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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: WIP mp_rostov
techno2sl
General Member
Since: Aug 5, 2004
Posts: 2977
Last: Oct 14, 2010
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Level 9
Category: CoDWW MP Mapping
Posted: Monday, Jun. 22, 2009 09:52 pm
Make it grassy.. over grown.. foliage.. lots of greens and light browns with ivy and large trees everywhere. Turn the ocean into a lake and your sorted.
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
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Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Monday, Jun. 22, 2009 10:15 pm
techno2sl writes...
Quote:
Make it grassy.. over grown.. foliage.. lots of greens and light browns with ivy and large trees everywhere. Turn the ocean into a lake and your sorted.


Nah not going that far..[crazy]
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Morphisnb
General Member
Since: May 7, 2006
Posts: 466
Last: Apr 24, 2016
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Level 5
Category: CoDWW MP Mapping
Posted: Monday, Jun. 22, 2009 10:17 pm
FAFFER writes...
Quote:
harbor without snow [eek]

next you'll be tellin me theres gonna be no more egg with bacon! [cry]


Yes, Rostov now only serves pancakes with bacon.
You are allowed to substitute sausage instead of bacon. [biggrin]
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
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Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Wednesday, Jun. 24, 2009 05:59 pm
[biggrin][rocking]
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
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Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jun. 28, 2009 04:06 pm
Little update















Still not shure if i should do snow....

Any comments welcome
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ITOE_MC
General Member
Since: Sep 3, 2006
Posts: 342
Last: Nov 12, 2009
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Level 5
Category: CoDWW MP Mapping
Posted: Sunday, Jun. 28, 2009 05:01 pm
One suggestion I'd offer: to make things look a little more interesting, you might want to rely less on ambient lighting in the exterior spaces, and create a bunch of localized light sources to draw attention to spots where the opposing teams are likely to encounter each other, and to other places where you've done a really good job on the geometry. You won't have to make the map overly dark to do that.

The original Harbor was a great map not so much because it was visually interesting, but because the layout was outstanding. You have the opportunity with this engine to have it both ways.
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dundy
General Member
Since: Dec 14, 2004
Posts: 768
Last: Nov 1, 2020
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Level 7
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jun. 28, 2009 06:43 pm
ITOE_MC writes...
Quote:
One suggestion I'd offer: to make things look a little more interesting, you might want to rely less on ambient lighting in the exterior spaces, and create a bunch of localized light sources to draw attention to spots where the opposing teams are likely to encounter each other, and to other places where you've done a really good job on the geometry. You won't have to make the map overly dark to do that.

The original Harbor was a great map not so much because it was visually interesting, but because the layout was outstanding. You have the opportunity with this engine to have it both ways.


Could you explain a bit more about this not shure what you mean...

Never done exterior localized light...[thumbs_up]
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Bloodletter
General Member
Since: Mar 26, 2008
Posts: 231
Last: Apr 16, 2012
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Level 4
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Sunday, Jun. 28, 2009 07:09 pm
I used Arachnofang's snow textures on my sniper no-cross map mp_driffield and they look great!!

Have a go at snow! [lol]
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FAFFER
General Member
Since: May 1, 2005
Posts: 647
Last: Sep 17, 2011
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Level 6
Category: CoDWW MP Mapping
Posted: Monday, Jun. 29, 2009 01:19 pm
coming on fast [thumbs_up]

those roof's do need snow.....[biggrin]
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ITOE_MC
General Member
Since: Sep 3, 2006
Posts: 342
Last: Nov 12, 2009
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Level 5
Category: CoDWW MP Mapping
Posted: Monday, Jun. 29, 2009 08:14 pm
By "localized light," I just meant a light entity.

I was suggesting that you reduce the brightness of the ambient lighting, and then add lights in various places around your map. There are a couple of decent light fixture models in the editor, and brighter and darker areas around the map would make it more visually interesting than the original (aside from the fact that the textures are so much better with this game).

edited on Jun. 29, 2009 04:15 pm by ITOE_MC
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