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[WIP] DoD_Nightingale

  • Albatros
  • April 5, 2007 at 8:13 PM
  • Albatros
    • April 5, 2007 at 8:13 PM
    • #1

    Hi!

    Seems like this darling has finally reached a presentable stage - although it still is very [WIP], so to say, since I've only had two weeks of work to spend until now. Many things will be fixed and there also are numerous placeholders, but on the whole I suppose one can get an impression of what it is going to look like. And that's what WIP threads are there for, right? :]

    Anyway, the setting:

    - Autumn of 1944, the German troops are retreating on all fronts. While the Allies are advancing surprisingly fast, they realize that the rapid speed of their push towards the German borders confronts them with new problems - such as vulnerable supply lines or unexpectedly strong defense on certain spots.

    On this day, an allied infantry battaillon happened to run into a squad of a regrouping German Panzer Regiment, consisting of two Tiger tanks and two StuG III due to the shortage of battle tanks in this late episode of the war. The squad had just arrived in a little village near the silesian-bohemian border (I know. No americans at the eastern front, but I heard rumors of Sovjet skins having been released, so if that could be combined, the historical aspect would be corrected, too) to refuel.

    While the allied troops now have an opportunity to catch a sitting duck and destroy or capture the German tanks, while the Germans could quickly break up the frontline and attack the vulnerable supply lines, if they managed to win the day.

    Screens:

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk1.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk2.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk3.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk4.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk5.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk6.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk7.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk8.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk9.jpg]

  • Albatros
    • April 5, 2007 at 8:20 PM
    • #2

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk10.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk11.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk12.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk13.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk14.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk15.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk16.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk17.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/nachtk18.jpg]

    The battle zone includes a small cloister, a water mill, a fortified church, several fields. orchards and a small forest.

    It will be a 16 to 32-player map measuring about 5000 x 5000 units/inches (130 x 130 metres), which is an average size, at least for DoD .

    Looking forward to some comments, suggestions or all kinds of critics .

    Thanks to Happyernst & piu piu for the models & assistance with the skybox colour .

    Cheers.

  • Dodger
    • April 5, 2007 at 8:51 PM
    • #3

    you've made this map good

  • General Vivi
    • April 5, 2007 at 9:04 PM
    • #4

    Wow looking great! i can't wait to play it ^_^!

  • von*ferret
    • April 5, 2007 at 10:05 PM
    • #5

    Pretty hot man. I hope the game play is equally as good.

  • Zacker
    • April 5, 2007 at 10:13 PM
    • #6

    Hot indeed.

  • FMPONE
    • April 5, 2007 at 10:51 PM
    • #7

    I like it but it is very flawed.

    You need to spend more time on your brushwork and prop placement because of many things just don't make sense or have any utility where you've put them. For instance, ivy, flipped UPSIDE DOWN, on the interior of a bridge, where you also have spires from the top of houses on the edges.

    doubyateef

  • Albatros
    • April 5, 2007 at 11:23 PM
    • #8

    Hi again

    As I said, it's in a very early stage, so detail improvements will definately happen. Concerning the ivy: most people considered it a bush until now, and I suppose going from the looks only a person knowing it is an ivy model that normally is being used with a 180° rotation will notice that.

    The idea for that ivy on the bridge came from an old picture - it looks extremely similar to my result.

    The rooftop spires... well, same thing. They served as decoration, aswell on houses as on railings, bridges... the reason that the model's creator intended it to be used on roof tops doesn't mean it has to be used there and nowhere else . Although I must admit that I'm not satisfied with them spires, too... I'll try and make some custom ones when I find the time.

    Cheers & thanks for the feedback ,

    Albatros

  • SnipaMasta
    • April 6, 2007 at 12:55 AM
    • #9

    That's without a doubt the hottest DOD map I've seen. I actually can't think of anything useful to say, but if you can make it better, do so.

  • Defrag
    • April 6, 2007 at 7:48 AM
    • #10

    Really nice work! Nothing constructive from me, I'm afraid.

  • Warby
    • April 6, 2007 at 11:28 AM
    • #11

    this map is going places ^^

  • e-freak
    • April 6, 2007 at 5:24 PM
    • #12

    Devil's Advocat is what I feel like then ever I stumble into your threads...

    http://www.albatros44.de/nachtwip/nachta7.jpg

    The horizontal timbers on the wall at the left do both look wired:

    The higher one (beneath the first row of concrete windows) uses a totally different wood than the entire rest of the half-timbered construction, the second one further below looks like "Katscher Leimholz" - a bunch of small pieces stickied together because it seems you forgot to rotate the texture (same problem as above here) 90° round.

    Second thing: From there is the guest supposed to see the "Gasthaus zum [...]" thing and why is it in german - pushing towards the german border sounds to me like france (or elsas lotringen)

    http://www.albatros44.de/nachtwip/nachta6.jpg

    texture on the bottom looks extremly blurry, wall texture at the left behind the tree looks (at least from that pov) extremely oversized (the brown one)

    http://www.albatros44.de/nachtwip/nachta10.jpg

    hillside looks to bland and lowdetailed

    http://www.albatros44.de/nachtwip/nachta12.jpg

    rock edge in the foreground looks too blocky, texture on the left is not correctly set up

    bridge texture seems to be oversized

    http://www.albatros44.de/nachtwip/nachta13.jpg

    text is extremly blurry (german language here as well)

    angel is not at the actual pin point of the roof

    upper window row on that building is undetailed and repeating

    small windows on the displacement roof seem to be to small

    displacement roof would extremely benefit from a dirt overlay (the lower roof part)

    http://www.albatros44.de/nachtwip/nachta14.jpg

    Give that Waterfall a Model or some sprites and cliffedges

    texturing at the far left over the waterfall looks extreme blurry

    http://www.albatros44.de/nachtwip/nachta15.jpg

    I assume that little river is meant to spring from the waterfall - needs movement (modeling militia style)

    If the boat is already destroyed - move the parts further away from each other

    cliffs look edgy

    http://www.albatros44.de/nachtwip/nachta16.jpg

    signs look wired

    wheels of the keg-waggon seem to tinny

    dirt on the low wall below the fence

    http://www.albatros44.de/nachtwip/nachta17.jpg

    give that window on the left a trim

    same goes to the doors

    http://www.albatros44.de/nachtwip/nachta18.jpg

    churchwindow does not fit into that building

    http://www.albatros44.de/nachtwip/nachta5.jpg

    i love the new "Büsche Dünger" on the bridge

    looks wired to raise the trim of the bridge in the middle

    tower spikes don't look good on bridge trims

    http://www.albatros44.de/nachtwip/nachta4.jpg

    the waterwheel looks totally unused - make it darker and grungier

    http://www.albatros44.de/nachtwip/nachta2.jpg

    why would someone light that latern in war and at full daylight - make it cracked down - looks more interesting (or something like this is my suggestion )

    the roundhouse has a strange/random timber edge below the roof

    http://www.albatros44.de/nachtwip/nachta1.jpg

    ortsschild looks wired as well

    displacement windows need trims

    graveyard in the cornfield?

    there's a strange decal on that house on the right behind the cornfield (the abflussrohr next to the street - doesn't fit the style)

  • Rick_D
    • April 6, 2007 at 5:52 PM
    • #13

    Overall it's very nice to look at, has a nice style. But if you are going for any kind of realism I would look again at the roofs - are they all falling in or is this WoW?

    A little dip here and there is a cool stylised effect but to have them literally caving in looks.. odd.

  • von*ferret
    • April 6, 2007 at 7:11 PM
    • #14

    efreak 4 the win

  • OrnateBaboon
    • April 7, 2007 at 2:06 PM
    • #15

    Love it The land form really adds a naturalistic feel to the map . I think e-freak has offered some great constructive criticism. All in all though, it has great potential.

  • Albatros
    • April 7, 2007 at 9:35 PM
    • #16

    Hi E-Freak!

    Well, your comments are always like heaven and hell to me, not devilish . Half of it is very useful and appreciated, while the other half is, to be honest, totally pointless.

    Some things of those are certainly correct, but: a) noone would ever think of critizising them were they found in stock maps, b) as I told you concerning another map, it would help to take the time for both an extensive critic AND actually play the map (which you couldn't do in this case, but in that other one, you remember? ) and last but not least c) please! read my introduction - it does have a purpose, you know.

    If you had considered point a) and c), you could easily have saved half of your text there .

    Let's take that water wheel, for instance; it should look used? Well, I took it from DoD_Kalt; maybe that mill in the other map wasn't used a lot, or it was bought as a late addition or restored sometime later, but I'm certain a reskin for neglictable optical reasons doesn't make much sense compared to the amount of time & the bigger filesize.

    Coming to the next point: I mentioned in my intro text that I'm hoping for the sovjet skin pack to work properly soon, so this could in fact be an eastern front map; I grew up a few Kilometres away from Mülhausen in Elsaß-Lothringen, where not a single village is of french origin and German was the only language taught between 1939 and '45, so I can assure you it won't be a bitter blamage to see German Inn signs in a Franco-German-border village if I ever had to change the scenario, so sorry - but that kind of points is rather pointless.

    Quote from e-freak

    The horizontal timbers on the wall at the left do both look wired:

    The higher one (beneath the first row of concrete windows) uses a totally different wood than the entire rest of the half-timbered construction, the second one further below looks like "Katscher Leimholz" - a bunch of small pieces stickied together because it seems you forgot to rotate the texture (same problem as above here) 90° round.

    Second thing: From there is the guest supposed to see the "Gasthaus zum [...]" thing and why is it in german - pushing towards the german border sounds to me like france (or elsas lotringen)

    Nope, it's rotated correctly according to the author.

    Quote

    http://www.albatros44.de/nachtwip/nachta6.jpgtexture on the bottom looks extremly blurry, wall texture at the left behind the tree looks (at least from that pov) extremely oversized (the brown one)

    Correct, too blurry. Will be fixed!

    Quote

    http://www.albatros44.de/nachtwip/nachta10.jpghillside looks to bland and lowdetailed

    http://www.albatros44.de/nachtwip/nachta12.jpg

    rock edge in the foreground looks too blocky, texture on the left is not correctly set up

    bridge texture seems to be oversized

    Yep, these are the WIP points in it. Thanks, will be fixed.

    Quote

    http://www.albatros44.de/nachtwip/nachta13.jpgtext is extremly blurry (german language here as well)

    angel is not at the actual pin point of the roof

    upper window row on that building is undetailed and repeating

    small windows on the displacement roof seem to be to small

    displacement roof would extremely benefit from a dirt overlay (the lower roof part)

    Good idea on the overlay - other points will be fixed, too. Thanks!

    Quote

    http://www.albatros44.de/nachtwip/nachta14.jpgGive that Waterfall a Model or some sprites and cliffedges

    texturing at the far left over the waterfall looks extreme blurry

    http://www.albatros44.de/nachtwip/nachta15.jpg

    I assume that little river is meant to spring from the waterfall - needs movement (modeling militia style)

    If the boat is already destroyed - move the parts further away from each other

    cliffs look edgy

    Display More

    The boat is an integrated model - I could add some gibs, that could do the trick. What do you think?

    Quote

    http://www.albatros44.de/nachtwip/nachta16.jpgsigns look wired

    wheels of the keg-waggon seem to tinny

    dirt on the low wall below the fence

    Yup, dirt sounds like an idea there . I'll tell the Author of the beercart that the wheels aren't correct, though I suppose he has had quite some reference material.

    Quote

    http://www.albatros44.de/nachtwip/nachta17.jpggive that window on the left a trim

    same goes to the doors

    Yup, should look nicer

    Quote

    http://www.albatros44.de/nachtwip/nachta18.jpgchurchwindow does not fit into that building

    Funny you mention it. It is the only one of those buildings that really have an existing original, a fortified medieval church of the Holy Wolfgang that can be seen in Rothenburg o.d.T. I'll tell it's architect that the windows don't fit in . J/k, I get your point - will try some trimming.

    Quote

    http://www.albatros44.de/nachtwip/nachta5.jpgi love the new "Büsche Dünger" on the bridge

    looks wired to raise the trim of the bridge in the middle

    tower spikes don't look good on bridge trims

    Matter of taste, I suppose. Might be a mix of styles, but then again it's one of the nicer kind .

    Quote

    http://www.albatros44.de/nachtwip/nachta2.jpgwhy would someone light that latern in war and at full daylight - make it cracked down - looks more interesting (or something like this is my suggestion )

    It's an evening scenario with a setting sun, and the only lighted lanterns are lighted in dark areas. Then again, the war-time-thingy wasn't too much of a problem in dod_zafod, dod_pier or dod_granville, so I'll allow myself that bit of artistic freedom for the sake of grand athmosphere :].

    Quote

    http://www.albatros44.de/nachtwip/nachta1.jpgortsschild looks wired as well

    displacement windows need trims

    graveyard in the cornfield?

    there's a strange decal on that house on the right behind the cornfield (the abflussrohr next to the street - doesn't fit the style)

    With wired you mean like barbed or weird? Aye on those window trims.

    Graveyard - no, it's simply a cruzifix. There's dozens of these in my area. About the gutter pipe - even today there are buildings from the 18th or 19th century that feature those; I guess it's a matter of taste, too, whether to allow those inhabitants of the village some gutters or not. :]

    Thanks for the constructive part and hey, I'd really appreciate your critics even more if you tried to remember point a) to c) in the future!

    - Alba

  • Albatros
    • April 10, 2007 at 1:35 AM
    • #17

    Some shots showing a bit of progress...

    [Blocked Image: http://www.albatros44.de/nachtwip/npa13k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa14k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa15k.jpg]

  • von*ferret
    • April 10, 2007 at 5:13 AM
    • #18

    Hot, your lighting is really selling the map.

  • FrieChamp
    • April 10, 2007 at 8:19 AM
    • #19

  • OrnateBaboon
    • April 10, 2007 at 11:53 AM
    • #20

    Its coming along very nicely. I would say that the bridge feels a bit out of place though.

    All the other geometry meshes together so well, both in the textures and shape. The bridge however, has comparatively bright textures, and is quite flat and blocky. If the textures were changed to something more fitting of a bridge, and the top was made more curvy, I think it would really improve things.

    Some other ideas:

    - Lots of leaves on the floor, since the map seems quite rural.

    - Making the ambient lighting darker, so that there is more of a contrast between the shadowy and the the illuminated areas. Possibly even lengthen the shadows.

    - A scarecrow prop in one of the crop fields.

    - The village looks like it is still occupied, so the odd smoke stack here and there.

    - The castle tower might benefit from having a trim added to it.

    - Some (turned off) lamps on the buildings.

    - I know this one might be a bit too much, but I can really picture some butterflies in the map.

    Keep up the good work!

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