I am making a DoD:s map.
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oh snap
http://www.badongo.com/file/3842818
[Blocked Image: http://i10.tinypic.com/6d20rbr.jpg]
[Blocked Image: http://i14.tinypic.com/4yqck8y.jpg]
I don't even get why that bridge is displacement in the first place but whatever
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interesting
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Quote from Zete
oh snaphttp://www.badongo.com/file/3842818
http://i10.tinypic.com/6d20rbr.jpg
http://i14.tinypic.com/4yqck8y.jpg
I don't even get why that bridge is displacement in the first place but whatever
Okay okay, so did you subdivide a MUCH wider version and then just clip off the wider parts? Or how did you do this? EXPLAIN PLZ
On another note, I have another question to ask you guys, I started orangemapping last night and so far I have the bridge part of the map (main centerpiece) mapped length wise..........BUT its 4096 units long! Is that too long? Keep in mind that there will be huge mounds of rubble a fallen buildings blocking most of the view, but is that too long for one straight road?
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Quote from JeanPaul
Okay okay, so did you subdivide a MUCH wider version and then just clip off the wider parts? Or how did you do this? EXPLAIN PLZ
On another note, I have another question to ask you guys, I started orangemapping last night and so far I have the bridge part of the map (main centerpiece) mapped length wise..........BUT its 4096 units long! Is that too long? Keep in mind that there will be huge mounds of rubble a fallen buildings blocking most of the view, but is that too long for one straight road?
Its up to you. Sounds pretty long. Just throw a big freakin box around it, throw a few lights around, compile, and go run around on it. If it seems too big, make it smaller. At least thats what I do because my perception of space is awful. 90% of the time I compile its because I don't know if something is too big or too small(usually too big, I always make things too big
).I am also not sure why they made the bridge a displacement. I would have brushed it personally, but hey.. what do I know. I'd just make a cylinder on its side with twice the desired number of segments(in this case, 32), then vertex manipulate boxes until they're as close to the vertices of the cylinder as possible. But then again, I suck.
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I would have thought drawing a layout (put in something for scale, draw what you think 512 units should be on your layout) - making it into a texture and using it in hammer as an image plane to flesh out the layout.
4096 is massive though, totally depends on the type of bridge - large suspension bridge, maybe. Just a regular dod bridge then I think it's way too long imho. Boring for everybody except snipers - and I don't think we should be encouraging more sniper-whoring.
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How the fuck did you do that bridge?
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probably selecting certain faces and subdividing instead of selecting all?
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yea, the outer faces. if you select the inner ones as well you get a weird result.
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I never thought of keeping the outer faces.

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Quote from Rick_D
I would have thought drawing a layout (put in something for scale, draw what you think 512 units should be on your layout) - making it into a texture and using it in hammer as an image plane to flesh out the layout.4096 is massive though, totally depends on the type of bridge - large suspension bridge, maybe. Just a regular dod bridge then I think it's way too long imho. Boring for everybody except snipers - and I don't think we should be encouraging more sniper-whoring.
Exactly, but the way I planned it is like this.
[Blocked Image: http://developer.valvesoftware.com/w/images/d/da/Dod_donner_pathways.jpg]
You see how every open main route has a few covered routs to choose from just incase you see a sniper or machine gunner? Well the same goes for my bridge, if you dont want to take the open route there will be about 2 medium routes and 2 covered routes on my one bridge alone. Thats why it is so large. There is no way that a sniper can cover the whole thing at once because of how many routes there will be, same goes for a machine gunner.
I was just worried about optomization, is 4096 too long so long as I have the proper fade scales and so forth?
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im definitely one to have linear maps, but that's just kind of a maze. i have a feeling it'll turn into a "stab the sniper in the back fest" where people go the long way round and shoot people in the back. im sure you can say "well thats a good thing, use strategy and cover your ass" or some such, but that doesn't happen on the internet.
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dod is pretty meh anyway with their ridiculous cone fire crap

but gl with your map

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Quote from MrBaracuda
dod is pretty meh anyway with their ridiculous cone fire crap
but gl with your map 
Thanks
Quote from Bic-B@llim definitely one to have linear maps, but that's just kind of a maze. i have a feeling it'll turn into a "stab the sniper in the back fest" where people go the long way round and shoot people in the back. im sure you can say "well thats a good thing, use strategy and cover your ass" or some such, but that doesn't happen on the internet.
There will be areas where the sniper will have to cover his back and some areas where he wont at all (like the window in Wehrmacht spawn of Avalanche
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I didnt want to post a screenshot this early, but here you go.
Here is the main bridge (this is about 3 hours of work (I orangemap slowly))
[Blocked Image: http://img516.imageshack.us/img516/2625/dodpontevecchio0006np5.th.jpg]
[Blocked Image: http://img528.imageshack.us/img528/3840/dodpontevecchio0007cg4.th.jpg]
The first shot is using noclip and shows the outside of the bridge where a lot of destruction will have occured (and LOTS of temporary 2x4 connecting each room for an added " I am pretty high up" feel to it. And this shot also shows how you cant cover the entire bridge at once.
The second shot shows the middle (main) area of the bridge and all the stores n shit. (the right side will be apartments) But in the final version, there will be VERY high mounds of rubble [displacements] so that you cant see over and through the whole center of the bridge at once.
The tank is the 2 person flag cap (like in Donner) If you notice in the first shot, the outer buildings are both going to be accessible to this tank area via underneath the arches and 2x4's

I mainly posted these to give you an idea of what I meant by "bridge"
(I am also contemplating having some sort of maintenance grate underneath the main bridge support arches, but I will see as that might be really difficult to implement.)
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ah the venetian bridge
excellent concept. I must ask you not to use cs_italy windows, however, as they are slightly ... well, hideous 
I think this map will be fantastic, I love the way you've set up the buildings on the bridge, it makes me wonder why I didn't think of it looking at my giant book of Venetian photographs :3
edit: I must say, this would be a perfect opportunity to learn some 3d/2d art wink wink
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Yup, the Ponte Vecchio (old bridge)

I didnt know those were the Italy windows, I just liked the way they looked, but I will change them
And thanks for the kind words
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I CAME
oh btw, next time use the last link imageshack gives you or a different and faster host. everyone's gonna click for the full image anyway, and sometimes the image doesn't come up at all when using the thumbnail crap.
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yeah uploadhouse.com please
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Just a random piece of advice, which may or may not be important to you. The longer your map's name, the harder it'll be for people to remember how to spell it and type it in the console should they wanna play it.
As for the map, I'll be looking forward to seeing it progress. I could beta test it in the future

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