dod_OrangeEnigma

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dod_OrangeEnigma

Postby ryalho on Fri Aug 27, 2010 3:03 am

Alright so probably some of you have seen recent pictures of this map in its glitched stages (which it still is) but I thought to post a few pics of OrangeEnigma.
Please leave suggestions :)
ry ry

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Re: dod_OrangeEnigma

Postby korge on Fri Aug 27, 2010 3:09 am

I LOVE that waterfall. :)
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Re: dod_OrangeEnigma

Postby ryalho on Fri Aug 27, 2010 3:15 am

Thanks :)
But the credit for the waterfall textures go to "TopHATTWaffle."
You can find the textures here!
http://www.fpsbanana.com/textures/2665
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Re: dod_OrangeEnigma

Postby Plague on Fri Aug 27, 2010 4:10 am

As I said before, That is a sexy looking map...
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Re: dod_OrangeEnigma

Postby trcc on Fri Aug 27, 2010 4:20 am

Looking nice.. but it does not really look like day of defeat o.O
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Re: dod_OrangeEnigma

Postby ryalho on Fri Aug 27, 2010 8:16 pm

Haha yes it doesn't look very WW2'ish... Oh well perhaps i'll move it to a different game. Thanks guys for your comments!
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Re: dod_OrangeEnigma

Postby Plague on Fri Aug 27, 2010 8:19 pm

Personally, I think Gmod could use an awesome map like this.
It fits too, wide areas and lots of neat details.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: dod_OrangeEnigma

Postby Unstoppable Florence on Fri Aug 27, 2010 9:21 pm

trcc wrote:Looking nice.. but it does not really look like day of defeat o.O


Did you not realise that this was modelled on a real WW2 battlefield? Seriously, has no one ever heard of the Siege of Lollergrad? Or even the Great Dev-Texture Push? What are they teaching in school these days, eh?

Hah.

Well anyway, my verdict on this map, if you'd like it. This is probably the only dev-tex map I have seen that I like. Just wow. On the one hand I'd say it looks complete as is, but on the other hand I reckon that if you got some very nice textures in there that suit its current theme, you'd have one of the best looking maps for any Source Engine game. Evar.
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Re: dod_OrangeEnigma

Postby Furling on Fri Aug 27, 2010 10:47 pm

Looks good
I don't know why but I feel it would look even more awesome with a custom space sky texture. Or a 3D skybox of a city in the clouds

Either way looking good and I do hope you move it or at least replicate it on another game cause I personally don't even have DOD :P
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Re: dod_OrangeEnigma

Postby ryalho on Sat Aug 28, 2010 12:12 am

Thanks guys! I've been really trying for a different feel with the dev textures, I believe some people take these textures for granted...

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Re: dod_OrangeEnigma

Postby srredfire on Sat Aug 28, 2010 12:51 am

Needs an orange skybox, and dev stuff in the 3d skybox.
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Re: dod_OrangeEnigma

Postby ryalho on Sat Aug 28, 2010 1:42 am

some new photos of an updated 3d skybox*
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I'm still wondering which direction i should take with the skybox, perhaps the suggested space theme or the other suggestion being a dev_ landscape... so it's up in the air at this point

I've also decided to add some music by Moby
Porcelain-

(obviously via button)

Thanks for the support you guys but it's really difficult to keep this map at a steady frame rate, I'll keep trying to optimize it but I'm getting worried lowest so far is about 50fps, maximum fps being 100fps (outdoors).

thanks ryry

EDIT:

Perhaps I can have the best of both worlds, I'll have a dev landscape plus a space skybox so it's on the for example a (cliche) moon.
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Re: dod_OrangeEnigma

Postby ryalho on Sat Aug 28, 2010 4:37 am

Now here's a question would one rather like the white or the orange/black blend?
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Re: dod_OrangeEnigma

Postby Plague on Sat Aug 28, 2010 9:44 am

I think the white is more like a vast desert.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: dod_OrangeEnigma

Postby Unstoppable Florence on Sat Aug 28, 2010 10:49 am

Definitely the white, and keep it as an open desert, get rid of those evil walls you just put in.

Actually, try fragmenting it into little square tiles like you have with those floating walkways. I think rooting this map in solid ground kills the effect.
Dives wrote:Source is kinda like that really old guy in your family that keeps getting older and older and just won't die, but he tells really great stories. And craps the bed on occasion.
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