dod_ardennes

dod_ardennes

Re: dod_ardennes Posted by Agent Smith on Mon Nov 8th 2004 at 11:52pm
Agent Smith
803 posts
Posted 2004-11-08 11:52pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 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
Spartan
1204 posts
Posted 2004-11-09 12:03am
Spartan
member
1204 posts 409 snarkmarks Registered: 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 Kage_Prototype on Tue Nov 9th 2004 at 12:09am
Kage_Prototype
1248 posts
Posted 2004-11-09 12:09am
1248 posts 165 snarkmarks Registered: Dec 10th 2003 Occupation: Student Location: Manchester UK
If I were you I'd save the map for DoD Source. It is only a few weeks away
Hardly. we've got a looong wait before we see DOD:S on the horizon.
Re: dod_ardennes Posted by Campaignjunkie on Tue Nov 9th 2004 at 12:14am
Campaignjunkie
1309 posts
Posted 2004-11-09 12:14am
1309 posts 329 snarkmarks Registered: Feb 12th 2002 Occupation: Student 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 Minotaur0 on Tue Nov 9th 2004 at 1:06am
Minotaur0
47 posts
Posted 2004-11-09 1:06am
47 posts 324 snarkmarks Registered: Aug 12th 2004 Occupation: Level Designer Location: Brazil
I think you should work on the shadows cuz they are very uninteresting atm. Apart from that I loved the atmosphere of the map, gj :)
Re: dod_ardennes Posted by Junkyard God on Tue Nov 9th 2004 at 11:18am
Junkyard God
654 posts
Posted 2004-11-09 11:18am
654 posts 81 snarkmarks Registered: 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 Mor7y on Tue Nov 9th 2004 at 11:29am
Mor7y
63 posts
Posted 2004-11-09 11:29am
Mor7y
member
63 posts 125 snarkmarks Registered: Sep 3rd 2003 Occupation: School Location: in front of a PC
Nicely done. How about making the fence a little bit more rough? It's like a square. Make it seem like multiple boards :)
Re: dod_ardennes Posted by Andrei on Tue Nov 9th 2004 at 5:06pm
Andrei
2455 posts
Posted 2004-11-09 5:06pm
Andrei
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2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Imagine how good this would look with HL2. :D
Re: dod_ardennes Posted by Tracer Bullet on Tue Nov 9th 2004 at 6:27pm
Tracer Bullet
2271 posts
Posted 2004-11-09 6:27pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 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 Pericolos0 on Tue Nov 9th 2004 at 7:10pm
Pericolos0
40 posts
Posted 2004-11-09 7:10pm
40 posts 44 snarkmarks Registered: May 30th 2004 Occupation: i is a student Location: Belgium
Luks nice but it doesnt remind me of the ardennes, and ive been there lots of times :p
Re: dod_ardennes Posted by Agent Smith on Wed Nov 10th 2004 at 7:01am
Agent Smith
803 posts
Posted 2004-11-10 7:01am
803 posts 449 snarkmarks Registered: Aug 30th 2003 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 Andrei on Wed Nov 10th 2004 at 6:59pm
Andrei
2455 posts
Posted 2004-11-10 6:59pm
Andrei
member
2455 posts 1248 snarkmarks Registered: Sep 15th 2003 Location: Bucharest, Romania
Well, the place might have changed alot in 60 years. Unless you're referring to the terrain. That would take a little longer to change :) .
Re: dod_ardennes Posted by MisterBister on Thu Nov 11th 2004 at 10:34am
MisterBister
277 posts
Posted 2004-11-11 10:34am
277 posts 78 snarkmarks 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
427 posts
Posted 2004-11-11 7:44pm
Ferret
member
427 posts 478 snarkmarks Registered: Jan 28th 2002 Occupation: Student
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
Agent Smith
803 posts
Posted 2004-11-12 2:33am
803 posts 449 snarkmarks Registered: 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
6628 posts
Posted 2004-11-12 3:09am
Crono
super admin
6628 posts 700 snarkmarks Registered: 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
Captain P
1370 posts
Posted 2004-11-12 12:34pm
1370 posts 1995 snarkmarks 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
Forceflow
2420 posts
Posted 2004-11-12 6:56pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 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
fokker
39 posts
Posted 2004-12-04 4:28am
fokker
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39 posts 263 snarkmarks 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.