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  3. JeanPaul

Posts by JeanPaul

  • I am making a DoD:s map.

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

    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

  • I am making a DoD:s map.

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

    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.)

  • I am making a DoD:s map.

    • JeanPaul
    • July 25, 2007 at 11:39 PM
    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

  • Interview with Garry on Shacknews

    • JeanPaul
    • July 25, 2007 at 8:27 PM

    I skipped around in it, where was the Black Mesa stab?

  • I am making a DoD:s map.

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

  • I am making a DoD:s map.

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

  • I am making a DoD:s map.

    • JeanPaul
    • July 24, 2007 at 8:10 PM

    I already told you guys

    ITS NOT SUBDIVIDE

  • Nuclear Dawn looking for Level Designers

    • JeanPaul
    • July 24, 2007 at 4:30 AM

    What exactly did he do that was so bad? I mean, I heard that he was quite the ass hole, but what did he do?

  • I am making a DoD:s map.

    • JeanPaul
    • July 24, 2007 at 4:21 AM
    Quote from FMPONE

    They just created regular geometry and converted it to displacement for the bridgeThat building eventually got cut, though.

    Nope, thats not how they did it actually.

    Here it is destroyed.........

    [Blocked Image: http://img177.imageshack.us/img177/7379/untitled3js6.th.jpg]

    WTF?

  • I am making a DoD:s map.

    • JeanPaul
    • July 24, 2007 at 4:11 AM

    Thanks for your comments guys.

    I am pretty sure there is a reason for why they do that to their displacements, because EVERY SINGLE ONE uses that technique and that is a LOT of effort.

    Well anyways, I pretty much have no idea how Valve did this...........

    [Blocked Image: http://img410.imageshack.us/img410/7084/untitled2xv1.th.jpg]

    [Blocked Image: http://img526.imageshack.us/img526/73/untitledjd5.th.jpg]

    Its not subdivide, because I tried that.....

    Its not done manually, its too perfect for that.......

    Seriously, how the hell!?

    EDIT: I am going to start orangemapping tonight, so which method should I use for the multiple floors? Buddy's idea?

  • Nuclear Dawn looking for Level Designers

    • JeanPaul
    • July 24, 2007 at 3:22 AM

    You added nothing to this thread with that comment

  • Nuclear Dawn looking for Level Designers

    • JeanPaul
    • July 24, 2007 at 3:15 AM

    Maturely handled, I like that (IRONY)

    But all you had to say was "We are looking for level designers who think gameplay before graphics, and anything less will not receive a reply."

    But whatever, I get your point just say it differently next time.

  • Nuclear Dawn looking for Level Designers

    • JeanPaul
    • July 24, 2007 at 1:47 AM
    Quote from Crispy

    Note: applications that do not meet these requirements or do not include the word 'layout' in the design paragraphs will not receive a reply

    Am I the only one that finds that weird?

  • I am making a DoD:s map.

    • JeanPaul
    • July 22, 2007 at 11:29 PM
    Quote from FMPONE

    and yes decompile all the maps

    and rearrange the buildings. worked for me. Don't release the map if it doesn't have any custom content or is based in a city, spend some time and think about a location that sets it apart from other DoD: S maps or its just going to be forgotten like the hundreds of even really good city maps.

    I think my map and my favorites get about one or two games of half full servers of play per day.

    Yeah, I decompiled all of them they are damned impressive.

    As for my map being original, I have been wanting to make a DoD map ever since it was released but could never find a good/original idea, until recently. All I can say is that you guys will hopefully love it.

    But what do you mean by rearranging the buildings? Do you mean ripping the buildings from official maps and scrapping together a hack job layout to see if it works?

    Quote from buddy the designer

    This is how I do.http://img96.imageshack.us/img96/3995/howtohs4.jpg\

    I like that, and might actually use this way. Thanks

    And what do you guys think of the idea of having the entire map boil down to one bridge?

  • Iceland

    • JeanPaul
    • July 22, 2007 at 10:48 PM

    I too would like the highest possible resolutions you have as they make great wallpapers.

    And I really like this shot:

    http://efreakhost.ef.funpic.de/Island/Geysirblase.JPG

    That almost about to explode water is sick

  • I am making a DoD:s map.

    • JeanPaul
    • July 22, 2007 at 10:46 PM

    And I have a few questions before I get started on the orangemapping.

    The first being my layout idea, I plan on having both sides boil down to a single bridge. Now you may think thats really stupid, but the bridge will have multiple layers, enter-able houses, and multiple paths in which to cross the bridge. The point of it being so elaborate is so that MG's cannot, in any way, cover even half of the bridge (so in a way forcing a team to coordinate places for multiple MG's to be setup on the bridge.) This is so that even though the middle choking point of the map is one big bridge, one MG/sniper cannot camp and cover the entire bridge therefore forcing the MG/sniper to do what they are supposed to do, and thats "nest" in key points rather than camping until he/she dies.

    As for the rest of the map (either side of the bridge) it would be a standard DoD map layout, so the bridge will contain one flag, and either side will have 2. The bridge's flag will of course need more than one person to cap, but as for the other ones, they will only need one person to cap. So think of the top down view of the layout being a tree that is mirrored at its trunk. All in all is this idea of a huge choking point a good idea?

    One of the things I loved most about DoD was the amount of vertical gameplay that Italian architecture offered to the gameplay, so expect my map to have extraneous amounts of vertical gameplay as I cannot get enough of it. But how tall is too tall? I was thinking the maximum height would be around 3-4 stories at the maximum, with anymore and you risk getting excessive, am I correct on this?

    My next two questions are visual/graphical questions. ( I suck with non underground stuff, so I am trying to branch out and get some exterior experience )

    One being when constructing the certain buildings that are enterable, how do you setup the floor to wall ratio? Its impossible to ask in text so I will make some diagrams:

    Option 1:

    [Blocked Image: http://img252.imageshack.us/img252/236/option1gp2.th.png]

    This would be my first impulse as to how to go about making multiple levels, but I feel as if the ouside wall (264 units) would really throw things off, even though all I would have to do is throw some trim out there and be good to go (that might get old after a while, visually)

    Option 2:

    [Blocked Image: http://img207.imageshack.us/img207/3255/option2ab7.th.png]

    This one preserves the outside wall retaining to maintenance of staying on powers of 8, but also makes one floor smaller than the other one.

    Which one is better? Is it mostly personal preference? DOES IT MATTER?!

    Final question. Before I ever start a map, I always decompile the official maps created by the company that made the game so I can get some ides of technique/texture theme/ect ect. Well anyways, I noticed that ALL displacements that Valve does is created like this:

    [Blocked Image: http://img403.imageshack.us/img403/130/untitledfa2.th.png]

    What is gained by doing it that way? I mean once you create the displacement, that whole bottom part gets ignored by the engine, so why do it like this?

    I will post any other questions that I have in this thread, and any other general DoD mapping tips/techniques are greatly appreciated, thanks for your time.

    EDIT: If this is in the wrong place, just move it

  • Holy shit

    • JeanPaul
    • July 22, 2007 at 8:45 PM

    I dont even know what it is

  • Holy shit

    • JeanPaul
    • July 22, 2007 at 6:39 AM

    What the hell are you talking about

  • Holy shit

    • JeanPaul
    • July 22, 2007 at 4:13 AM

    Actually, it does

  • Holy shit

    • JeanPaul
    • July 22, 2007 at 3:01 AM
    Quote from Bic-B@ll

    cool, but it offers 0 protection to anyone in the thing.

    Holy :roll:

    Its for a movie/short film hahahah not actual warfare, because I am pretty sure it would be worthless.

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