Dubrovnik_fp released


(Ifurita) #1

Links:

http://www.pcgamemods.com/7084/
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/dubrovnik_fp.zip

Map overview

I have been adjusting the axis spawn point and removed the center flag. Hopefully we’ll get another map test in this weekend.

Screenies. Taken at nearly default brightness settings, so the map is actually pretty bright

View of the docks area. The boat is currently where you have to pick up the key and drop off the gold. Thinking about moving the key into the building by the truck

Close up of truck and dock office. Constructible staircase gives attackers another route over the wall. You can also access rooftops via the dock office roofs and top of city walls

Front side of axis spawn. Exit b is to the right. Exit a is to the left and around the corner

Generator where the key card has to be delivered

Front of church where the generator is located

Vault inside chruch

Back way to the square

Back way to the square

View from rooftop across square and looking at church
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(.Chris.) #2

wow really nice settings you get there, and what looks like great layout and intresting objectives, loving them streets hope to have some good fighting there, well done :clap:


(Orange) #3

Looks gr8, your houses are far better than mine…


(Java.Lang) #4

Looks like you have put a lot of time into it already. I wonder, were you inspired by other Wolf-esque projects: I seem to notice a couple of nods to Venice, Cathedral, and even Market Garden.
Good stuff.


(Ifurita) #5

Inspiration

Some of the old time forum members might remember a couple of posts by a team mate of mine, Apple. The original map concept was his, but he gave up on it and the .map files were subsequently lost in a reformat. I eventually tracked down a .bsp of a partial map he had compiled (with his permissin), decompiled it, and got to where I am today. We were able to rescue the docks, the convent, and a few other blocks

3 cheers for Apple


(Malverik) #6

hehe keycards! Dunno if they were very popular in 1944!

That collapsed stairway in the dock area looks pretty cool. Great overall work from what i can see!


(Ifurita) #7

Keys have been around since times immortal and many have taken the form of cards. Even hotels use flat plastic cards with patterns of holes punched in them, pretty low tech and something that;s been used for centuries


(Schaffer) #8

Looing nice Iffy. How about a few tress in the city here and there to remove some of the coldness. Reminds me a little of the town in Kelly’s Heros with the Tiger tanks and bank


(Ifurita) #9

There are trees - there just aren’t any in the screenshots. In fact, there are 7 of them I believe


(Schaffer) #10

OK, yeah I can see some in the fourth, sixth and last screenshots but they are in shadows which is why I didn’t notice them. Looks really nice. If you need a CM youn know how to contact me :slight_smile:


(Ifurita) #11

yes, I may just do that - since my CM making skills are rudimentary at best - though your tutorial helped a ton.

What is the difference between the red and green channels of a tracemap? I find that I get better results with the red on some maps and better results wiht the green on others


(Schaffer) #12

My interpretation is:
Red: Top down look of the sufrace and buildings from the perspective of the sky. This dons’t include the sky
Green: Top down ground mask from the perspective of the sky (Straight from LDR but I don’t know what that really means since it is so simillar to Red)
Blue: Sky (Pretty isn’t it :slight_smile: )

I always work with Red but then this is applied over a solid colour base (for buildings and structure) of (156, 155, 144) and then there are three buildings layers of Soft Light 20%, Screen 100% and Multiply 20-30%

Probably dosn’t really answer your questoin. Perhaps Fluffy Gimp or Sock or some other SD Dude can comment?


(boomart) #13

nice looking map indeed, especially for streets gunfights. one comment thought : its a little bit “blocky” (lego style) atm. interiors look far better. i guess its due to the the bird’s view of your screen shots, but the whole thing is working good. one big thumb up to the docks and truck area. love it !


(M8DNephelim) #14

nice map! looks promising… :slight_smile:


(Muffin Man) #15

It’s too clean…

Add litter, burn’s, scorches, rocks, rubble, moss, grass etc to add a touch of realism. :wink:


(Ifurita) #16

I made add some, but probably not too much. This map is primarily aimed at comp play and I’ve found that little details like this end up taking a lot of time and are nearly totally overlooked.


(M8DNephelim) #17

whenever you want a public test on it we can put it on rot on our betamaps server, just give me a shout! :slight_smile:


(]UBC[ McNite) #18

I made add some, but probably not too much. This map is primarily aimed at comp play and I’ve found that little details like this end up taking a lot of time and are nearly totally overlooked.

Yepp, I had a discussion about my map with some aged mappers and it ended with them urging me to put in lots of details, towers, archways and stuff… they didn’t get the idea of a simple but very playable competition map. They even suggested to use real-life-dimensions for doors and windows… :eek:

Btw. nice map, can’t wait to have a playing look at it.


(blushing_bride) #19

suggestions for making a comp map based on recent experience.

  1. make it with as little detail as possible. none is better then some.
  2. dont compile with light.
  3. Think RTCW rather than ET
  4. Make sure allies can win it within five minutes

(Ifurita) #20

Released the first playable

Links:

http://www.pcgamemods.com/7084/
http://www.fileplanet.com/dl.aspx?/planetwolfenstein/4newbies/dubrovnik_fp.zip