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[dods] dod_cherbourg


the0rthopaedicsurgeon

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After a few years I've finally got a final version of one of my maps ready for release, my remake of Arcturus' dod_cherbourg from the dod betas. It's a huge map with 3 main routes connecting each team's spawns which means you have to control all 3 at once to have a chance of capping out the map, which was why it's always been my favourite dod map. It's not as detailed as I'd like it to be, but I've already gone over the entity limit too many times, so this is literally as much as I can do with the map.

link: http://www.scorchingcraniums.com/downlo ... rbourg.zip

screenshots:

port.jpg

street1.jpg

churchint.jpg

dodcherbourgb20061eo1.jpg

more here: http://www.scorchingcraniums.com/cherbourg.html

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Not bad, nice geometry and texture usage. Too bad it looks rather generic, just like most DOD maps.

+1

Good work so far. Btw here some details to fix for beta 2:

369025cf23c3b386542c48267d502bc232b03d.jpg

- Remove this huge window in top midle. It doesn't makes sense to me.

- I never worked on DoDs but try to fix the mini map overview. Check here.

36905148328bcd2b2bb821ca2cd14048928ca3.jpg

- The entrance looks weird. Use references...

- Model bug.

369054c606e0636eb70958c0feb953b92ad50a.jpg

- Add smoothing groups. Or make those pillars in displacement.

369061a2254ae85d88eda519a62f027bd00b40.jpg

- Model bug.

369063c123ddbd87a8d3867d5f45372ee9e69c.jpg

- It would be great to hear some radio transmission.

3690679322cc4a3b3094f5336aaf116c458bfe.jpg

- Smooth thoses displacements.

3690719093b94af0ae3270dca45df46dbad32d.jpg

- Fix the texture' s shaders.

369102d2d51f6bd67954ce70389a1ab3bca136.jpg

- Same here.

36907257fdb839ae9e77610343afa9a29a10b3.jpg

- Clip this bloc and fix the texture.

36907440c56f4dcd57f14ad9ff270833846303.jpg

- Displace up while down.

369076a5600ac465c75cef0c44b365ddf8038d.jpg

- Remove the debris model... There is no ruins arounds the alley !

36907865d300dd5c25344d8eef0c2f261a5607.jpg

- Another model bug.

369082d5009fecdc7909d2c51537bf3e3c160c.jpg

- I'm French and I don't quite understand this advertising...

La végétaline: ok

Pour la cuisine: ok

Vaut le beurre: What do you mean ?

369100017f481e4d9e32b5131eedbfa1c839b1.jpg

- Fix the opacity of the decal.

3690903b75100b45cb3c0fac34b4bcc4237a27.jpg

- Too repetitive texture wall in the buidling.

3691032980c60879cdb5f1e48a8512c21a95b2.jpg

- Add a clip wall because players might camp inside.

3691066889f7f9756614f1a09c1815e0ce2d43.jpg

- Never seen sparks on glass... :shock:

3691096aa303be43bd207990592500f0a0dd6a.jpg

- No comments.

36911177d1c9a691a5ed680deff2fc102ae7a7.jpg

- Use another water texture.

3691123d7e2a495c01e282113030b661cd7dec.jpg

- Great corner for a Tribute... :oops:

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3691066889f7f9756614f1a09c1815e0ce2d43.jpg

- Never seen sparks on glass... :shock:

well it is not his fault. you can only apply one surface onto a model. that means either everything looks like glass or everything is like metal. he did what i'd been doing too. though i aree it could be better, but sadly there are technical borders that cant be broken.

i basically agree with your critics because i too went through this level a couple of minutes ago.

to give some positive feedback: i really like the way you made those bombing damages. you have put lots of work and detail into them. great job!

is there a playtest planned? if yes, count me in!

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well it is not his fault.

It is ! He made the model.

- Just cut the glass and compile both models with his respective material.

but this makes it two models! but that doubles collision time + extra render batch.

in my eyes it is really bitchy to search for such problems. this is a damn nice map.

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well it is not his fault.

It is ! He made the model.

- Just cut the glass and compile both models with his respective material.

but this makes it two models! but that doubles collision time + extra render batch.

in my eyes it is really bitchy to search for such problems. this is a damn nice map.

two textures, one for the body, with no alpha channel

one for the glass, a smaller texture, with alpha channel

you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd

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well it is not his fault.

It is ! He made the model.

- Just cut the glass and compile both models with his respective material.

but this makes it two models! but that doubles collision time + extra render batch.

in my eyes it is really bitchy to search for such problems. this is a damn nice map.

two textures, one for the body, with no alpha channel

one for the glass, a smaller texture, with alpha channel

you can control the properties of the materials, and get away with probably a smaller amount of tex memory and probably better performance as you haven't got a massive sheet of texture with only tiny parts alpha'd

no. surface behavoir is conrtolled by the qc file which results in one material per model (not texture like material!)

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3691123d7e2a495c01e282113030b661cd7dec.jpg

- Great corner for a Tribute... :oops:

:-D I can't stop laughing at this. "Great corner for a tribute" :XD: It's like "thanks for fighting in our wars, we'll erect this statue in my grandma's tomato garden"

Great feedback Seldoon and great looking map so far the0rthopaedicsurgeon

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36905148328bcd2b2bb821ca2cd14048928ca3.j

- The entrance looks weird. Use references...

that was actually one of the only things i used a reference for in this map (besides the hotel, which is a replica of the titanic's grand stairway that was originally a map of it's own).

http://img413.imageshack.us/img413/9038 ... ontzz9.jpg

the custom decals are all spineroyal's; i don't know if he understands french or not but i thought they were all taken from real ads anyway. i'm not sure what you mean about the memorial either - it's just an area of grass on a street corner that i thought would make a good place for that model, especially since the map's so huge i was out of ideas for what else to put there.

this was supposed to be the final version of the map since i hadn't had any feedback since rc1, but a few people have commented on how big the map is considering how few people play custom maps. once i've finished my other maps i'll close off the north area (the hotel and fountain), so i'll still make these changes to the parts i keep.

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