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  3. Dradz

Posts by Dradz

  • [DOD:S] dod_rouen

    • Dradz
    • July 13, 2013 at 9:59 AM

    This is the final version of Rouen!


    My thanks to all the custom content artisans and friends who have helped me with this map over its SIX YEARS of development!


    Even given those six years, it still falls short of Mapcore standards, but it brings a classic old skool dod map back to source and most comments have been positive.

    All MAPCORIAN crits welcome!


    BIG THANKS to FURYO (mon ami!) for feedback, teaching, and encouragement!


    See MORE credits and memories in the secret room!

    Packed bsp at the links below:


    DoD-Bits (high speed, thanks INsane!)
    http://www.dodbits.com/dods/index.php/downloads/viewdownload/33-dod-s-single-textured-maps/186-dod-rouen[/url]


    dodmap.com (high speed, thanks, Darklord!)
    http://www.dodmap.com/index.php?option=com_remository&Itemid=26&func=fileinfo&id=1252[/url]


    MediaFire
    http://www.mediafire.com/download/flvt9…0/dod_rouen.rar


    STEAMPIPE Instructions: You can place the unzipped file either in "download/maps" or "custom/yourcustomfoldername/maps" directories


    If putting in download folder, note that it's "download" and not "downloads"

    If you have problems hearing any custom sounds, delete the sound cache files found in your "dod/download" and "dod" folders to correct.


    [Blocked Image: http://www.mediafire.com/convkey/07ed/3ai5pr63mwazlkr6g.jpg]

    [Blocked Image: http://www.mediafire.com/convkey/0999/ioy4hq5i2rldqt66g.jpg]

    http://%5burl='http//www.mediafire…c0mv48as52fykg'][Blocked Image: http://www.mediafire.com/convkey/2cfa/rc0mv48as52fykg6g.jpg]

    http://%5burl='http//www.mediafire…n8gpcotgfg0tfi'][Blocked Image: http://www.mediafire.com/convkey/124c/an8gpcotgfg0tfi6g.jpg]

  • WIP in WIP, post your level screenshots!

    • Dradz
    • April 29, 2012 at 12:21 AM

    Anybody remember the game "day of defeat"? This is from my continuing work on dod_rouen -- getting closer.......

  • How do you furnish your levels? Techniques? Philosophy?

    • Dradz
    • July 14, 2011 at 3:53 AM

    Awesome, thanks, guys!

  • How do you furnish your levels? Techniques? Philosophy?

    • Dradz
    • July 13, 2011 at 8:21 PM

    Sounds simple, but I just spent two hours placing props in a building in my level and feel there ought to be a quicker way.

    I feel I am continually placing the same bed, dresser, night stand combo.

    Then you have to worry about making it unique enough so the player can orient himself in the level.

    Just duplicate real world scenes?

    Do you guys use "zoo"'s to quickly pick out props? Have a bedroom suite, kitchen suite, den suite, etc. alredy set up off map to draw from?

    All mapcorian feedback appreciated!

  • WIP in WIP, post your level screenshots!

    • Dradz
    • September 24, 2010 at 3:09 PM
    Quote from sli-woody

    Some WIP screenshots of my latest map for firearms source.

    Woody, looking good! ...when I look at the screenshots, though, I get this urge to play dod_X13?

  • WIP in WIP, post your level screenshots!

    • Dradz
    • January 8, 2010 at 3:36 PM

    Not sure if my map is "mapcore-ready," but no one here is shy about posting feedback, so here ya go -- latest work on my dod:s map rouen...

  • mitering corners - reduce visleafs? good for optimization?

    • Dradz
    • October 3, 2009 at 1:23 AM

    that's correct, sorry if I got it turned around, the consensus was that a mitered corner would REDUCE t-junctions/

    ...@ Hessi: LOL, sorry, brutha, I guess I am "URL pasting-challenged" (should be fixed now)

    ...and with your subtle humor, I didn't get that the links weren't working (I was thinking, what's up with the negative waves??)

  • mitering corners - reduce visleafs? good for optimization?

    • Dradz
    • October 2, 2009 at 4:22 AM

    A question for the experts:

    Ran across the book online "HL2 Mods for Dummies"

    Mostly about making a mod, but it also talked about level creation and optimization.

    http://books.google.com/books?id=zPZhi9 ... q=&f=false

    Said that mitering your corners in HL2-based maps would reduce visleafs? True?

    Here's a link in the steampowered forums, source level design section refuting that - they say may decrease t-junctions, but little effect on visleafs...

    http://forums.steampowered.com/forums/s ... ?p=9422166

    interlopers is divided on the subject:

    http://www.interlopers.net/forum/viewto ... =2&t=27703

    Whaddyathink? Good for optimization?

    ..maybe the book was also written by a dummy?

  • [WIP] Hanomag and V2

    • Dradz
    • June 30, 2008 at 4:42 AM

    ...this has been a long time in coming, Fritz, but worth the wait! los! los! los!

  • WIP in WIP, post your level screenshots!

    • Dradz
    • October 2, 2007 at 4:12 AM
    Quote from Furyo

    here is a little church I'm working on for Dradz....it's already changed a bit, namely I added a normal map to the stone texture. That was lacking big time.http://www.froughol.com/misc/dod_rouen_axis0004.jpg

    you are the master, mon ami -- only fear is getting the rest of the map to look half as good as that!

  • I am making a DoD:s map.

    • Dradz
    • August 2, 2007 at 4:17 AM

    Or, you could do something like this:

    http://%7boption%7d

    I know, this screenshot looks like a$$, I need to add more displacements to the edges, func details, etc.....was just trying to take some of the heat off JP

  • I am making a DoD:s map.

    • Dradz
    • August 1, 2007 at 8:16 PM

    what might look more realistic is having the floors slightly caving in or tilted, similar to pics of the murrah federal building bombing -- which was akin to having a 500lb bomb land in front of building

    http://%7boption%7d

  • I am making a DoD:s map.

    • Dradz
    • July 31, 2007 at 5:40 PM
    Quote from JeanPaul

    I dig that concept, a lot, but damn, that map is pure ass

    Since I am the noob of the bunch here, I'll bite -- what makes it looks so bad?

  • I am making a DoD:s map.

    • Dradz
    • July 30, 2007 at 9:41 PM
    Quote from JeanPaul

    Link?

    hehe, better late than never...link to Hintzmann's dod_ludendorf bridge

    -- similar in concept, but your bridge will be mostly covered (if I get your idea) which will make it similar only in that it has a bridge as the central element.

    http://www.dayofdefeat.net/forums/showt ... hp?t=69840

  • I am making a DoD:s map.

    • Dradz
    • July 26, 2007 at 4:12 PM

    may want to take a look at dod_ludendorf (sp?) -- was based on the "bridge too far" bridge. In the map, the bridge has a level underneath the main bridge. It's been a relatively successful map based on a concept similar to yours.

  • I am making a DoD:s map.

    • Dradz
    • July 23, 2007 at 3:05 PM
    Quote from Furyo

    3 storeys tall max is a good limitation.

    oh noes, I'm in trouble!

  • Released: DOD source map. Thunderflash

    • Dradz
    • June 15, 2007 at 4:45 AM

    This is HL1 or Source?

    edit -- oops, read the thread title.....looks HL1-ish? that due to the lighting?

  • C47 Skytrain/Dakota

    • Dradz
    • May 7, 2007 at 3:39 PM

    agree! Looking very nice --- maybe this will inspire FuzzDad to update dod_glider!

  • WIP in WIP, post your level screenshots!

    • Dradz
    • May 2, 2007 at 11:05 PM

    lamp posts mebbe should be on the sidewalk? look like they are in the road? personal pref....

  • C47 Skytrain/Dakota

    • Dradz
    • April 18, 2007 at 9:11 PM

    Looking good, Jed, will there be a 3d syybox model to make it fly up high overhead like the B17s?

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