I think in this case there used to be a balcony there. I've got quite a few references of buildings with doors leading to nothing so maybe it's a common thing over there. Here's another photo of the same kind of thing. I think in the context of the map it makes slightly more sense - there's not actually any battle damage at all in the map, but there are a lot of old crumbling or already ruined buildings. I'm not decided yet whether or not to add bombing damage, the island was bombed beforehand but I like the picturesque look it has now, so I might concentrate it on the airfield/military objectives.
Posts by the0rthopaedicsurgeon
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Been detailing one building at a time for the last few days, should have the central 3/4 done fairly soon and then I need to work on the two ends of the map, which are both really wide open spaces.
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What are the mechanics around the radio objectives? In all the time I've spent playing this game I've never actually seen one, except once on the defending team, and I have no idea how it's even captured.
Are respawns disabled for the defending team while it's active? I'm not sure if I need a spawn point further back behind the radio once it's active or if surviving players already spawned on it just have to stay alive.
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Have you tried building the cache in DODS? I think the command in older Source games was Snd_rebuildaudiocache. It works from the root folder so moving the sound.cache should work without having to rename or edit anything.
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snd_buildcache exists in DOI, this is the description in the console: " <directory or VPK filename> Rebulds sound cache for a given search path."
I copied a custom sound and the sound.cache file from my DOD:S Cherbourg remake and the it worked no problems, so worst case scenario you can just build the soundcache in another source game and copy it over.
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The door prop? It's meant to be a brown door, but a lot of props keep showing up with a white/silvery tint over them which is why it looks like a modern door. This is my reference for that building: http://i.imgur.com/IDKQ2gh.jpg
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Started work on detailing some areas and making the final 2 objectives. Last objective is an airfield, and before that is a ruined fort.
Fort objective:
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How are people testing their maps? There's only ever 2 or 3 populated servers as it is, and I only have 2 other friends who own the game.
Quote from kunalht13 minutes ago, kunalht said: Can we use assets from insurgency ?
In the live stream they said that content from Insurgency is fine. They also said you could use any content from other Valve games, but someone clarified in the comments that Valve only gave NWI permission to do so and anything else would have to be cleared through them. People have been swapping content between Valve games for years though so even if it was a problem, you could just replace anything if your map got into the game.
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Since my other map wasn't going to be possible with the limitations of the current gamemodes, I decided to start a new one. It's based off a map I started for Ham and Jam that was never released, but I'm using the basic layout and starting from scratch.
Operation Mercury was the German airborne invasion of Crete against British, Greek, and Cretan resistance forces. Axis start in farmland outside a small town, which they have to move through before capturing a nearby airfield. Since the majority of the layout was already planned and I have a few assets already created too, hopefully it shouldn't take as long to finish this, considering I'm already a few weeks behind.
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Quote from zastels
21 hours ago, zastels said: Because this game is Alpha, I think working within the confines of what is available is key. The devs have their own sets of limitations to deal with, not just us. They have still managed to make great maps.
Don't get me wrong, I really like most of the maps in the game, I just think the traditional way of setting up objectives through entities in Hammer is a much better way of handling gamemodes. Something like tank escort or demolition for example would be difficult if not impossible as things are, or even just making one point more valuable by giving more waves, or certain points capping quicker etc.
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Quote from Bastion
1 hour ago, Bastion said: Setting up a gamemode is going to make me put my fist through my god damn monitor.
These example maps and text files provided to get gamemodes up and running have been useless, they keep breaking themselves and when I tried putting the entities from that template into my map they broke textures in game, anything that reflected like metal and some other textures would either glow or have broken black/purple reflections even with cubemaps running. Radios delete themselves in editor and even when I get the basic entities to behave themselves in editor, they break in game with points and point markers failing to work, team spawns getting flipped so the wrong team is on attack or defence and all spawns were activated at the same time.
I think the way the game handles gamemodes is terrible in general. I understand that it enables one map to have multiple gamemodes much more easily, but a lot of maps will be designed and balanced for one particular mode.
Having to rely on those pre-set rules is extremely limiting. If you have everything controlled by entities instead, that can output to other entities, increase waves independently, unlock other points etc, then you can do so much more (cp_steel, as an example). The way it is now means there's no flexibility or ability to do new things. I've had to scrap my map because allies had to cap two separate points in any order (like the original Kraftstof), but that's not possible. I could come up with a solution in Liberation mode, but then each team only gets 3 waves, and the defending team can't cap to earn more.
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That lets you cap in any order, but axis can cap back which I don't want, and it also forces the number of waves to 3 each. It needs to be set up like Offensive but with Liberation style any-order capping. The only solution would be to flip the bottom half of the map and have it as a 3 point Liberation map, with a 3rd point added in the middle.
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Is there any way to have two objectives in a map, that can both be captured in any order? For offensive mode, where only one team can capture, it seems they have to go in a set order, so as it stands this map isn't going to work.
So far the game modes in this game feel really limiting. Doesn't seem to be any way to adjust any parameters or do anything that doesn't use a standard gamemode txt setup. Think I might have to abandon this map and just start something new.
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Settled on a theme and layout for an entry in the contest. Layout is sort of based around dod_kraftstoff, The setting is somewhere behind the Rhine River during Operation Varsity, with inspiration from German towns in that area and others, including Wesel, Nuremberg, and Bamberg, so loads of big medieval buildings but with really heavy damage.
I haven't done any level design in about two years so I'm still getting used to the DOI assets and the changes with the CSGO engine. Not sure exactly how all the DOI gamemodes work either, so hopefully this two-objective layout works in-game. Also, are there any servers set up anywhere for people to test their maps?
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Red: outdoor routes Green: indoor Blue: not yet added
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Started a map set in Germany towards the end of the war, Nuremberg kind of style with medieval buildings and really heavy damage. Allies have to capture two objectives, still deciding on the details of those objectives and the overall layout.
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I installed Mohaa again a few days ago for inspiration and was thinking how some of the maps would work well in DOI. I don't know whether this would be allowed under the rules or not, if you kept the buildings and general theme but moved things around, but either way I hope you stick with this and finish it in some way.
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You could use a totally different model for each LOD, ie a tree into a car. Source's LODs always jumped out really obviously so it could be that they've just made them fade more subtly.
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I finished texturing the last of my car props. Are there any tutorials for texturing cars out there? All I can find are just for editing skins for specific racing games rather than making them from scratch, which I'm not good at.
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I've been going over some old textures I made years ago.
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Had almost no time to work on this for a few months but I'm trying to finally get the last map finished. Originally I scrapped this map and replaced it with something else but decided to swap back to this one. It's a scavenge finale with the generator on the roof, you then have to run back through the hotel to get to the observation deck to be rescued.
Lighting is still WIP but I'm hoping to get this map finished by the end of the month and then get the whole thing released.
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