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[DOD:S] dod_troddle

  • Erratic
  • January 28, 2009 at 1:38 AM
  • AlexG
    • January 29, 2009 at 9:45 PM
    • #21

    Looks amazing.

  • Erratic
    • January 29, 2009 at 11:35 PM
    • #22

    OK SO EVERYONE LIKES THE SEWERS RIGHT.

    Looks like I've got some extra toying around to do. Thanks for the comments.

    Quote from KoKo5oVaR

    If i was you, i would carve some sewer holes in the ceiling. They don't need to go out in the level, just put a pure white texture behind a grate with an alpha map to simulate it and make the light coming out from there with a nice subtle radiosity lighting the sewers. + the fog

    I'll give this a try, see if I can pull it off. Might be awkward with the position of the sewers being directly under the streets at times...

  • Erratic
    • January 31, 2009 at 6:53 PM
    • #23

    Updated version with changes and fixes: Download


    Thanks to Splatt for helping find a ton of shit I missed.

    *EDIT*

    FINAL version.

  • Sentura
    • February 1, 2009 at 5:17 AM
    • #24

    i gotta say, i like the sepia toning. for some reason it fits very well in this setting. i'd ask for a bit more contrast perhaps, but that's about it. it looks great architecture wise.

  • Vinny Testaverde
    • February 1, 2009 at 6:20 PM
    • #25

    My only complaint is that it looks like its laid out in a grid, everything is very linear. I would like to see more curved streets, forked intersections etc.

    Also needs more color, very bland looking

    Looks like fun though!

  • Erratic
    • February 1, 2009 at 8:18 PM
    • #26
    Quote from JonM

    My only complaint is that it looks like its laid out in a grid, everything is very linear. I would like to see more curved streets, forked intersections etc. Also needs more color, very bland looking

    That's fair. Though it was sort of the idea I had going in. I wanted to make a simple DoD map similar to those from the early HL1 days. Something like Caen. Just, straight forward, iconic kind of maps that really nailed that open, building to building combat I really miss in the Source version. Just about all the official maps go for this tight, corridor gameplay that I never really felt worked to DoD's strengths.

    Not to argue my way around the criticism, but I really wasn't trying to make anything you hadn't seen or played before, just something that wasn't really available in DoD anymore.

  • Splatt
    • February 2, 2009 at 10:18 AM
    • #27
    Quote from Erratic

    Thanks to Splatt for helping find a ton of shit I missed.

    lol I'm all struck out...

  • Erratic
    • February 2, 2009 at 5:19 PM
    • #28

    haha, totally unintentional. I was striking things in a hurry.

  • The Horse Strangler
    • February 7, 2009 at 10:18 AM
    • #29

    Man that's some nice Lighting, I'm glad to see some sepia color correction used in a war game like this, as oddly it's hardly ever done right. You managed to get everything just right though, great job.

  • PhilipK
    • February 7, 2009 at 10:34 AM
    • #30

    very nice map. I really like the lighting. As some other commented it could probably use some dirtying up in areas underground and maybe some "unevenness" in the geometry like the pavements and streets being less flat vertically.

  • Panteror
    • February 8, 2009 at 11:31 AM
    • #31

    Very good job, I like the atmosphere and lightning. It's a really nice map with lot of possibilities for players (paths, windows, underpass...)

    It's just too bad that I didn't see this post before you release final version cause there are 2 mains gameplay problems.

    1- No spawn protection : axis can go in the allied spawn and same for allied.

    2- 3 flags (the 2,3,4) are aligned, for example an sniper can break 3 flags in same time. You should have moved the 2 and 4 flags a little (for example on the "sundeck" like screen) to avoid this.

    [Blocked Image: http://img443.imageshack.us/img443/5536/dodtroddlesundeckbv3.th.jpg]

  • LIONz
    • June 23, 2009 at 3:38 PM
    • #32

    link down

  • Erratic
    • June 26, 2009 at 3:41 AM
    • #33

    Updated the link. Thanks for the heads up.

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