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Posted

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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Posted

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.

Link?

Well anyways, I spent an hour or so detailing one building in my map (got tired of orangemapping) and it was also sort of a test. Now realize there is no debris models, and no displacement debris on the ground yet, so that will be all over in the final version. But here it is:

dodpontevecchio0015jo3.th.jpg

dodpontevecchio0016an1.th.jpg

Posted

yeah that hole looks very unrealistic, but a building could have a hole like that and still not collapse. it's stabilized by corners not by faces. JP: it doesnt make sense that you would put a thin layer of wood out on a masoned house. if you use wood, then go wood all the way, if you use stone or concrete, use those instead... they don't mix like that

Posted

I think it looks okay, except its a giant leap of faith having a huge hole in the wall, but electricity (and all the lamps) still work...

Great start tho :)

Posted

It fails at realism.

Fachwerkhaus3.jpg

oh wait, it's dods anyway :dance:

That doesnt help, at all. I am just building off what I see in Valve made maps, so tell me guys, how would I go about making this more realistic?

Posted

Where's the rubble.

Hooked on phonics is AWESOME

Now realize there is no debris models, and no displacement debris on the ground yet, so that will be all over in the final version.

Is not having the debris on the ground the only thing thats unrealistic about it?

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