Re: dod_devastation
Posted by Crono on
Fri Jan 21st 2005 at 9:19am
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I love your improvements and additions thus far. It looks great.
Re: dod_devastation
Posted by azelito on
Fri Jan 21st 2005 at 2:17pm
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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
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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
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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
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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
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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
Posted
2005-01-22 12:08pm
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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 Cassius on
Sat Jan 22nd 2005 at 5:27pm
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You think Mikezilla's cobble texture is uncommon?
Re: dod_devastation
Posted by Forceflow on
Sat Jan 22nd 2005 at 6:48pm
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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
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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
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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
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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
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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
Posted
2006-09-14 12:38am
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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
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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
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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
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Coolness. :smile:
The best things in life, aren't things.