Heavy WIP stuff. Map is set in the city of Metz. Still unsure about the whole river situation since swimming feels pretty wonky in DoI.
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Heavy WIP stuff. Map is set in the city of Metz. Still unsure about the whole river situation since swimming feels pretty wonky in DoI.
[Blocked Image: http://i.imgur.com/XPqH8il.jpg]
I'm in a similar situation, I have two rivers that I may just player clip you from entering until there's a decent system for swimming. The small creek through the middle of my map I just player clipped at a decent height so you don't lay down under water.
I was experimenting with different ideas.
In the end I decided to have the water at waist height like they did it in the official maps. Which restricts movement softly, as player characters are slowed down significantly in the water, rendering themselves very vunerable. Even if it lacks realism (rivers this large should be deeper with current), I value gameplay more in this case.
@poLemin same conclusion.
This is gonna be quite the task, but I'm gonna love every minute of it. What do you guys think of having a return from the game mode Base Assault? Granted we may not have vehicles at our disposal, the AT weaponry could be used for other accurate purposes. I loved the gamemode to death back in 2005~ and want to bring it back, and I think I finally caught a glimpse of a chance with Day of Infamy.
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Edit: Yes that's Graydient, somehow still working!
Started a map set in Germany towards the end of the war, Nuremberg kind of style with medieval buildings and really heavy damage. Allies have to capture two objectives, still deciding on the details of those objectives and the overall layout.
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Got exhausted from Level Design so I decided to wind down a little and try out doing Level Art with some of the DoI assets. I'm really out of shape in terms of handling Hammer tho.
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still working on displacements and thinking about using elevation of roads for cover in between hedgerows and small fields w/ haystacks and barns. wanna mix in some long range with more close fighting between the hedges. figured a silo would be a good counter to the church tower. i want the main focal point of the map to be dead man's corner and have that house be the center cap point.
a ways to go yet
Nice maps everyone! Enjoying the posts, keep 'em coming.
I've decided to port an old unfinished/unreleased DoD:S map of mine over to DOI for the contest. The map was only ever in the early stages and needs a ton of work, especially now that I'll need to re-do everything using the DOI textures/assets. I'm hoping I can get something decently polished by the deadline though. I'll post some WIP pics ASAP.
Started to play about with a bit of detail when it seems certain textures are breaking themselves.
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Anyone encountered this?
I can only see the text written on the blue wall ![]()
Some more shots, getting together the general theme of the environment. Then I'll be getting the map looking much better.
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Figured out the issue with broken reflections, I had to disable the HDR on the compile process, looks fine now.
A tad late to the party, but I'm here nonetheless. Here's some wips, boys. Grab 'em while they're hot.
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Fresh shots, tried the HDR with built cubemaps and the issues persisted so that has been turned back off for the time being.
More screenshots, Pretty much done with most of the town's visuals, will be starting the detail on the next section of the map.
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For some reason I got bored and made a room in part of one of the buildings, can't access it but you can look through it from the outside. some shots.
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