KrAk Posted March 28, 2014 Report Posted March 28, 2014 Hello friends mappers! Finally I share one of my projects in this section! This is an detonation map for Day of Defeat Source where the action takes place in a German submarine base. It is dedicated to FFA with at least 16 players. I was inspired by a building located in Saint Nazaire and a mission of Medal of Honor games. It took me some time to finalize the map and many people have taken their time to help me (they recognize themselves). I really hope you appreciate it. Do not hesitate to contact me to share your suggestions. Historical context May, 1943, Saint Nazaire, France. The defenses of the Atlantic Wall is an important obstacle for the Allied troops and the result of their operations. As for now, German submarines imposed their supremacy over the whole Atlantic Ocean, causing considerable loss to the Allied forces. But today the tactics stakes are such that several military maneuvers are undertaken to reverse the course of this battle. - Allied objective : The undercover operation of one of the largest submarine bases enemy is launched. Step into the base by the railways and destroy the U-Boats present to weaken the German positions and finally break the Atlantic Wall. - Wehrmacht objective : Protect at all costs submarine refueling and destroy all means of escape for enemy forces. None of them shall escape, we must discover how they got the necessary information to implement their operation. Download : http://dods.gamebanana.com/maps/179789 http://www.moddb.com/games/day-of-defeat-source/addons/dod-kriegsmarine-beta1 Play and have fun! ShoGun-KmKz, OrnateBaboon, leplubodeslapin and 1 other 4 Quote
sethen Posted March 28, 2014 Report Posted March 28, 2014 Looks really interesting, I'll give it a go and give some feedback. Quote
Pampers Posted March 28, 2014 Report Posted March 28, 2014 It's promising, but the lighting need some work, looks like it's the same light entity copied all over the map Quote
Furyo Posted March 29, 2014 Report Posted March 29, 2014 Great to see some maps still being made for the game that started it all for me Some feedback, based purely on the screenshots (take them with a grain of salt) - Exterior lighting needs more work. Not sure how large the area outside is, but it feels very white everywhere, lacking contrast that would otherwise indicate in clearer terms where your entries/exits/chokepoints are. - Be careful with the interior of the base. From what I'm looking at, most places look exactly identical (washed out concrete and the same tanks and railtracks) which will not help with player orientation. Consider adding distinctive signs to your environment design to clearly indicate where players are headed. On a side note, in that 5th screenshot, your tanks couldn't possibly have reached these locations by themselves, unless the railtrack were made AFTER they got parked there. Think about that when you place your items and try and tell the story of this base as you do. Why would tanks be there? Why place them here and not anywhere else? Where do they go from here? How are they useful in this situation? etc. Squad 1 Quote
Warby Posted March 29, 2014 Report Posted March 29, 2014 alot of the shadows are too BLUE other things dont have shadows at all in generel it looks very "clean" which can be cool but doesnt feel appropriate for a ww2 setting use some more overlays and dirty that shit up <3 dod Quote
KrAk Posted March 30, 2014 Author Report Posted March 30, 2014 (edited) It's promising, but the lighting need some work, looks like it's the same light entity copied all over the map You are right but it is one of the conditions to make the map more playable as possible. At first I wanted to make the map during the night or dusk but it caused a lot visibility's problems. - Exterior lighting needs more work. Not sure how large the area outside is, but it feels very white everywhere, lacking contrast that would otherwise indicate in clearer terms where your entries/exits/chokepoints are. It is true. I will for beta 2. But it is difficult to work contrasts with textures used for displacements. There are 3 textures like that in different outside areas and just for that it is already difficult. But I take note. - Be careful with the interior of the base. From what I'm looking at, most places look exactly identical (washed out concrete and the same tanks and railtracks) which will not help with player orientation. Consider adding distinctive signs to your environment design to clearly indicate where players are headed. Yes there is a lot of concrete, it is a war bunker! But the map is simple and varied. The player have to learn for sure but it will be fast And then there is the mini map! On a side note, in that 5th screenshot, your tanks couldn't possibly have reached these locations by themselves, unless the railtrack were made AFTER they got parked there. Think about that when you place your items and try and tell the story of this base as you do. Why would tanks be there? Why place them here and not anywhere else? Where do they go from here? How are they useful in this situation? etc. I think about this of course. Here is a garage. There are tracks but the way is sufficiently large to be a passage for the tanks. Try and you will see! alot of the shadows are too BLUE other things dont have shadows at all in generel it looks very "clean" which can be cool but doesnt feel appropriate for a ww2 setting use some more overlays and dirty that shit up I know the problems about lightening. I'll try to fix it for beta 2. Regarding the look "too cleane, the problem is that the map is large enough. I use a lot of entitys. I cant use more decals or overlays. <3 dod Me too, me too! Thank you all for your comments and feelings Edited March 30, 2014 by KrAk Quote
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