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Posted

These are 6 screenies of my current WIP. It's a DoDS map set in a small village, under heavy (unwelcoming) fog.

http://furyo.dod-federation.com/images/dod_rive/dod_rive_01.jpg

http://furyo.dod-federation.com/images/dod_rive/dod_rive_02.jpg

http://furyo.dod-federation.com/images/dod_rive/dod_rive_03.jpg

http://furyo.dod-federation.com/images/dod_rive/dod_rive_04.jpg

http://furyo.dod-federation.com/images/dod_rive/dod_rive_05.jpg

http://furyo.dod-federation.com/images/dod_rive/dod_rive_06.jpg

Lots of small details need to be ironed out (props fading) and some places need to be detailed a bit more, but overall the first public release should be this coming week end.

Posted

Would be nice with an overview picture as well. And in the last pic that road would probably benefit a lot with some blending to the grass :)

Otherwise this is looking sweet so far. Nice with a really foggy setting.

I don't know how damaged you want this to be, but I suppose you will add quite some decals either way with dirt and grime to the houses.

Posted

I think it looks ok, I like the fog setting. What's up with the weird house designs, looks very "busy" to me. You mixed alot different elements to one house and it looks pretty busy and messy specially in this picture.

Posted

Well Arttu, that's what some real houses would look like. I played on Flash yesterday and realized how simple the house designs are. I didn't want to go for that kinda buildings, as they're unrealistic to me. Villages were often made of parts of old adjacent buildings thrown together and rebuilt to make a new home, it was more often than not remnants of old buildings being reused all over again.

Pic #2 is the back of the house on #3. The fact that you mentioned #2 but not #3 shows to me that this feeling you have may be due to the textures used, as was pointed out by Zeon. I'll have a look at other textures.

Philip, the map probably won't be extremely damaged, however I will add some more. Most of the overlays are already in place, but being of greyish tone, they have a hard time showing through the fog. Thx for the blending tip, I'll make a custom one to use it more effectively

Posted

Well I have to believe you, I think you know it better than me because you live in that area :-D

But they look pretty weird to me, dunno why. Maybe I'm just used to see the dod'ish buildings in the maps which look good enough to me :-D

Good work anyway, Francois. Looking forward to play this.

Posted

The houses look nice but the terrain looks dull and strange. Why is it just grass everywhere? You can really see how strange it looks in #4. If It was a village were people actually lived in and not one that just fell from the sky on some unsuspecting meadow there would be disturbed dirt or maybe paved roads and paths :)

Posted

As I've said earlier, I like it. It's a very ambitious layout (wide open), so the fog is needed to hide the prop fade distances and such, no way around that except porting it to another engine or whatever. Anyway, the only things I can think to comment on would be the following :

Picture3 : The transition from water to ground seems too sudden near the house. What about a small wooden walkway so that the people living in the house wouldn't be afraid of falling in the water every time they went out the front door?

Picture 6 : The cobble way leading up to the bridge seems extremely bumpy. Smooth it out quite a bit.

Other than that, it looks good :)

Posted

Philip asked for an overview of the map, so I went in game and threw together this one real quick

http://furyo.dod-federation.com/others/dod_rive_overview.jpg

As you can see, a symmetrical position of flags (not of map design) which will hopefully play well for the pubbers and league matches, leaving each player to decide whether to go on the safer, longer route (river) or to cut through the village and go directly to the objectives. Flanking will always be an option, and depending on the class you play with, it should provide fairly non repetitive gameplay.

The dimensions are 7500 x 4700 Hammer units (playable area)

Posted

Looks to me like a dod_flash layout, which is the simplest layout for "push" type territorial maps. The problem with these maps is that its hard to keep a balance between the point closest to the spawn and the middle point. in your layout, it looks like you can even get to the other team's first cap point as fast the other ones! Thats kinda bad for gameplay. You want both team to clash in the middle and give that part of the maps the most action.

Right now its so opened, all that poeple are gonna do is load up on rifles, get far away and snipe poeple.

Posted

That goes to show overviews should only be taken from straight down. Your comments are correct, only this layout doesn't apply to them really. Yes it's shaped the way Flash is, but the distances aren't nearly the same, and the fog coming into play separates the map in areas and lanes a way Flash will never be separated.

As for both teams clashing around the same chokepoint, my own playing preference would be to stay away from these maps because they get old extremely quick.

I've playtested this map 4 times before adding all the details, so I'm pretty confident it'll play alright by now (with some minor modifications probably). Time will tell I guess

Posted

It's a good work! It's remind me some landscapes in Belgium :) lol

Here and here I think you can add more details to have a good village's square...but I like your work!

I agree with all this. Of course its a first draft, but feedback is feedback :D I definately like picture 1, the fog and lighting really work well together. It has that feeling of its about to rain, just rained, or you just don't know what the weather is about to do.

I am going to agree that the stucco and brick buildings don't really complement each other. Maybe if there was some trim dividing the two, so its just not an adbrupt change. It works welll in picture 1 since its on the roof, but in picture 2 it sticks out

I like the other side of the river in #3, I also like the house in that picture as well, very nice style.

The angle of the left house in #4 is odd, but different is good as well

#5 and 6 remind me of sleepy hollow

Nice work

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