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Vineyard - Danger Zone

  • T-Rexer
  • August 28, 2021 at 8:47 PM
  • T-Rexer
    • August 28, 2021 at 8:47 PM
    • #1

    The Danger Zone experiment returns to the sun soaked hills of southern Italy. Between scenic towns and ancient ruins, fight to survive and be the last man standing.Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2587298130Made by: Hasselh0ff, KlixX, Seth, Quotingm Slimek, Andi, Squidski and T-R3x3r


  • zombi
    • August 28, 2021 at 9:34 PM
    • #2

    Very very nice, congrats!

  • blackdog
    • August 29, 2021 at 1:47 PM
    • #3

    I always enjoy seeing my native country represented in games, thank you for the choice ?

    Reminds me most of central Italy and the Easter trips with my parents rolling in a camper.

    Any specific reference? Did you take several places and made it into one?

  • FMPONE
    • August 29, 2021 at 6:34 PM
    • #4

    I really like the interior shot of the church and the pastoral scenes. If I had one criticism of these screenshots it would be the architectural textures, which seem far too clean and lego-like. The lack of displacement blending and realistic wear is noticeable.

    The bottom of a wall should not really look like the top of a wall, etc, there should be some gradients going on there. It does not have to be intense and you can keep your soft look, but it should be present.

  • RA7
    • August 29, 2021 at 8:40 PM
    • #5

    Pimped the map ?

  • T-Rexer
    • August 30, 2021 at 11:29 PM
    • #6
    Quote from FMPONE

    On 8/29/2021 at 7:34 PM, FMPONE said: I really like the interior shot of the church and the pastoral scenes. If I had one criticism of these screenshots it would be the architectural textures, which seem far too clean and lego-like. The lack of displacement blending and realistic wear is noticeable.

    The bottom of a wall should not really look like the top of a wall, etc, there should be some gradients going on there. It does not have to be intense and you can keep your soft look, but it should be present.

    Thanks for the input! you are right, we actually had a blend texture there and those walls are still displacements but we swicthed the texture at one point that wasnt a blend texture. Will fix that!

  • SirSnail
    • September 7, 2021 at 10:08 PM
    • #7

    Beautiful map! So much so I had to run around in it for research and I came across a few things:

    The archway where my crosshair is has the fade distance set too low

    Spoiler

    As well as here (in the window by crosshair, about 4 props i wanna say?)

    Spoiler

    There's a weird bump here, could be clipping or model collision

    Spoiler

    Speaking of stairs, a little short here

    Spoiler

    The water in the sewers is showing the 3d skybox

    Spoiler

    And missing a water texture here

    Spoiler

    These areas I found are a bit too dark and IMO it just doesn't look all that good (first image needs the displacement sewn or adjusted)

    Spoiler

    This wall all needs to be sewn (thin line visible through where the displacements are supposed to meet)

    Spoiler

    And finally, just something I would do probably doesn't matter all that much, but I would add a block light to this roof

    Spoiler

    Overall amazing and really good looking map! I can't imagine making something so large and having it work with this ancient engine, framerate overall was great, had a few hiccups going through some buildings but I was also noclipping everywhere so it could've been that.


    Personally don't play DZ at all, but I would love to see this included for diversity and, y'know, less desert maps overall?

    Hope I helped in finding some bugs!

  • T-Rexer
    • September 11, 2021 at 11:33 AM
    • #8
    Quote from SirSnail

    On 9/7/2021 at 11:08 PM, SirSnail said: Beautiful map! So much so I had to run around in it for research and I came across a few things:

    The archway where my crosshair is has the fade distance set too low

    http://# Hide contents

    As well as here (in the window by crosshair, about 4 props i wanna say?)

    http://# Hide contents

    There's a weird bump here, could be clipping or model collision

    http://# Hide contents

    Speaking of stairs, a little short here

    http://# Hide contents

    The water in the sewers is showing the 3d skybox

    http://# Hide contents

    And missing a water texture here

    http://# Hide contents

    These areas I found are a bit too dark and IMO it just doesn't look all that good (first image needs the displacement sewn or adjusted)

    http://# Hide contents

    This wall all needs to be sewn (thin line visible through where the displacements are supposed to meet)

    http://# Hide contents

    And finally, just something I would do probably doesn't matter all that much, but I would add a block light to this roof

    http://# Hide contents

    Overall amazing and really good looking map! I can't imagine making something so large and having it work with this ancient engine, framerate overall was great, had a few hiccups going through some buildings but I was also noclipping everywhere so it could've been that.


    Personally don't play DZ at all, but I would love to see this included for diversity and, y'know, less desert maps overall?

    Hope I helped in finding some bugs!

    Display More

    Wow, thanks for the feedback. We have fixed some of those things in the first patch already but we’ll check if there is anything we missed!

  • Radu
    • September 11, 2021 at 12:14 PM
    • #9
    Quote from T-Rexer

    34 minutes ago, T-Rexer said: we’ll check if there is anything we missed!

    Spoiler [Blocked Image: https://i.imgur.com/xNyEDCe.png]

  • T-Rexer
    • September 17, 2021 at 9:33 AM
    • #10
    Quote from Radu

    On 9/11/2021 at 1:14 PM, Radu said:

    http://# Hide contents [Blocked Image: https://i.imgur.com/xNyEDCe.png]

    Ahh yes. Andi took the laser cutter to the bridge. We will replace it down the line, but it doesnt seem like we need to update it any time soon since it is not going ingame right now.

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