Re: dod_dayofdays
Posted by Agent Smith on
Mon Sep 27th 2004 at 2:34pm
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Hey All, once again I have started another DOD map, this one based around the Brecourt Manor installation assault as seen in Band of Brothers episode 2, Day of Days. (The name is still to be decided, as dod_dayofdays is taken)
Anyone who plays DOD will probably be wondering why I'm doing this map, as just recently a map of the same theme has been circulating. If you have played the map then I needn't explain myself. To be perfectly frank it is a gaudy, poorly constructed, poorly researched, poorly textured monstrosity of a map, doing little credit to Band of Brothers, the actual location or the men who fought there.
Hence my map, which will attempt to write the wrongs, by replicating as accurately as possible not only the Band of Brothers episode, but the actual historical data.
Here are some preliminary screens of the first two guns and the beginning of the installation. The actual installation was located in one long field, but to allow for R's I have divided the field in two. This is still a work in progress, but I am very pleased with how it looks so far.
Re: dod_dayofdays
Posted by Jezpuh on
Mon Sep 27th 2004 at 3:42pm
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I love this. Very good job. I loved that episode.
Re: dod_dayofdays
Posted by pepper on
Mon Sep 27th 2004 at 5:52pm
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yes, this looks like a band of brothers location. but i recall some sort of half-bunker.
as you said its a early wip, but it still looks promesing, i like how you rounded the edges of the trenches.
Re: dod_dayofdays
Posted by Gorbachev on
Mon Sep 27th 2004 at 11:23pm
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2004-09-27 11:23pm
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Well, there are some obvious misalignments with the sandbag textures. But like most of your maps they look nice, but just don't strike me as ever being much of a map to play.
Re: dod_dayofdays
Posted by fokker on
Tue Sep 28th 2004 at 4:17am
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Well to "right" one wrong I would have to say change "write" to "right" (sorry I'm an ass couldn't resist). Other than that map is looking good keep it up. That was a good episode btw.
Re: dod_dayofdays
Posted by Gorbachev on
Tue Sep 28th 2004 at 5:12am
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If it's going to be generally open like that be sure to make enough rolling in the hills to give MGs a chance. A pit is nice, but not if it's exposed too much. Be conscious about the knolls and where you've placed them.
Re: dod_dayofdays
Posted by Andrei on
Tue Sep 28th 2004 at 7:53pm
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Reminds me of a call of duty map.
Re: dod_dayofdays
Posted by Agent Smith on
Wed Sep 29th 2004 at 2:51am
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I am also claiming the name dod_brecourt for the map, as I could find no existing dod maps with that name. So if anyone was thinking of using it, tough. :biggrin:
Re: dod_dayofdays
Posted by siron on
Fri Oct 1st 2004 at 5:22pm
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wow, looks like you will have fun keeping e_poly down :razz:
i hope its not a sniper/mg-fest like the original dod_dayofdays
Re: dod_dayofdays
Posted by Agent Smith on
Sat Oct 2nd 2004 at 1:04am
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Well I've eliminated snipers from it completely and have limited the number of MG's to a realistic amount, with 4 for the axis and 2 for the allies. However, with the large field of play, plenty of cover, long ranges and multiple paths, It'll be hard for MG's to dominate, unless they have a pro team of other players just to make sure they stay alive and in position.
As far as the epoly goes, its been surprisingly good, easily below acceptable levels. also the combined sky/brush wall in between each hedge does well to block out anything that isn't supposed to be seen.
One problem I have been having is that models disappear when the point entity is out of view. It looks a bit dodge, does anyone know how to fix it?
Re: dod_dayofdays
Posted by Cassius on
Sat Oct 2nd 2004 at 2:29am
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Give me r_speeds or give me death.
Re: dod_dayofdays
Posted by Agent Smith on
Sat Oct 2nd 2004 at 3:56am
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Well at the moment the R's are about 1200 w_poly, which is a touch high by some standards, but well below the 1500 limit I set for myself.
As this is a DOD map you'll find many maps that are around that mark, some official maps get to about 2000 w_poly in some places.
So far my vis blocking in the hedges seems to be working, so hopefully it shouldn't get too much higher than what it is already.
Re: dod_dayofdays
Posted by pepper on
Sat Oct 2nd 2004 at 8:38pm
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that would require putting the models wiht your map in. that would make quite a big zip i think.
Re: dod_dayofdays
Posted by ReNo on
Sat Oct 2nd 2004 at 10:25pm
Posted
2004-10-02 10:25pm
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DoD is designed with higher spec computers in mind than Half-Life - it
is the same engine but it will run awfully even on some computers than
manage HL easily. By designing it this way from the start, they don't
have any fans who have become alienated by having the mod grow beyond
what their computers can handle, as something like CS would.
A map with 1500 w_poly will run just the same in DoD as it would in HL,
however most people playing DoD can put up with this sort of w_poly
because even the official maps of the mod have figures this high.
It is still preferrable to design maps to keep w_poly as low as
possible, but its not unexpected to see them over 1000 in this mod.
Re: dod_dayofdays
Posted by Orpheus on
Sat Oct 2nd 2004 at 10:49pm
Posted
2004-10-02 10:49pm
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forgive me, thats a bunch to process all at once..
lemme get this straight, a slideshow effect map, is what one compares others against for this mod? and, this mod is popular?
i'm sorry, that concept just doesn't do it for me, there has got to be another explanation.. i just cannot imagine people, (other than you-know-who's groupy buds), accepting such poor standards.
high end computers..untill recently, few were much higher than mine, and mine still balks at 1500+ :sad:
/me feels sorry for people with such low expectations.
Re: dod_dayofdays
Posted by Agent Smith on
Sat Oct 2nd 2004 at 11:00pm
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2004-10-02 11:00pm
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Most PC's seem to be able to handle 1500 w_poly nowadays, in DOD at least, I know mine can without a hitch, and its only midrange. I think the thing with DOD is that it requires a higher level of detail and realism, as its portraying real events. People are willing to suffer a tiny amount of lag or lower than perfect frame rates to experience something thats as real and as involving as possible. Unfortunately WW2 didn't take place in concrete corridors. :biggrin:
Re: dod_dayofdays
Posted by ReNo on
Sat Oct 2nd 2004 at 11:13pm
Posted
2004-10-02 11:13pm
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/me runs off to test the r_speed levels in some official DoD maps...
Re: dod_dayofdays
Posted by ReNo on
Sat Oct 2nd 2004 at 11:30pm
Posted
2004-10-02 11:30pm
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Well the beach on dod_charlie is constantly above 1000, but seems to
peak around 1300. I checked about 4 other maps and couldn't find
anything more than a fraction above 1000. If some of the maps do hit
1500, its very rare.
Re: dod_dayofdays
Posted by Agent Smith on
Sun Oct 3rd 2004 at 1:45am
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I don't know, I could be wrong. To tell you the truth the constant delays of HL2 have really f**ked me over. I was hoping for a release ages ago, and had all these great ideas for maps, but with the delay I've been trying to create them in HL with little success. The engine is just too old for what I need to do.
I've been learning UnrealEd and am attempting radiant, but the problem is these games (COD, UT... well maybe not UT) don't seem to have the same lifespan as HL.
Paralaxion was a map idea I was going to do for HL2, and as you all know the R's weren't too high, but were really pushing the limits. Pegasus didn't even start out as a map to be released, I was just getting warmed up to make a pegasus bridge themed map for DOD source.
Now it looks like there won't even be multiplayer for HL2, what the hell is happening?
Re: dod_dayofdays
Posted by Crono on
Sun Oct 3rd 2004 at 1:50am
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I've never had any problems running DoD. Even back when I had completly lower specs. They may have optimised some of the engine code to get some of the effects they have and speeds, But I'm not sure.
Re: dod_dayofdays
Posted by Agent Smith on
Mon Oct 4th 2004 at 8:39am
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Thanks Gorbachev, when I test after a quick progress compile I generally use the old WON system, it tends to be a bit quicker. I'll check it out in Steam, thanks a lot :smile: .
Re: dod_dayofdays
Posted by Minotaur0 on
Thu Oct 7th 2004 at 4:52am
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cool foliage but it lacks some cool features, such as houses, watertowers etc
Re: dod_dayofdays
Posted by Agent Smith on
Thu Oct 7th 2004 at 6:24am
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Yeah, it's taken me a while to get hedge's looking right. Nothin' worse than a hedge that looks like its a flat image on cardboard cutout or something. There are some barns and cottages to be added, but unfortunately as this is the countryside, there aren't really many occaisions for the inclusion of water towers :biggrin: .
Re: dod_dayofdays
Posted by Crono on
Thu Oct 7th 2004 at 8:31pm
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Several reasons, too many to list every possibility.
Re: dod_dayofdays
Posted by Gwil on
Thu Oct 7th 2004 at 10:07pm
Posted
2004-10-07 10:07pm
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Steam being one of the big ones nowadays, resource eating mismanagement crapola thing that is :razz:
Re: dod_dayofdays
Posted by Crono on
Thu Oct 7th 2004 at 10:18pm
Posted
2004-10-07 10:18pm
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Its probably because you have many programs running. Such as a browser, or p2p client at the same time as steam. But, yeah, steam is a hog. largest consumer on my computer besides games.
Re: dod_dayofdays
Posted by G.Ballblue on
Thu Oct 7th 2004 at 11:41pm
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2004-10-07 11:41pm
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Just out of curiousity, what is everyone's idea of good fps? Mine is 60.. Maybe it's because I have good eyes and can spot a frame drop when it hits 50.0, or maybe HL is just screwin with me.
Re: dod_dayofdays
Posted by Tracer Bullet on
Fri Oct 8th 2004 at 12:15am
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2004-10-08 12:15am
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It has to get below ~40 FPS before I can see any difference. It probably depends at least partly on the monitor you are using, etc.
Re: dod_dayofdays
Posted by Crono on
Fri Oct 8th 2004 at 12:46am
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2004-10-08 12:46am
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I get about 50 usually, I think about at 18fps you'll notice some laggy models.
Don't listen to people who say "OMG!!11 I can get teh 200fps in CS w00t", If your monitor is set to 60 or 70Hz that's the best bet (taking that you're running at 60fps).
(An easy way to think of it is to remember that 1Hz = 1 1/s or 1 s^-1)
Re: dod_dayofdays
Posted by Crono on
Fri Oct 8th 2004 at 8:34pm
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It was also called Charlie and Normandy in several versions of DoD. But by far Overlord was the best version.
Re: dod_dayofdays
Posted by Agent Smith on
Sat Oct 9th 2004 at 1:02am
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And how could anyone forget Dog1, by far one of my favorite maps from the early beta's.