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[WIP] DoD_Ryan |
Watchtower
Member

Posts: 67
Joined: 04.09.07 |
| Posted on 12-04-2008 16:36 |
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Ok guys, this is an EARLY EARLY sneek peak. Its nowhere near completion and everything is being tweaked, lighting, displacements, models, etc.
This is just the 'feel' of what the town center will look like.
http://img160.imageshack.us/img160/8959/ryansuzescene20000vd9.jpg
I may need some help 'imagining' up the sides and spawn areas of the map, as the movie which this map is based on has carefully plotted visions of the set. I've created over the last 2 years a large database of houses I'm going to implement somehow.
I'm pretty sure I'm going to use a "push' type game play, where once a flag is taken, it cannot be taken back until the allies are pushed back to the bridge.
I play tested this map back in the dod 1.3 steam days and it was a lot of fun with a full server. The 'push' style game play worked well and people enjoyed it. I was close to a release but was banned from the forums due to a 'disagreement' with some a-hole.
With the freedom of source, my vision can be achieved much easier for this map.
At the same time, I need to carefully consider how to make the map functional as the layout is not conducive to streamlined game mechanics such as dod_donner or flash, which narrows combat into specific areas.
That being said, The map is going to be on the large side and will give players plenty of alleys, side routes and sniper positions, and a lot of wide open areas that will need to be sprinted through in order to avoid rifle, sniper and MG fire. I want to make rifles the primary weapon of choice for both sides, but still satisfy the SMG crowd with some tight areas that flags will be in.
In the original 1.3 version, i had 5 flags, all 2 man capture points, once captured could not be taken back. Hence the 'push' method. Every time Axis got a flag, the allies would bring the defense back more and more.
The first was the statue/fountain you see in the picture.
The 2nd was inside the church. The source version will have 2 positions to fire from towards the front. The top of the tower, and a window centered above the main arch entrance, which is the most effective. Also, in lieu of making the church accurate to the film, i opted to cover it and make the main area of the church enterable. It will feature pews, a pulpit, and a hole that will have to be blown with tnt from the back through a small fenced in graveyard. If you look inside the arch now, youll see a closed door. That will be gone and the battle will be there. The back however will be ever so slightly viewable from the hole in the cafe, allowing a mg or sniper to pick off slow moving players.
I may just force players to go upstairs first (stairs are in the tower), to the right (in refering to the photo) past the window above the arch and back into the main area. This will make for some tense situations and give axis incentive to go around and blow the back open.
the 3rd was the "right flank" for allies, "left flank" for axis. this is a narrow alley filled with houses that opens up to another small courtyard where the flag was near a statue. I want to rework this so the flag is inside a large house with lots of rooms that could be easily garrisoned.
The 4th flag was the cafe (to the right in this picture). Axis had to go upstairs and capture the flag. Allies could hit this building with MG's and sniper rifles to stop a capture from the bridge or farther.
The 5th and final area capture was the bridge itself. The bridge sloped up from both sides so a smart axis group would lie prone as the allies rushed towards it to save the day.
The bridge is accessible from several ways. The 4th flag would continue through the alley and dump you off in front of the water. you could go into a house and down the stairs which would take you to 'water' level. From the water you could either go across and go up an opposite building with stairs just like the axis side, or a rope that led to the middle of the bridge.
The other route is simply staying on street level and attacking the bridge from the left, right and middle, and it creates quite a defensive struggle as the allies turn around the corner to the bridge.
Anyways i have it all planned out and most of the main buildings i built separately in their own maps so i could just plop them in. (like the 'suze' bldg and the church'
Any ideas on how to structure the map or gameplay would be appreciated.
Edit: sry max image size on forum is 512px wide.
Edited by spine on 12-04-2008 18:26 |
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RE: [WIP] DoD_Ryan |
Kosire
Member

Posts: 131
Location: Denmark
Joined: 07.03.08 |
| Posted on 12-04-2008 17:06 |
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looks good if you put some water into the spring, i think it will looks good 
- Kosire
Level Designer |
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RE: [WIP] DoD_Ryan |
spine
Super Administrator

Posts: 565
Location: Norwaii
Joined: 26.04.07 |
| Posted on 12-04-2008 18:27 |
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Certainly the most well planned map on the net. 
You should make a map overveiw drawing, it's easyer to understand and get a grip on the idea.
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RE: [WIP] DoD_Ryan |
415_Opa
Member
Posts: 97
Location: 3rd Rock from the Sun
Joined: 30.01.08 |
| Posted on 14-04-2008 02:48 |
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Hey, Watchtower, good to meet you; I'm down in Vancouver and also map and try my hand at textures and (very) beginning modeling with 3ds Max. Just curious, is the fountain pictured from 1.3 or is it available for Source? 

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RE: [WIP] DoD_Ryan |
Watchtower
Member

Posts: 67
Joined: 04.09.07 |
| Posted on 14-04-2008 06:29 |
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Nice to meet you too. Im in Washington, so, howdy neighbor. The fountain is a DoD Source model and using the VGUI model browser type 'fountain'. I believe "Anzio" might also be a key word. |
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RE: [WIP] DoD_Ryan |
415_Opa
Member
Posts: 97
Location: 3rd Rock from the Sun
Joined: 30.01.08 |
| Posted on 15-04-2008 18:06 |
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Thanks! 

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| Author |
RE: [WIP] DoD_Ryan |
Watchtower
Member

Posts: 67
Joined: 04.09.07 |
| Posted on 05-05-2008 07:00 |
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Update: Some test screens:
I've made each one of these buildings in their own map, 1 at a time, each hand crafted for hours and hours, many different lighting and texture tweaking and I'm still not done with them.
I'm still having to create new stain overlays, and custom window models for the building in the forefront, the cafe.
What I call my 'south test' the south part of the map:
[Shown with HL2 Full Spec Settings]
http://i216.photobucket.com/albums/cc141/pdrourk/ryan_southtest_05-01-080007.jpg
The Bridge:
I'd have to estimate this is around my 150th revision of my bridge since the HL1 days. I'm getting happy....
http://i216.photobucket.com/albums/cc141/pdrourk/ryan_bridge_020011.jpg
"The Alamo" - Building at end of Allied Side of Bridge
http://i216.photobucket.com/albums/cc141/pdrourk/ryan_alamo0013.jpg
Edited by spine on 05-05-2008 12:04 |
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RE: [WIP] DoD_Ryan |
spine
Super Administrator

Posts: 565
Location: Norwaii
Joined: 26.04.07 |
| Posted on 05-05-2008 12:06 |
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Shure is looking sweet!
Now pack it into a map and let's play! 
(btw, max 512px wide images please)
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RE: [WIP] DoD_Ryan |
415_Opa
Member
Posts: 97
Location: 3rd Rock from the Sun
Joined: 30.01.08 |
| Posted on 05-05-2008 14:13 |
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Looks quite "testable" imo, Watchtower. Like spine sez, how about zipping it up for a test drive?? Hmmmm........

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RE: [WIP] DoD_Ryan |
Watchtower
Member

Posts: 67
Joined: 04.09.07 |
| Posted on 05-05-2008 20:25 |
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I still have quite a bit of content to produce, including the canal gates and most of the "Alamo" side of this map. Arranging all the buildings to not only reproduce what I'm trying to do without making a mile long map has been an enormous challenge, but I'm up to it.
Its nowhere near ready guys, sorry. I still have to redo the church, and make an axis spawn and allied spawn, finish the sewer and decide where I want it to go.... a lot left.
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RE: [WIP] DoD_Ryan |
Jaboo224
Member

Posts: 23
Joined: 30.08.07 |
| Posted on 06-05-2008 03:00 |
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Great work so far watchtower :}!!! if you need anything 2d wise let me know... even if spine can do a much better job  |
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RE: [WIP] DoD_Ryan |
Sly Assassin
Administrator
Posts: 293
Location: New Zealand
Joined: 01.09.07 |
| Posted on 06-05-2008 08:20 |
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Hey Patrick I had an idea for an axis spawn the other day which was inspired by my dads model making days.
You could request a mobile field workshop to be created. It would include things such as gas cylinders for welding, a couple of benchs, tool boxes, a couple of trucks and maybe a mobile crane of some sort uising either the tiger orpanther chassis.
This would simulate the armoured divisions base of operations that the division used during SPR. which of course we never saw but would of exisited if it was n actual battle.
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RE: [WIP] DoD_Ryan |
Watchtower
Member

Posts: 67
Joined: 04.09.07 |
| Posted on 06-05-2008 23:02 |
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Interesting idea Rick. Not sure though. The bottom line is that new content creation such as textures and models just takes too much time alone.
Unless a team is working on a map, they pretty much take months to do. You know that. A map making team is something I've always wanted but time and time again fell through with various people.
It's pretty much not gonna happen unless a team forms around this map and decides to crank it out. |
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RE: [WIP] DoD_Ryan |
Jaboo224
Member

Posts: 23
Joined: 30.08.07 |
| Posted on 06-05-2008 23:48 |
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Well, Let me know if you need any 2d work  |
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RE: [WIP] DoD_Ryan |
Sly Assassin
Administrator
Posts: 293
Location: New Zealand
Joined: 01.09.07 |
| Posted on 07-05-2008 10:23 |
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This is the place to get the help from people you need, things like I was talking about minus the mobile crane wouldn't take long to make or skin and would add that varity that would make the map stand out that bit more.
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RE: [WIP] DoD_Ryan |
m8nkey
Member
Posts: 144
Joined: 08.01.08 |
| Posted on 08-05-2008 07:11 |
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Watchtower wrote:
The map is going to be on the large side and will give players plenty of alleys, side routes and sniper positions, and a lot of wide open areas that will need to be sprinted through in order to avoid rifle, sniper and MG fire.
Sounds like you've put a lot of forethought into your map. I'm looking forward to seeing more screens!
Here's a weird question, have you considered scaling down your concept? Custom maps just don't get much of an audience and it's hard to fill a server. I think small scale maps are more likely to get play on personal servers and at lans (instead of none at all).
Smaller maps are easier for players to learn, players with give up quick if they can't memorise a map after a few rounds.
There's also less to make, especially if you're using custom content.
Another reason I lean towards smaller maps is because you can go crazy detailing without any fear of hitting the max object limits.
Ultimately I hope people actually play the maps I make which is why I lean towards small environments. |
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RE: [WIP] DoD_Ryan |
m8nkey
Member
Posts: 144
Joined: 08.01.08 |
| Posted on 08-05-2008 07:20 |
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Watchtower wrote:
Interesting idea Rick. Not sure though. The bottom line is that new content creation such as textures and models just takes too much time alone.
Unless a team is working on a map, they pretty much take months to do. You know that. A map making team is something I've always wanted but time and time again fell through with various people.
It's pretty much not gonna happen unless a team forms around this map and decides to crank it out.
I completely agree with this. There's no way I'd take on a project by myself again. The amount of content that goes into a single map is just insane (I don't enjoy using stock content). I was fortunate enough to find a skilled modeler, kan3, to make the occasional model for me. Spine has also contributed .
It would be awesome to have an organised team. |
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RE: [WIP] DoD_Ryan |
spine
Super Administrator

Posts: 565
Location: Norwaii
Joined: 26.04.07 |
| Posted on 08-05-2008 10:00 |
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I agree, it's a big job if everything is custom made, but I think a map using already made custom props and textures combined with a little
new stuff here and there will look just as good.
Most of your needs you can find here, or get help with.
Just don't expect that someone can focus totally on your map,
but if we all help out once in a while we almost got a little team going on here, with multiple projects. 
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RE: [WIP] DoD_Ryan |
Watchtower
Member

Posts: 67
Joined: 04.09.07 |
| Posted on 08-05-2008 20:39 |
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No worries at the moment but thanks guys. I'm chugging along at the moment. Im sure the lighting will change but for consistency purposes ive kept it the same in these screenshots.
http://i216.photobucket.com/albums/cc141/pdrourk/ryan_alamoside_020002.jpg
Edited by Watchtower on 08-05-2008 20:45 |
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RE: [WIP] DoD_Ryan |
spine
Super Administrator

Posts: 565
Location: Norwaii
Joined: 26.04.07 |
| Posted on 10-05-2008 20:05 |
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Can't say anything but, it's looking good Sir. 
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