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Posted

Hi!

Seems like this darling has finally reached a presentable stage - although it still is very [WIP], so to say, since I've only had two weeks of work to spend until now. Many things will be fixed and there also are numerous placeholders, but on the whole I suppose one can get an impression of what it is going to look like. And that's what WIP threads are there for, right? :]

Anyway, the setting:

- Autumn of 1944, the German troops are retreating on all fronts. While the Allies are advancing surprisingly fast, they realize that the rapid speed of their push towards the German borders confronts them with new problems - such as vulnerable supply lines or unexpectedly strong defense on certain spots.

On this day, an allied infantry battaillon happened to run into a squad of a regrouping German Panzer Regiment, consisting of two Tiger tanks and two StuG III due to the shortage of battle tanks in this late episode of the war. The squad had just arrived in a little village near the silesian-bohemian border (I know. No americans at the eastern front, but I heard rumors of Sovjet skins having been released, so if that could be combined, the historical aspect would be corrected, too) to refuel.

While the allied troops now have an opportunity to catch a sitting duck and destroy or capture the German tanks, while the Germans could quickly break up the frontline and attack the vulnerable supply lines, if they managed to win the day.

Screens:

nachtk1.jpg

nachtk2.jpg

nachtk3.jpg

nachtk4.jpg

nachtk5.jpg

nachtk6.jpg

nachtk7.jpg

nachtk8.jpg

nachtk9.jpg

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Posted

nachtk10.jpg

nachtk11.jpg

nachtk12.jpg

nachtk13.jpg

nachtk14.jpg

nachtk15.jpg

nachtk16.jpg

nachtk17.jpg

nachtk18.jpg

The battle zone includes a small cloister, a water mill, a fortified church, several fields. orchards and a small forest.

It will be a 16 to 32-player map measuring about 5000 x 5000 units/inches (130 x 130 metres), which is an average size, at least for DoD ;).

Looking forward to some comments, suggestions or all kinds of critics :).

Thanks to Happyernst & piu piu for the models & assistance with the skybox colour :).

Cheers.

Posted

I like it but it is very flawed.

You need to spend more time on your brushwork and prop placement because of many things just don't make sense or have any utility where you've put them. For instance, ivy, flipped UPSIDE DOWN, on the interior of a bridge, where you also have spires from the top of houses on the edges.

doubyateef :???:

Posted

Hi again :)

As I said, it's in a very early stage, so detail improvements will definately happen. Concerning the ivy: most people considered it a bush until now, and I suppose going from the looks only a person knowing it is an ivy model that normally is being used with a 180° rotation will notice that.

The idea for that ivy on the bridge came from an old picture - it looks extremely similar to my result.

The rooftop spires... well, same thing. They served as decoration, aswell on houses as on railings, bridges... the reason that the model's creator intended it to be used on roof tops doesn't mean it has to be used there and nowhere else ;). Although I must admit that I'm not satisfied with them spires, too... I'll try and make some custom ones when I find the time.

Cheers & thanks for the feedback :),

Albatros

Posted

Devil's Advocat is what I feel like then ever I stumble into your threads...

http://www.albatros44.de/nachtwip/nachta7.jpg

The horizontal timbers on the wall at the left do both look wired:

The higher one (beneath the first row of concrete windows) uses a totally different wood than the entire rest of the half-timbered construction, the second one further below looks like "Katscher Leimholz" - a bunch of small pieces stickied together because it seems you forgot to rotate the texture (same problem as above here) 90° round.

Second thing: From there is the guest supposed to see the "Gasthaus zum [...]" thing and why is it in german - pushing towards the german border sounds to me like france (or elsas lotringen)

http://www.albatros44.de/nachtwip/nachta6.jpg

texture on the bottom looks extremly blurry, wall texture at the left behind the tree looks (at least from that pov) extremely oversized (the brown one)

http://www.albatros44.de/nachtwip/nachta10.jpg

hillside looks to bland and lowdetailed

http://www.albatros44.de/nachtwip/nachta12.jpg

rock edge in the foreground looks too blocky, texture on the left is not correctly set up

bridge texture seems to be oversized

http://www.albatros44.de/nachtwip/nachta13.jpg

text is extremly blurry (german language here as well)

angel is not at the actual pin point of the roof

upper window row on that building is undetailed and repeating

small windows on the displacement roof seem to be to small

displacement roof would extremely benefit from a dirt overlay (the lower roof part)

http://www.albatros44.de/nachtwip/nachta14.jpg

Give that Waterfall a Model or some sprites and cliffedges

texturing at the far left over the waterfall looks extreme blurry

http://www.albatros44.de/nachtwip/nachta15.jpg

I assume that little river is meant to spring from the waterfall - needs movement (modeling militia style)

If the boat is already destroyed - move the parts further away from each other

cliffs look edgy

http://www.albatros44.de/nachtwip/nachta16.jpg

signs look wired

wheels of the keg-waggon seem to tinny

dirt on the low wall below the fence

http://www.albatros44.de/nachtwip/nachta17.jpg

give that window on the left a trim

same goes to the doors

http://www.albatros44.de/nachtwip/nachta18.jpg

churchwindow does not fit into that building

http://www.albatros44.de/nachtwip/nachta5.jpg

i love the new "Büsche Dünger" ;) on the bridge

looks wired to raise the trim of the bridge in the middle

tower spikes don't look good on bridge trims

http://www.albatros44.de/nachtwip/nachta4.jpg

the waterwheel looks totally unused - make it darker and grungier

http://www.albatros44.de/nachtwip/nachta2.jpg

why would someone light that latern in war and at full daylight - make it cracked down - looks more interesting (or something like this is my suggestion ;) )

the roundhouse has a strange/random timber edge below the roof

http://www.albatros44.de/nachtwip/nachta1.jpg

ortsschild looks wired as well

displacement windows need trims

graveyard in the cornfield?

there's a strange decal on that house on the right behind the cornfield (the abflussrohr next to the street - doesn't fit the style)

Posted

Overall it's very nice to look at, has a nice style. But if you are going for any kind of realism I would look again at the roofs - are they all falling in or is this WoW?

A little dip here and there is a cool stylised effect but to have them literally caving in looks.. odd.

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