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[WIP] DoD_Nightingale

  • Albatros
  • April 5, 2007 at 8:13 PM
  • Albatros
    • April 11, 2007 at 2:43 PM
    • #21

    Hey ,

    Okay, I'll try and see what I can do.

    I really forgot the leaves on the new half of the map :] ... the rest of your ideas is also nice, the only thing that could turn out to be complicated being them butterflies .

    The next series of screenshots will feature a slightly enhanced lighting... brightness being just a tad darker, ambience a bit darker and stronger.

    Thanks for the suggestions =)

  • Mazy
    • April 11, 2007 at 7:34 PM
    • #22

    Beautiful stuff~

  • Albatros
    • April 12, 2007 at 8:12 AM
    • #23

    Ty .

    New area with work being in progress... A chapel and some sheds, the council hall (building with the letters on it) and a view from the first to the latter. I'll have to denable the shadows on some of the props.

    Ah, and it's featuring leaves now .

    [Blocked Image: http://www.albatros44.de/nachtwip/npa19k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa20k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa21k.jpg]

    Cheers.

    P.S.: slightly different lighting, like I said. I guess it could still use some more intensity on brightness and ambience, but that's just my personal taste. What do you people think?

  • Furyo
    • April 12, 2007 at 10:45 AM
    • #24

    In your second and third shots, I'd argue that the sign is just too big and stands out from the building, as if added later in a marketing campaign. I would take out the date in it, and make two separate overlays, a small one for the date, that I'd put over the main entrance to the building or on its side (as in real life) and would do a similar thing for the rest of the title.

    Both overlays would be made to look as if the inscription was carved in stone.

  • Zacker
    • April 12, 2007 at 1:05 PM
    • #25

    Your windows, or whatever the retangular black thing in the upper right corner of the first picture is, fits in very badly with the rest of the map.

  • Albatros
    • April 12, 2007 at 2:01 PM
    • #26

    Yep, that's the shadow-problem I mentioned. Shouldn't be hard to get them illuminated correctly .

    Thanks anyways, and also thanks Furyo - I'll see what I can do with the sign. I already use two overlays, but it really isn't beautiful to have the date right next to the letters.

    Cheerio

    Albatros

  • Rick_D
    • April 12, 2007 at 3:40 PM
    • #27

    http://www.albatros44.de/nachtwip/npa20k.jpg

    Why does this wall on the right appear to be scaled at 0.5 or above?

    The bump map looks very blocky at that scale.

    Is it the angle? (although it appears to be behind the house, so, I doubt it).

    Anyway, looks nice so far, hope it plays equally well (but then again, it's dod, so no chance ) - oh and I agree with Baboon, that castle needs something - it looks very unfinished right now.

  • Dodger
    • April 12, 2007 at 3:56 PM
    • #28

    your map looks good of course and I don't even know what you could put more in it.. looks very detailed wich is good!

    the lighting is nice too.. like the orange theme.

    do you have a 3d background? well you could try to make a town in the 3d background map and we would get a cool dod map.

    and I don't play dod but could you convert this map to counter strike or something like another game like half life 2 dm.. if you can then it would be nice.. you know what i'm sayin it's not hard to change from a mod to another.

    so um.. well can you get inside the houses in this map? would be good if you could walk inside and stay both outside..

    plans on custom sounds for map? like your own content?

    like.. you know all that.. good sounds adds atmosphere..

    well.. keep on mapping and if ya need help tell

  • Rick_D
    • April 12, 2007 at 3:58 PM
    • #29
    Quote from Dodger

    your map looks good of course and I don't even know what you could put more in it.. looks very detailed wich is good!the lighting is nice too.. like the orange theme.

    do you have a 3d background? well you could try to make a town in the 3d background map and we would get a cool dod map.

    and I don't play dod but could you convert this map to counter strike or something like another game like half life 2 dm.. if you can then it would be nice.. you know what i'm sayin it's not hard to change from a mod to another.

    so um.. well can you get inside the houses in this map? would be good if you could walk inside and stay both outside..

    plans on custom sounds for map? like your own content?

    like.. you know all that.. good sounds adds atmosphere..

    well.. keep on mapping and if ya need help tell

    Display More

    lol @ the above

  • Albatros
    • April 12, 2007 at 5:13 PM
    • #30

    Lol,

    oh well... I never knew DoD:S was such a rare bird on player's machines... I only *felt* it .

    Anyways - yeah, there is a 3d-skybox, a large one indeed with an independent lighting, extra models and so on.

    The church tower in this Screenshot is a skybox object, and I'll be busy and take care of adding the likes of it to create a feeling of distance

    [Blocked Image: http://www.albatros44.de/nachtwip/npa22k.jpg]

    Still, this is a very very early stage, so lean back and watch the progress on that .

    About the sounds - there will be just enough custom sounds that should fit perfectly into the scenario. Smetana's "Moldau" piece will probably be played near an old gramophone as a highlight and to resemble the theme, as will some other pieces.

    The soundfiles are already cut, converted and "aged" for a nice fit.

    The Gameplay... well, forget all you know about DoD:S.

    All of it. Nightingale will not feature any flags, nor will there be SMG-overkill or Detonation-packs since that stuff simply wouldn't do justice to the layout & setting.

    After quite a while of thinking & several hours of smoking ears, some hard-core DoDers and me have come up with the following scenario:

    The axis will spawn within the village; the allies will be spawning in four spawn zones within the surrounding fields and orchards.


    Axis must protect their tanks for 15 minutes against Allies attacking them with bazookas (2 hits kill a tank).


    To keep it from getting boring, the Axis guys can take their own Panzerschrecks to attack the 4 allied Halftracks.


    Each time a Halftrack becomes blown up, one of the allied spawnzones will be deactivated, each time a tank gets destroyed, allies will get 3 additional minutes to finish the remaining two tanks.


    It's gonna be an experiment, again... but then again... no risk, no fun :].

  • Psy
    • April 12, 2007 at 5:35 PM
    • #31

    The building near to the left with the 3 windows lined up vertically looks really odd in my eyes. It's like it doesn't belong there.

  • hessi
    • April 12, 2007 at 6:20 PM
    • #32

    alba, this castle like tower is bugging me. somehow it is looking really noobish to me. you just took 1 texture and built up a complete building -> no details -> no trims -> no unique places. maybe you should add either some overlays and add variation to the tower or you start with a neat texture that has a cool gradient. maybe i will make you a paintover

    edit:

    http://%7boption%7d

    image speeks for itself

  • Albatros
    • April 15, 2007 at 11:52 AM
    • #33

    [Blocked Image: http://www.albatros44.de/nachtwip/npa25k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa26k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa27k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa28k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa29k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa30k.jpg]

    This should be coming close to a good result

    The tower is a displacement now, I'll have to take a second look at the shadows on the building on the left.

    Apart from that, I've changed the vegetation a bit, added loads of overlays to make the architecture appear smoother so it fits the landscape... and I've been reducing the lightmap scale here and there .

    Cheers!

  • Furyo
    • April 15, 2007 at 12:15 PM
    • #34

    I see you changed the orientation of the hook (compared Hessi's screenie to your last) and that's a good call

  • D3ads
    • April 15, 2007 at 1:23 PM
    • #35

    Look's fantastic!

  • Dodger
    • April 15, 2007 at 2:30 PM
    • #36

    more 3d buildings in the background please, looking at this big town without anything in background!

  • Rick_D
    • April 15, 2007 at 2:33 PM
    • #37

    normally you make the skybox once the inside area has been finalised, nexus. :roll:

  • von*ferret
    • April 15, 2007 at 7:07 PM
    • #38

    Unless you're planning your map with the 3d skybox in mind, Rick_D. :roll:

  • Rick_D
    • April 15, 2007 at 7:30 PM
    • #39

    So you just build the very edges of your level, build the skybox and then if you need to make adjustments to the main play-area you only have to change that and then the 3dskybox. Pretty clever stuff, more work but definately worth it to be able to show off the 3dskybox in WIP pictures.

    It's like I always say, more work instead of more planning, measure once, cut seventeen times.

  • FrieChamp
    • April 15, 2007 at 8:23 PM
    • #40
    Quote from Dodger

    more 3d buildings in the background please, looking at this big town without anything in background!

    From the 1st post:

    Quote

    The squad had just arrived in a little village near the silesian-bohemian border

    Looks also more like a small town in a rural to me, don't think you can expect to see any tall buildings there, especially not in the 40's. Not sure about houses on higher elevated spots...a castle would be cool though

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