1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

I am making a DoD:s map.

  • JeanPaul
  • July 22, 2007 at 10:46 PM
  • Zeta
    • July 24, 2007 at 11:48 PM
    • #41
    Quote from JeanPaul

    I already told you guysITS NOT SUBDIVIDE

    yeah because im not using subdivide all day long atm.

    I can't speak for the roof as ive not seen its destroyed form but there's a 99.9% chance it is subdivided. The bridge arch was 100% created in that way

  • Zeta
    • July 25, 2007 at 12:16 AM
    • #42

    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

  • MrBaracuda
    • July 25, 2007 at 1:27 AM
    • #43

    interesting

  • JeanPaul
    • July 25, 2007 at 1:38 AM
    • #44
    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?

  • twiz
    • July 25, 2007 at 1:45 AM
    • #45
    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.

  • Rick_D
    • July 25, 2007 at 8:41 AM
    • #46

    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.

  • Psy
    • July 25, 2007 at 10:07 AM
    • #47

    How the fuck did you do that bridge?

  • Rick_D
    • July 25, 2007 at 2:02 PM
    • #48

    probably selecting certain faces and subdividing instead of selecting all?

  • MrBaracuda
    • July 25, 2007 at 2:07 PM
    • #49

    yea, the outer faces. if you select the inner ones as well you get a weird result.

  • Psy
    • July 25, 2007 at 3:02 PM
    • #50

    I never thought of keeping the outer faces.

  • JeanPaul
    • July 25, 2007 at 8:12 PM
    • #51
    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?

  • Bic-B@ll
    • July 25, 2007 at 10:06 PM
    • #52

    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.

  • MrBaracuda
    • July 25, 2007 at 10:09 PM
    • #53

    dod is pretty meh anyway with their ridiculous cone fire crap

    but gl with your map

  • JeanPaul
    • July 25, 2007 at 11:39 PM
    • #54
    Quote from MrBaracuda

    dod is pretty meh anyway with their ridiculous cone fire crap but gl with your map

    Thanks

    Quote from Bic-B@ll

    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.

    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

  • JeanPaul
    • July 26, 2007 at 2:42 AM
    • #55

    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.)

  • FMPONE
    • July 26, 2007 at 2:48 AM
    • #56

    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

  • JeanPaul
    • July 26, 2007 at 3:02 AM
    • #57

    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

  • MrBaracuda
    • July 26, 2007 at 3:13 AM
    • #58

    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.

  • FMPONE
    • July 26, 2007 at 3:15 AM
    • #59

    yeah uploadhouse.com please

  • Furyo
    • July 26, 2007 at 7:59 AM
    • #60

    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

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™