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Everything posted by Dradz
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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/flvt9hc8r5dg3t0/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. [url=http://www.mediafire.com/view/?rc0mv48as52fykg] [url=http://www.mediafire.com/view/?an8gpcotgfg0tfi]
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Anybody remember the game "day of defeat"? This is from my continuing work on dod_rouen -- getting closer.......
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How do you furnish your levels? Techniques? Philosophy?
Dradz replied to Dradz's topic in Level Design
Awesome, thanks, guys! -
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!
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Woody, looking good! ...when I look at the screenshots, though, I get this urge to play dod_X13?
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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...
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mitering corners - reduce visleafs? good for optimization?
Dradz replied to Dradz's topic in Level Design
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??) -
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?
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...this has been a long time in coming, Fritz, but worth the wait! los! los! los!
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you are the master, mon ami -- only fear is getting the rest of the map to look half as good as that!
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Or, you could do something like this: http://dradz.dod-federation.com/dod_rouen_b57.jpg 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
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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://www.azstarnet.com/public/packages/okc_verdict/bomb1.jpg
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Since I am the noob of the bunch here, I'll bite -- what makes it looks so bad?
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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
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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.
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oh noes, I'm in trouble!
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This is HL1 or Source? edit -- oops, read the thread title.....looks HL1-ish? that due to the lighting?
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agree! Looking very nice --- maybe this will inspire FuzzDad to update dod_glider!
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lamp posts mebbe should be on the sidewalk? look like they are in the road? personal pref....
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Looking good, Jed, will there be a 3d syybox model to make it fly up high overhead like the B17s?
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hehe, thanks, mein freund!
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looks like an FW-190? ...and Hessi that is Old Skool! looks great though, amazing your paints were not all solid. ....wonder how many mappers/modelers here were plastic modelers/diorama builders back in the day -- ahhh, the smell of testors glue! ..and Hessi, no comments on my dod_Rouen post? was hoping you would rip it apart, but must have not been worth the effort?
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These are the latest shots from my current project -- porting DoD_Rouen from 3.1/1.3 to Source. Still a long way to go (none of the blast holes or damaged buildings are displaced/func-detailed yet)... ....looking for the mapcorian expert eyes to see if I am on the right road, especiallly for the allied side (4th picture), which I am trying to make look like an industrial area -- but making everything red brick does not seem the way to go. Thanks!
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Looks awesome, IR! ....can't think of a DM mod, but have you turned yur back on Dee OH Dee?
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Looking good! In this screenshot, what is causing the tiles to be all broken up? Maybe you could put a crater or something to show an explosion took place to upset the floor? or is there something there that does not show in the screenshot?
