Sweet Map [DoD:S]

It is nothing like a Black Mesa map though, it is a completely different style. Though you probably could apply and have a very good chance.

I did a paintover of one of the newer images since I was able to combine most of my thoughts from all of the images into one; the resolution was a bit small for me to paint text into so I just numbered them; my thoughts that correspond to the numbers are below.

https://images.rabidmnky.com/WIP/paintovers/dod_1.jpg

  1. An easy way to add street clutter in DOD maps is with fortifications; I noticed there were some sandbags at the other end of the street so you may want to add some at this end as well to make it look like one side has fortified themselves in the buildings on the left. Some tank barriers/dragon’s teeth, razor wire, supply crates, etc are are all quick ways to fill in open areas and provide logical cover if placed appropriately. Also I painted in some roof detail on the upper left since the roofs of the houses are quite bare.
  2. The stairs here don’t make sense to me - they run the entire extent of the lower plaza area and run right into another staircase as soon as you reach the top (and there’s no railings there to cue players [or people who would have actually ‘used’ the environment if this was real] to watch out). One possible solution that I painted would be to narrow the staircase, add a ledge on the right side, and add a railing, since there’s railings on the other nearby staircase. I painted in some blocks right next to the sidewalk - these could be planters or a grass strip or something to break up the flat plaza a little bit and to add some cover for people coming up the stairs near the 2 (and to prevent the stairs from running directly into the side of the sidewalk). I also painted in a bit of a planter with a tree between the two staircases - it would avoid using two railings there and having a narrow space where players could get stuck.
  3. There is a big open space on the other side of the bridge yet it leads into some very steep hills/cliff displacements - I would add some more buildings on the other side of the bridge instead of the open area to make it feel like more of a small town, and perhaps even have the tunnel as the lower level of a taller building which could act as a landmark for players to determine direction. Carefully placing some buildings there could also frame the 3dskybox very nicely, as the hills in the 3dsky are pretty steep and the tips could stick out from behind the buildings.

As a general note, the daytime setting is great for DOD maps - you can use the contrast between sunny and shady areas to create dm corners for players to hide, exposed routes that may offer a slight advantage but are in broad daylight, etc.

Wow, those are all awesome suggestions! Gosh, I wish I had an eye for stuff like that like you do. Hopefully that will come with practice. I absolutely thrive on constructive criticism, so thank you! I’ll be working on implementing those things next :]

Only that the repeating texture makes it hard to see the stairs unless they are facing you. In one pic, you can see the stairs fine that are facing you, but right behind them are stairs that are going down and to the right. You cant see each step.

meh… I am not a mapper and know nothing of these things.

I like it, but not a fan of the atmosphere, but that’s just personal taste, I’m more of a dark/gritty map lover.

Well done, nice to see you taking in suggestions.

Oh ok, I get what you’re saying. I’m not sure what I’d do about something like that, though. If I put a different texture it’d look incoherent. It’s easier to identify in game though :slight_smile:

Thanks! I might make a nighttime version too once it’s done.

A sunset/Sunrise atmosphere would look great, imo.

Don’t put a different texture, but rotate it and change the alignment a bit for each step so it doesn’t seem as though the texture is continuing over each step. Do that for both the top and side face.

Nice map BTW :wink:

Hm, I can’t find any good sunset skies here. I’d like to see what that looks like too, tbh.

That’s it! Wow thanks for the advice and also thanks for the compliment ;D

Woah, this map is pretty damn good looking :3

Thanks! It’s even better looking now after Rabid’s suggestions! Just finishing those up this very second ;]

I think the middle area needs more cover. And make sure its not possible for one sniper to stand way back at the far end of the map and take out anything he wants.

Make fewer stairs/make each step taller. Right now it looks like each step is like 3 inches tall. Rabid gives good advice too, never would have thought of any of that. :rolleyes:

Aside from the invisible stairs Catz pointed out, it’s looking great in its current form :slight_smile:
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Cool, I got DoD a while back and haven’t really used it much but I’ll try this out! :wink: BTW what’s up with the counter saying “16 days left” for what, do you think they’re just pulling our legs? :brow:

Man I can’t wait to see this when it’s done. I’m so going to download it and play it… :slight_smile:
Nice Map!!

needs moar craters

Awesome :smiley: If Black Mesa was going to be released in '10 or something I’d so apply :wink:

Umm… :fffuuu:

<3 I love you guys so much :slight_smile:

The final version will have plenty more distruction :wink:

How are skys made? Are they tga images? If so, here is one that I have always liked

Get it here

eggmoon

Founded in 2004, Leakfree.org became one of the first online communities dedicated to Valve’s Source engine development. It is more famously known for the formation of Black Mesa: Source under the 'Leakfree Modification Team' handle in September 2004.