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[REL] DoD_Edelweiß Beta 3

  • Albatros
  • February 15, 2007 at 11:24 AM
  • FrieChamp
    • February 16, 2007 at 8:40 AM
    • #21

    wow - detective hessi strikes again.

    Although that was no big mistery to reveil I guess, one just needs to load up the level.

    It's a shame though because crafting as sloppy as that staircase really gives a bad impression. And I'm saying sloppy and not WIP, because you've posted this in the "finished work" section, where the stakes are higher and you did a pretty good job at hiding these spots on the screenshots you provided

    Let me know if you want this moved to the WIP section and you'll probably have an easier time getting away with that kind of stuff

  • Josch
    • February 16, 2007 at 9:12 AM
    • #22

    hehe, the buglord strikes back

    Albatros:

    I really like the setting of your map. Of course, the facts and screenshots, hessi postet aren`t that good. But in what i disagree is the lighting. Why no warm colours in a winter-scene? Maybe the spring comes over the mountains?

    But the worst thing of your map: It is a DOD:S-map. I do not own a copy of this game But I agree to you that this map does fit better to DOD:S than to CS:S or HL2DM. Maybe I have to buy DOD:S...

    But all in all, a pretty fine map

  • Albatros
    • February 16, 2007 at 11:27 AM
    • #23

    Hey guys ,

    To be honest I wasn't certain in which forums to post a finished beta. At least it's far away from a release candidate, as you've all noticed , so it definately still is [WIP]. But then again, there's many beta-entries here, so I thought it would be best to post it in the "finished work" section.

    I'd not at all mind moving this into the [WIP] area if you think it fits into there .

    One thing though: the spawn areas are definately very pale and lack detail all over the place. They're only temporary solutions, since I use my beta releases to get an overview on the overall balancing.

    What's good about a map when the gameplay doesn't fit? It's not all about them visuals. Same goes for the 20 MB limit. Most servers won't even load up a map crossing that line, and I need players to play this map so I can find out how it plays. If I was able to make it a 60, 70 MB .bsp, I could definately make it a shiny beast, but that's what my next project is going to run for .

    Thanks again for the ideas, working on the spawns and bland areas (although life is going to be hell today, there's hundreds of thousands of psychos running up and down the street celebrating their own incapability in what they call carneval, although I prefer "brain carnage" ).

    Albatros

  • Bl1tz
    • February 16, 2007 at 4:07 PM
    • #24
    Quote

    Albatros":2dxdpfpr]Hey guys ,What's good about a map when the gameplay doesn't fit? It's not all about them visuals. Same goes for the 20 MB limit. Most servers won't even load up a map crossing that line, and I need players to play this map so I can find out how it plays. If I was able to make it a 60, 70 MB .bsp, I could definately make it a shiny beast, but that's what my next project is going to run for .

    Albatros

    You can have good gameplay and good visuals you know

    I agree with hessi, the staircase shows that you have a bit more work to do polishing the map with some better brushwork. I don't know how long you've been doing level design but designing stairs like that is something you usually learn not to do after a while. You do seem very talented though and you definitely have an eye for overall composition of your levels, but I think you might need a bit more practice with the technical aspect of it.

    I'd offer to help clean up the brushwork for you because I really like the vibe of the map, but I don't have DoD:S. You're almost there but now you need to smooth out the rough edges on some of the brushwork and then you'll be ready for your final.

  • Albatros
    • February 16, 2007 at 6:01 PM
    • #25

    Hey there ,

    thanks a lot for the offer. I guess I should be able to get it all finetuned on my own. The low-quality corners of the map do result from me hesitating to waste brushes. I've been mapping for HL1 for a couple of years which taught me to keep an eye on the overall brushcount.

    I'm afraid I had to learn that Source can deal extremely well with even high counts of func_detail brushes. I'll definately work on Edelweiss with my new techniques.

    [Blocked Image: http://www.albatros44.de/stv5/d1.jpg]

    [Blocked Image: http://www.albatros44.de/stv5/d2.jpg]

    This is how I work nowadays (a project I started last week) - getting 100 fps in average on this one.

    Cheers,

    Albatros

  • von*ferret
    • February 16, 2007 at 7:11 PM
    • #26

    very nice so far!

  • Minos
    • February 16, 2007 at 7:41 PM
    • #27

    Nice skybox, did you make it ?

  • Vinny Testaverde
    • February 17, 2007 at 2:22 AM
    • #28

    I like the colors in the original; makes it intresting rather then boring.

  • OrnateBaboon
    • February 17, 2007 at 12:30 PM
    • #29

    Kudos for the distinctive theme. It's great to see a map that feels as though it has been conceptualised as whole, rather than compartmentally. Everything focusing around the cable cars makes for a refreshing change over the stock maps.

    I think things are at that really tough stage where you need to add the polish. Every wall, texture, stair, displacement etc should be scrutinised, and be made to look as good as possible. A final of this should look very good indeed.

  • sk3tch
    • February 17, 2007 at 12:57 PM
    • #30

    I downloaded the map and love the idea. I know how time restraints can hinder details.

    Awsome though...

  • Albatros
    • February 18, 2007 at 9:49 PM
    • #31

    Hey again,

    Hessi, after a second read I really fancy that lighting you've proposed. I'll try to give it a shot as soon as I can.

    @Minotauro:

    Yep, it's gonna be a custom one made by a creative guy named piu piu. I'll elaborate on it later - I'll make an own [WiP] thread for that second project soon.

    I'll rework and re-detail Edelweiss in a week - I should have all the info on balancing and gameplay I need until then.

    Cheers & thanks a lot everybody,

    Albatros

  • Evert
    • February 19, 2007 at 8:36 AM
    • #32

    I saw this map ingame now.

    It didn't look as good as it did on the screenshots, the lighting was bad, and the general feel was that it seemed empty in details.

    Also a lot of bugs generally when it came to looks of things, like the windows on dynamic objects etc.

  • Drevlin
    • February 19, 2007 at 11:55 AM
    • #33

    After the initial "nice lighting, im impressed"-stage I too noticed the lack of details in alot of places.

    Been skimming trough the thread and you say its WIP so the feedback im handing you is: Add more detail =)

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