Beta1
Posted by Tracer Bullet on
Sun Oct 24th 2004 at 7:38am
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It sounds like a very cool idea to me Orph. That really is the problem with DoD and such. there is just no real penalty associated with dying, so everyone just runs for it.
Re: DoD_Dessau_Beta1
Posted by Crono on
Sun Oct 24th 2004 at 7:54am
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Uh ... what about competition?
There is something satisfying to have a tremendous amount of kills and flags with minimal amount of deaths. Or having more then 12 kills in between deaths. (Being an MG in a good spot does not count).