Phlek Posted April 24, 2005 Report Posted April 24, 2005 Call of duty has a nice DAM level in single player. Go look at it. best dam level ever mmmmm Vegas Vacation Quote
DaanO Posted April 24, 2005 Report Posted April 24, 2005 Anyone has some pictures of that level? Can't find any really :/ Quote
ginsengavenger Posted April 24, 2005 Report Posted April 24, 2005 i actually took pics the first time i played it because i was so impressed... unfortunately that was two hdd crashes ago. Quote
Phlek Posted April 24, 2005 Report Posted April 24, 2005 I think this is what you guys are talking about... http://www.clanmacgaming.com/articles/images/callofduty/dam_lg.jpg http://media.pc.ign.com/media/550/550042/img_1860787.html Inside: http://media.pc.ign.com/media/550/550042/img_1816656.html Sorry for the lack of dam pictures.... Quote
Section_Ei8ht Posted April 25, 2005 Report Posted April 25, 2005 i dont remember cod looking that bad. Quote
2d-chris Posted April 25, 2005 Report Posted April 25, 2005 woo another dam map about 10 sprung up after i release de_dam not that i was the first but it seemed to make some people try it Anyway your pics are dead, can't see them Quote
cdxx Posted May 17, 2005 Author Report Posted May 17, 2005 yo, soz about the 404's, I switch hosts and didn't move everything over. They should be working again. I also made some updates. Again this is only about 50% done as I have a bunch more stuff to add. I just wanted to post some progress pics. Check em out. http://www.sourceprefabs.com/ftp/joe/dam/ l8 Quote
BlueCoatKarma Posted May 18, 2005 Report Posted May 18, 2005 New shots look really good in general. The exteriors of the buildings could still use work - make the roof overhang a bit maybe, and use textures for the walls that don't tile so badly vertically. For example, most of the wall textures are designed for walls 128 units high. For 256 unit walls, most textures have a cleaner version (i.e. without the concrete around the base that the bottom texture has). Its hard to explain, so here's a screenshot of what I mean: You want the version on the right. Specific stuff: (NOTE: I'm only saying the bad stuff, because you don't need to fix the stuff that works already. There's a lot of good design in this map.) http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0000.jpg The ground in this shot seems a bit gravelly to me - it's up to you, but I'd probably go with a slightly cleaner concrete texture considering that in general the scenery is in "good condition." Also, apply smoothing groups to those columns. http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0001.jpg The concrete floor problem becomes very apparent here. The decal you used for the crosswalk has details that match up with a specific concrete texture - you should probably use the one that it matches so that the "grooves" in the paint make sense. Right now, they just look random. http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0005.jpg The far wall in this shot has a different texture for the botom 128 units than the rest of the walls, for no apparent reason. http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0006.jpg The light above the door appears white and the lights in the room up the stair are yellow, but the walls of the room are tinted blue-green. This looks a bit unrealistic. http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0011.jpg The stain decal is coming up from the floor here. This seems a bit weird - I'd probably turn it 180 degrees and have it coming down from the ceiling. Overall the room seems good though. http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0012.jpg I really like this room. See if there's a way to make the lighting more interesting though, even if it's just decreasing the intensity of the overhead lights and then making spotlights (remember to make them non-dynamic though in the flags since they won't be moving.) http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0013.jpg I think the perfect symmetry of the pipes is a little weird, but if it makes sense within the layout of your map its fine. The ceiling texture tiles a bit too much in this room, but since you're using it throughout I don't think there's a good way around that. http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0022.jpg This was the first shot where I noticed your wall problem (the thing I mentioned at the top of this post.) Props seem pretty well used here, but I think the brightness of the white lighting on the left side of the scene is a little weird - it's odd to see such intense lighting when just a few feet to the right there's bright sunlight. I'd probably just take the lights there out altogether. http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0024.jpg This is a good shot. Since the dark concrete on the dam is so far away, you could easily get away with doubling its size though so it tiled less. If you have reference pics of a dam like this, good on you. However, looking at these pics it seems like the concrete is usually the same color/type throughout the construction. Also, the parts that stick out are usually thinner and don't extend above the dam so far. (This is when you'll wish you hadn't resized it... good luck editing it now.) http://www.sourceprefabs.com/ftp/joe/dam/dam_new_096m0025.jpg I just wanted to say the cliff looks a lot better in this picture than it did in the originals. Good work. Quote
cdxx Posted May 18, 2005 Author Report Posted May 18, 2005 great feedback BlueCoatKarma thx. I'll work on those things and post the screens when I'm done. Still have tons to do.... thx again Quote
Schmung Posted May 18, 2005 Report Posted May 18, 2005 Amazing where you bump into people on t'internet. Quote
cdxx Posted May 22, 2005 Author Report Posted May 22, 2005 First off sorry for the long post. Well i decided to redo the entire admin building I think this one fits the setting much better. Theres still alot to do but here are the updated pics as of now: http://www.sourceprefabs.com/ftp/mappics/ note: I know the trucks are hovering above the ground in the garage. I didn't feel like compiling it again as the damn thing takes 45 min to compile on fast. Also keep in mind that this is still a WIP and that I will start adding the eye candy with props / decals / overlays and such soon. I still have to fix plenty before it's done. Most of the geometry is done and I don't foresee making any big changes to the layout. (besides a second floor to the dam which I am contemplating atm. Here's what I know I need to fix: - Water: for some reason it's all messed up, Also gotta do the displacement for the water floor. also add damage values like in port if you happen to fall in. - Add skybox: I'll probably add a cayon type skybox with tons of powerlines coming from the cliff face fading off into the distance. - Fix hovering trucks in garage (trucks don't fly... yet) - Add office furniture - Add hatch to roof for quick access for the CT's much like the T's have. - Add misc models throught map for cover. - Add sounds (ugh... this is something that I'm dreading as I haven't really experimented with placing sounds much) - Adding misc decals and overlays - I need to create a couple custom textures. - Touch up the rock face displacement, Not 100 % happy with the outcome so far. - Make the busted contol gate where the T's busted though and parked in the garage. I'm thinking they arived in a couple hummers. Like this model: http://sourceprefabs.com/upload/dl/big_img/hummer.gif those are the big things. I got tons more but no need to go on and on about em here. also anyone know where I can do a playtest of this? I would love to schedule a time to get some people playing this sometime in the next week or so. Quote
curman Posted May 22, 2005 Report Posted May 22, 2005 Lookin' very good, I'd try to add something more to the dam-wall itself. http://www.sourceprefabs.com/ftp/joe/da ... 6m0024.jpg Also, you placed the orange squares for placement, I'd advise using the model of models/props_trainstation/trainstation_post001.mdl It seems fitting. Quote
Zacker Posted May 22, 2005 Report Posted May 22, 2005 Yup, doing something about the dam-wall itself and the orange squares is also a really good idea. Quote
cdxx Posted May 22, 2005 Author Report Posted May 22, 2005 Yup, doing something about the dam-wall itself and the orange squares is also a really good idea. I just changed the post to the trainstation props. I was fighting off the urge to to that earlier for some reason. Something about the thicker post made me like em more but we'll see if these are more appropriate in the next set of pics. I'm not sure what to add to the dam wall itself to make it more interesting. Maybe that Atlantic overlay towards the top ? Quote
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