dod_devastation

dod_devastation

Re: dod_devastation Posted by Gorbachev on Fri Jan 21st 2005 at 9:01am
Gorbachev
1569 posts
Posted 2005-01-21 9:01am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
This map has been around a long, long time. And while I don't think
it's the greatest, it can be a lot of fun. Problem is that it looked
really, really dated. Luckily enough I got the opportunity to be the
one to update it. So far I've kept the r_speeds almost exactly the same
as the original (often because I replaced brushwork errors with
details).

I'm also using uncommon textures so that it doesn't look like every
other map in that way either. I've got a fair bit left to do (mainly
remove any angled cut destruction and replace it with realistic
blown-out sections, lighting, and other environmental details.

I'll include a few pictures of the original (well, there were something
like 12 betas...but the original mapper gave the source for someone who
wanted for finalize it for the last of the HL1 versions.)

Before:

User posted image

After:

User posted image

Before:

User posted image

After:

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Before:

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After:

User posted image
Re: dod_devastation Posted by Crono on Fri Jan 21st 2005 at 9:19am
Crono
6628 posts
Posted 2005-01-21 9:19am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
I love your improvements and additions thus far. It looks great.
Re: dod_devastation Posted by Orpheus on Fri Jan 21st 2005 at 10:56am
Orpheus
13860 posts
Posted 2005-01-21 10:56am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Your art with creating believable debris is growing Master Gorby, very nice.
do i detect some Cassius textures in there as well?

my only observational negative comment, the road surface texture. if it were real, those bricks would be about 3 feet long. bricks do not fare well at that size, especially when used in roadways. other than that.. primo salsa bud :)
Re: dod_devastation Posted by azelito on Fri Jan 21st 2005 at 2:17pm
azelito
570 posts
Posted 2005-01-21 2:17pm
azelito
member
570 posts 127 snarkmarks Registered: Aug 8th 2002 Occupation: Wierdness Location: Sweden
Looks amazing. Love your DoD maps, even though I dont play DoD.
Re: dod_devastation Posted by ReNo on Fri Jan 21st 2005 at 2:47pm
ReNo
5457 posts
Posted 2005-01-21 2:47pm
ReNo
member
5457 posts 1991 snarkmarks Registered: Aug 22nd 2001 Occupation: Level Designer Location: Scotland
Mostly very nice improvements, but I have a few suggestions on the screenshots.

In the second new part where you have modified the church, you have no
windows on the lower floor and it looks very bland. You effectively
have just a long flat wall for the side of the building and it could
really use some sprucing up, even if it were just some masked window
textures or something. Also, the tree at the end of the road looks a
bit odd sat right in front of the gate in my opinion.

In the last shot of the large hall building, the large angled roof
section over the doors could really use a different texture (and more
brushwork IMO) on the front of it - its a sudden and ugly change from
the bit of trim you have on the side.
Re: dod_devastation Posted by Gorbachev on Sat Jan 22nd 2005 at 8:09am
Gorbachev
1569 posts
Posted 2005-01-22 8:09am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
The two areas you mentioned haven't been 'touched' yet. But they were
on my list of detailing. There's a bit of a problem with the scale on
the church, so I have to work that out later as well.

And Orph, for your comment in the map profile about the bricks, it was
more of a matter of using a unique texture for the road as every other
natural or good enough looking texture has been used to death and I
wanted something that is both of a reddish colour and is uncommon, so
while I do think the bricks look a bit long (I personally wished they
were the same style as my cobble in dod_kettle) I have to deal with it
as-is right now.
Re: dod_devastation Posted by Cassius on Sat Jan 22nd 2005 at 9:36am
Cassius
1989 posts
Posted 2005-01-22 9:36am
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
It looks good, but it doesn't feel like a city at all. Maybe that's because of the lack of height variation in the buildings/road (and I don't mean making it bumpy). It's been a long time since I've played DoD, but I can definately see myself getting raped left and right and up and down by snipers in every area depicted in the screens - there simply isn't enough cover. Though I suppose if you were simply trying to remake it, you can't very well change the layout.
Re: dod_devastation Posted by Gorbachev on Sat Jan 22nd 2005 at 9:54am
Gorbachev
1569 posts
Posted 2005-01-22 9:54am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I'm still only about 75% done the layout in its original form...after I
do that I'm going to work on the solid rubble and cover. I can't make
too much cover though, or it eliminates any usefulness of snipers too.
It's tough to get a balance because even player strengths can mess with
playtesting.
Re: dod_devastation Posted by Agent Smith on Sat Jan 22nd 2005 at 12:08pm
Agent Smith
803 posts
Posted 2005-01-22 12:08pm
803 posts 449 snarkmarks Registered: Aug 30th 2003 Occupation: Uni Student Location: NSW, Australia
Looking pretty good Gorbachev. I would probably add some structural
detail to the church and other buildings, as the simplistic nature of
much of the brush work would allow for it r_speed wise.

I can't wait till DOD Source is released. I've been doing some
experimentation with displacement surfaces for realistic trench systems
and they're looking pretty good, still need a bit of work though. I'm
hoping DOD Source will be more generous with foliage than HL2, CS:S and
HL2:DM, as I really need some thick shrubs and trees to create
realistic hedgerow country and other outdoor scenario's.
Re: dod_devastation Posted by Orpheus on Sat Jan 22nd 2005 at 12:28pm
Orpheus
13860 posts
Posted 2005-01-22 12:28pm
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
<DIV class=quote>
<DIV class=quotetitle>? quoting Gorbachev</DIV>
<DIV class=quotetext>And Orph, for your comment in the map profile about the bricks, it was more of a matter of using a unique texture for the road as every other natural or good enough looking texture has been used to death and I wanted something that is both of a reddish colour and is uncommon, so while I do think the bricks look a bit long (I personally wished they were the same style as my cobble in dod_kettle) I have to deal with it as-is right now.
</DIV></DIV>

Gorby, anyone with your skill could edit the texture to suit your desire. if you have your heart set on that particular one, then make it fit the map, don't make the map fit the texture.
the decision is yours however, you know i will support any results you chose to employ. who am i to talk, your maps beat mine hands down. :/
Re: dod_devastation Posted by Cassius on Sat Jan 22nd 2005 at 5:27pm
Cassius
1989 posts
Posted 2005-01-22 5:27pm
Cassius
member
1989 posts 238 snarkmarks Registered: Aug 24th 2001
You think Mikezilla's cobble texture is uncommon?
Re: dod_devastation Posted by Forceflow on Sat Jan 22nd 2005 at 6:48pm
Forceflow
2420 posts
Posted 2005-01-22 6:48pm
2420 posts 451 snarkmarks Registered: Nov 6th 2003 Occupation: Engineering Student (CS) Location: Belgium
As for the DoD look and feel, you're fine.

Just try to add some more ... variation in the textures. All looks grey.

I'm sure this will be a great map, just a bit of tweaking to do !
Re: dod_devastation Posted by Tracer Bullet on Sat Jan 22nd 2005 at 7:41pm
Tracer Bullet
2271 posts
Posted 2005-01-22 7:41pm
2271 posts 445 snarkmarks Registered: May 22nd 2003 Occupation: Graduate Student (Ph.D) Location: Seattle WA, USA
The streets look very wrong to me. Nobody makes roads that slope down and form a trough for the simple fact that is is a trough. Most roads are crowned so that the middle is higher than the curb. This way water runs into the gutters instead of staying on the road. I think it would look much better if you changed your brushwork to reflect this.
Re: dod_devastation Posted by Gorbachev on Sat Jan 22nd 2005 at 9:36pm
Gorbachev
1569 posts
Posted 2005-01-22 9:36pm
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I'm just going to have to continue my search of a good cobble...I'm an
okay texture artist, but not good enough for something I'd want
plastered in almost every visible area of the map. :razz: I'm trying for
variation, but you also have to take in mind about 1/2 of the buildings
there have been quick-textured and I haven't spent any time on them
other than giving them a placeholder texture. Thanks for the idea
Tracer...I knew there was something odd about the roads, but I couldn't
put my finger on it.
Re: dod_devastation Posted by Gorbachev on Mon Sep 11th 2006 at 5:25am
Gorbachev
1569 posts
Posted 2006-09-11 5:25am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
What's that? I set up Hammer again? I opened up devastation? Sha-zam. Yeah, I know nobody will read this, but this map is alive just like that "Bring out yer dead" corpse guy. It shall be finished, I have fresh ideas and after a long hiatus I finally have desire to actually do some mapping of worth again. Even this thread is pretty old in comparison to what I did with the map, but rest assured there shall be improvements and completions abound.
Re: dod_devastation Posted by Crono on Mon Sep 11th 2006 at 7:14am
Crono
6628 posts
Posted 2006-09-11 7:14am
Crono
super admin
6628 posts 700 snarkmarks Registered: Dec 19th 2003 Location: Oregon, USA
Sounds good. Another well made Dod map is always welcome.
Blame it on Microsoft, God does.
Re: dod_devastation Posted by Mr.INSANE on Thu Sep 14th 2006 at 12:38am
Mr.INSANE
156 posts
Posted 2006-09-14 12:38am
156 posts 86 snarkmarks Registered: Jan 29th 2006 Occupation: Student Location: California,USA
The Pictures seem to be down
Why Do we all have to wear these ridiculous ties
Re: dod_devastation Posted by Gorbachev on Thu Sep 14th 2006 at 1:31am
Gorbachev
1569 posts
Posted 2006-09-14 1:31am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
They're from over a year and a half ago. :razz:

No point in putting those ones back anyway. The regular SP ones are sufficient until I put new ones up.
Re: dod_devastation Posted by Gorbachev on Wed Apr 25th 2007 at 1:55am
Gorbachev
1569 posts
Posted 2007-04-25 1:55am
1569 posts 264 snarkmarks Registered: Dec 1st 2002 Location: Vancouver, BC, Canada
I've actually been motivated enough to work on this lately, finished a lot of core work and I've been envisioning changes and updates during downtimes at work. I'm sticking this one out for v1.3 DoD and after I'll work on an entirely new map for Source as I have 2 very good untouched ideas that would play pretty well + look slick.
Re: dod_devastation Posted by Orpheus on Wed Apr 25th 2007 at 9:52am
Orpheus
13860 posts
Posted 2007-04-25 9:52am
Orpheus
member
13860 posts 2024 snarkmarks Registered: Aug 26th 2001 Occupation: Long Haul Trucking Location: Long Oklahoma - USA
Coolness. :smile:

The best things in life, aren't things.