[DODS] dod_prohibition

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[DODS] dod_prohibition

Postby ryalho on Sun Dec 27, 2009 2:15 am

dod_prohibition is a map that takes place during the 20's and 30's. The map follows a strict structure such as one as dod_flash. These two maps though will have nothing in common. :)

Note, the bridge in picture 5 is ugly, if someone can find a better model for this type of bridge, it would be greatly appreciated.

Please enjoy.

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Re: [DODS] dod_prohibition

Postby korge on Sun Dec 27, 2009 2:56 am

The edges look really hard and boxy. I dont like how the geometry flows from building to building but thats just me. Im a sucker for architecture.

Looks good overall though.
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Re: [DODS] dod_prohibition

Postby DarkIceJack on Sun Dec 27, 2009 3:47 am

Overall it look alright, but that building in pic 4 looks really ugly, just doesn't go with the rest of the map
Time is but a movement inside a stillness; as the hands of a clock seem to race against time
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Re: [DODS] dod_prohibition

Postby ryalho on Sun Dec 27, 2009 4:56 am

korge wrote:The edges look really hard and boxy. I dont like how the geometry flows from building to building but thats just me. Im a sucker for architecture.

Looks good overall though.


thanks for the input, I've had a day on this, I haven't really set anything in stone.
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Re: [DODS] dod_prohibition

Postby ThePain on Wed Feb 24, 2010 12:31 am

The people of that town sure do love doors, that or itty bitty houses.

Also a simple thing to throw off some of the blocky flow would be to raise one side of the street up about 10 units, have a bit of a slope.
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: [DODS] dod_prohibition

Postby pyrozen on Wed Feb 24, 2010 5:33 am

looks like a good start, but you are missing one major thing...
ROOFS!!!

add some normal pointy roofs to those square buildings and the difference will be huge. You could add them to the 3d skybox if you wish, though that might be out of your reach at the moment. Also, don't make your texures do all the work, add some brush details to those buildings. Things like balconies, porches, stairs, and structal supports go a long way toward pulling the player into your map.

DODs are also notoriously difficult to make realisitic, probably only topped by Insurgency in the source MP map making circles. The trouble is that your aiming for realism, where CSS and TF2 are much easier to pass off since the games aren't as serious.

It's a good start, but i'd give it another 5-6 hours of detailing and you'll have something that looks much better.

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