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  3. Albatros

Posts by Albatros

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 4, 2007 at 10:50 AM

    Hey again,

    importing another set of changes Killertomato suggested .

    Oh and some people said it was a shame to not let the map play at nighttime, so I just gave that a try.

    Although my opinion on night time maps is that players don't accept them very well, I must say I'm feeling rather comfy in the athmosphere they transport...

    [Blocked Image: http://www.albatros44.de/reloaded/nberga0k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberga1k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberga2k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberga3k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberga4k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberga5k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberga6k.jpg]

    As I said, it's just an experiment of an early WIP - texture alignment and detail brushwork in some of those spots hasn't finished or even happened yet.

    At least it would be original, kind of...

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 3, 2007 at 10:28 PM

    Right, Mansarde is the word .

    In German it's the "Dachgaube".

    They've been common for 700 years, but for some reason totally limited to a few major cities in Franconia. Shows that for some 500 years Germany has been a headless chaos consisting of a thousand independent states that didn't care too much for each other .

    Mmh.. alright, I'll shut up .

    @ Moroes:

    Looking sweet! Keep it coming!

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 3, 2007 at 10:11 PM

    Hey Rick_D,

    reference pics:

    http://www.kellerlokal-raubritter-nuern ... mg0176.jpg

    http://upload.wikimedia.org/wikipedia/c ... rg_f_n.jpg

    Cheers,

    Albatros

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 3, 2007 at 8:00 PM

    Only lighting changes this time.

    [Blocked Image: http://www.albatros44.de/reloaded/nberg16k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberg17k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberg18k.jpg]

    Acceptable?

    Cheers!

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 3, 2007 at 12:23 PM

    Okay, I've given it a try... any better?

    [Blocked Image: http://www.albatros44.de/reloaded/nberg10k.jpg]

    Cheers

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 2, 2007 at 10:45 PM

    No problem,

    it's excellent, thanks a lot for the screeners.

    I'm certain I'll be able to make something out of that !

    Cheers & good night,

    Albatros

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 2, 2007 at 9:37 PM

    Heya,

    indeed, I've got a 7600 GT installed. Might be the problem.

    I'll replace the textur and ban it from my further work... didn't like it very much anyway, but I thought that would be just my opinion .

    Hm... yeah, it does lack detail, that's true... but it's a WIP, as I said before, there's nothing final about it yet.

    [Blocked Image: http://www.albatros44.de/emotzoid.gif]

    My way of working through a map is, after the paperwork stuff, to first make a rough version of the brushwork, add athmosphere, lighting and some eyecandy so the impression of the map isn't falsified and then give it the polish after the rest is done. That's why I agree it does look rushed in some places.

    On the other hand, it'd be a great help if you could be more specific and give me some hints on what you miss in the detail part. After all, I've always been profiting a lot from you expert people's criticism .

    - Albatros

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 2, 2007 at 4:58 PM

    Well, I like Hammer... I guess after five years of working with a program you'll eventually get used to every aspect of it...

    [Blocked Image: http://www.albatros44.de/reloaded/nberg9k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberg8k.jpg]

  • WIP in WIP, post your level screenshots!

    • Albatros
    • May 1, 2007 at 1:03 PM

    Alright, I've changed the lighting & athmosphere to something more decent (in my eyes).

    I'll be fixing the sharp edges and walls aswell as the missing structure in some buildings.

    [Blocked Image: http://www.albatros44.de/reloaded/nberg4k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberg5k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberg6k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/nberg7k.jpg]

  • WIP in WIP, post your level screenshots!

    • Albatros
    • April 28, 2007 at 6:26 PM

    Ack... obviously.

    Those totally stick out of the roof... hah, it's amazing how one can overlook blatant errors when staring at a scenery for too long.

    Thanks : ))

  • WIP in WIP, post your level screenshots!

    • Albatros
    • April 28, 2007 at 3:02 PM

    I've been working on those spots that didn't look smooth on the first set of screenshots.

    I hope the improvements are visible, at least a bit...

    Edit: cut due to loading times, check posting below .

  • WIP in WIP, post your level screenshots!

    • Albatros
    • April 26, 2007 at 9:16 PM

    Hi FMPONE,

    thanks for the paintover, I'll be correcting those issues .

    You should know though that those aspects you mentioned aren't a problem of "sloppy" work on my side, but rather that I won't wait until i have a release candidate to show pictures in a WIP thread.

    It's a matter of the grade of progress I make on the map. These pictures show a scenery that's maybe fifty percent finished and only one day old - I'm usually not aiming for overall perfection until a third or fourth beta goes on it's way. Most issues you named can be fixed with a few overlays or changing a model, and I promise I'll take care of these things sooner or later, but right now it might just be too soon to claim perfection .

    Thanks again,

    Albatros

  • WIP in WIP, post your level screenshots!

    • Albatros
    • April 26, 2007 at 7:33 PM

    Hi again

    Sky and lighting are straight from Valve's suggestions, if I remember it correctly dod_donner is featuring similar or even identic values.

    The map is a redux version of my old DoD_Nürnberg and will feature much of the old stuff.

    The bridge is called "Museumsbrücke" and will receive some more work soon. I think it's a pretty normal bridge, at least comparing it to Nuremberg's standards...

  • WIP in WIP, post your level screenshots!

    • Albatros
    • April 26, 2007 at 2:47 PM

    [Blocked Image: http://www.albatros44.de/reloaded/glimpse5k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/glimpse7k.jpg]

    [Blocked Image: http://www.albatros44.de/reloaded/glimpse8k.jpg]

    A little something I'm working on parallely to DoD_Nightingale.

  • [WIP] DoD_Nightingale

    • Albatros
    • April 21, 2007 at 5:26 PM

    Okay, I'll do that :].

    Cheers!

  • [WIP] DoD_Nightingale

    • Albatros
    • April 21, 2007 at 4:55 PM

    Now that would be sweet.

    The scale of my 3d-skybox is at 1:16 though. Is the bell correctly sized for that?

    Thanks & see you later

  • [WIP] DoD_Nightingale

    • Albatros
    • April 21, 2007 at 4:19 PM

    Concerning the 3d-Skybox: I'm working in Rick_D's way, so I usually finalize the map with the 3d skybox in my mind and on the paper, but not in the editor.

    I always stick to the "Recipe", put in ingredient after ingredient and normally spice the map in the end.

    Concerning the height of the buildings: well, I've been travelling a lot and visited many medieval towns all across europe. The height of those village buildings Nightingale features go hand in hand with what I've seen.

    Medieval towns and villages of German origin almost everywhere feature high tudor buildings with sharp gables or saddle roofs, from france to romania.

    Gerberviertel in Colmar:

    http://www.bad-bad.de/elsass/colmar_altstadt.jpg

    The "Kleine Ring" ("Little ring" ) in Hermannstadt:

    http://www.daniel-ursprung.ch/images/si ... nstadt.jpg

    I've also made some progress with the church tower detail, leaning towards Hessi's paintover:

    [Blocked Image: http://www.albatros44.de/nightwip/npa23k.jpg]

    [Blocked Image: http://www.albatros44.de/nightwip/npa33k.jpg]

    I'm still working on that part, though.

    Cheers,

    Albatros

  • [WIP] DoD_Nightingale

    • Albatros
    • April 15, 2007 at 11:52 AM

    [Blocked Image: http://www.albatros44.de/nachtwip/npa25k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa26k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa27k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa28k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa29k.jpg]

    [Blocked Image: http://www.albatros44.de/nachtwip/npa30k.jpg]

    This should be coming close to a good result

    The tower is a displacement now, I'll have to take a second look at the shadows on the building on the left.

    Apart from that, I've changed the vegetation a bit, added loads of overlays to make the architecture appear smoother so it fits the landscape... and I've been reducing the lightmap scale here and there .

    Cheers!

  • WIP in WIP, post your level screenshots!

    • Albatros
    • April 15, 2007 at 10:00 AM

    Tomdon, did you change the lighting a bit between the last two shots? The newer one seems to be more saturated and a tad darker. Personally, I like the "paler" feeling of shot #1 slightly better than #2 - it's really coming close to a photo-realistic scene.

    Outstanding work anyways .

  • [WIP] DoD_Nightingale

    • Albatros
    • April 12, 2007 at 5:13 PM

    Lol,

    oh well... I never knew DoD:S was such a rare bird on player's machines... I only *felt* it .

    Anyways - yeah, there is a 3d-skybox, a large one indeed with an independent lighting, extra models and so on.

    The church tower in this Screenshot is a skybox object, and I'll be busy and take care of adding the likes of it to create a feeling of distance

    [Blocked Image: http://www.albatros44.de/nachtwip/npa22k.jpg]

    Still, this is a very very early stage, so lean back and watch the progress on that .

    About the sounds - there will be just enough custom sounds that should fit perfectly into the scenario. Smetana's "Moldau" piece will probably be played near an old gramophone as a highlight and to resemble the theme, as will some other pieces.

    The soundfiles are already cut, converted and "aged" for a nice fit.

    The Gameplay... well, forget all you know about DoD:S.

    All of it. Nightingale will not feature any flags, nor will there be SMG-overkill or Detonation-packs since that stuff simply wouldn't do justice to the layout & setting.

    After quite a while of thinking & several hours of smoking ears, some hard-core DoDers and me have come up with the following scenario:

    The axis will spawn within the village; the allies will be spawning in four spawn zones within the surrounding fields and orchards.


    Axis must protect their tanks for 15 minutes against Allies attacking them with bazookas (2 hits kill a tank).


    To keep it from getting boring, the Axis guys can take their own Panzerschrecks to attack the 4 allied Halftracks.


    Each time a Halftrack becomes blown up, one of the allied spawnzones will be deactivated, each time a tank gets destroyed, allies will get 3 additional minutes to finish the remaining two tanks.


    It's gonna be an experiment, again... but then again... no risk, no fun :].

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